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Page 1: Volo's Guide to Cormyr
Page 2: Volo's Guide to Cormyr

Volo�s Guide toCormyr

Another morn brightens the rainAnd so I must travel on againTo see fresh marvels ahead.Eating wayfarers� bread,The leavings are my only pain.

�Synder Gallowglass,The Minstrel of Many Roads,�Ballad of the Wayfarer�

Page 3: Volo's Guide to Cormyr

DedicationTo Wes Nicholson�Grand host, greater booster of gaming, and a traveler even more energetic (and con-siderably more competent) than Volo.A good man�may Earth and Toril alike hold many more of them.

CreditsDesign: Ed GreenwoodEditing: Julia MarlinCover Art: John and Laura LakeyInterior Art: Valerie ValusekCartography: Dennis KauthTypesetting: Angelika LokotzProduction: Dee Barnette

Other Sourcebooks in This SeriesVolo’s Guide to WaterdeepVolo’s Guide to the NorthVolo’s Guide to the Sword Coast

ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc.MONSTROUS MANUAL and the TSR logo are trademarks owned by TSR, Inc.All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc.

©1995 TSR, Inc. All Rights Reserved. Printed in the United States of America.

Random House and its affiliate companies have worldwide distribution rights in the book trade for English languageproducts of TSR, Inc.Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.Distributed to the toy and hobby trade by regional distributors.

This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorizeduse of the material or artwork contained herein is prohibited without the express written permission of TSR Inc.

9486

TSR, Inc.201 Sheridan Springs Rd.

Lake GenevaWI 53147

U.S.A.

TSR Ltd.120 Church EndCherry HintonCambridge CB1 3LBUnited Kingdom

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ContentsForeword . . . . . . . . . . . . . . . . . . . . . .4

Volo�s Ratings System. . . . . . . . . . .5

The Forest Kingdom . . . . . . . . . . . .6Bearing Arms in Cormyr . . . . . . . .7How Best to Behave . . . . . . . . . . . .8Passwords . . . . . . . . . . . . . . . . . 8Procuring Licenses. . . . . . . . . . . . .9The Crystal Grot . . . . . . . . . . . . . . 10The Swords of State . . . . . . . . . . . 11The Character of the Realm .... 11

The Cities . . . . . . . . . . . . . . . . . . . . .12Suzail . . . . . . . . . . . . . . . . . . . . . . .15Marsember . . . . . . . . . . . . . . . . . .34Arabel. . . . . . . . . . . . . . . . . . . . . . . 53

The Coast . . . . . . . . . . . . . . . . . . . . .76Bogbrook . . . . . . . . . . . . . . . . . . . .81Dawngleam . . . . . . . . . . . . . . . . . .83Gladehap . . . . . . . . . . . . . . . . . . . .87Kirinwood . . . . . . . . . . . . . . . . . . .92Monksblade. . . . . . . . . . . . . . . . . .97Wheloon. . . . . . . . . . . . . . . . . . . .104Wormtower. . . . . . . . . . . . . . . . .117

The Heartlands . . . . . . . . . . . . . . .122Aunkspear . . . . . . . . . . . . . . . . . . .127Blisterfoot Inn. . . . . . . . . . . . . . .129Dhedluk . . . . . . . . . . . . . . . . . . . .135Espar. . . . . . . . . . . . . . . . . . . . . . . 139Eveningstar . . . . . . . . . . . . . . . . . .142Immersea. . . . . . . . . . . . . . . . . . .152Jester�s Green . . . . . . . . . . . . . . .159

Games . . . . . . . . . . . . . . . . . ..161Knightswood . . . . . . . . . . . . . . . .163

�The Cormyte�s Boast�. .... .165Mouth O� Gargoyles .... . . . . . .166

Stag Steads. . . . . . . . . . . . . . . . . .169Tyrluk . . . . . . . . . . . . . . . . . . . . . .172Waymoot . . . . . . . . . . . . . . . . . . .174

The East Reaches . . . . . . . . . . . .180Hultail. . . . . . . . . . . . . . . . . . . . . .189Juniril . . . . . . . . . . . . . . . . . . . . . .191

The High Helm. . . . . . . . . . . .192Thunderstone . . . . . . . . . . . . . . .194Tilverton. . . . . . . . . . . . . . . . . . . .195

The West Reaches. . . . . . . . . . . . .204Greatgaunt. . . . . . . . . . . . . . . . . .209Hornshield. . . . . . . . . . . . . . . . . .212Wyvernhunt. . . . . . . . . . . . . . . . .215

Appendix I:Folk of Cormyr . . . . . . . . . . . . .217

Appendix II:The Sword Heralds . . . . . . . .225

Appendix III:Magic in Cormyr . . . . . . . . . . .230

Appendix IV:Index . . . . . . . . . . . . . . . . . . . ...238

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Forewordelcome to the fourth ofmy groundbreaking(umm, perhaps that�s anunfortunate choice ofword) travel guides. Many

folk have long clamored for coverage ofthe fair realm of Cormyr in my oeuvre (Idon�t know what that word means, butElminster uses it, so it must meansomething grand),1 and your wishes,ladies and gentlesirs, are my com-mands. I pray, therefore, to all the godswho may be disposed to smile favorablyupon such efforts that your eyes also

find favor with this latest of my works:2

Volo’s Guide to Cormyr.

UsingThis GuidebookEntries have been included not forevery hamlet or backlane crossroads inCormyr, but for every place that�s likelyto be interesting�or unavoidable anduseful�to the traveler. For ease of use, Ihave divided Cormyr into the districtsfamiliar to most Cormyreans. Fromthem I have plucked the cities to investi-gate first.

As you page through this guide, firstyou�re presented with the cities andthen the coast. These are followed bythe heartlands, which are the area cov-ered by the King�s Forest�the endlessdeep green woods envisaged by most

folk thinking of Cormyr from afar. Thesection on the heartlands is followedby one covering the east reaches,where the countryside is more open,and finally by one on the almost-forgotten, mountainous west reaches. Ithink you�ll be as pleasantly surprisedas I was to find all the delightful back-waters and corners the Forest King-dom holds.

The reader interested in things magi-cal is urged to consult the second andthird appendices forthwith. They con-tain much of interest to the visitor toCormyr.

What�s Hereand WhyA casual glance at this peerless tomemay reveal to the discerning reader aslight paucity of information on thelarger cities of the Forest Kingdom.Please be aware that this is not due toany lack of proper diligence on mypart but is part of a deliberate plan:3 Itis my purpose in this work to eschewrepeated coverage of the all-too-famil-iar ground of what�s where in Suzail,Arabel, and Marsember, and insteadshow the reader something of thecountryside of the Forest Kingdom, theglories of its lesser-known and smallersettlements, and places even someCormyreans may know little of. Read

1Elminster: The base flattery of the man disgusts me.2Elminster: Sigh. He�s been taking lessons, hasn�t he?3Elminster: I used to sound like this�about a thousand years ago.

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on, then, and discover the real

Cormyr4�Volo�s Cormyr.

reporting everything folk would fain keepsecret for good reason. When he was done,what he�d produced was a treatise on thesecurity of Cormyr, how precisely the warwizards guard it, and how ye�or rather, aless honest and scrupulous reader�couldshatter it and quickly bring about thedownfall of the realm.

Mindful (sigh) of the beauty of Cormyrand how some of us are responsible

[Ahem. �Real� Cormyr, eh? Ah-hah. Well, enough that we�d like to preserve it, I setthe reader who hopes this book provides about expunging the most vital of his reve-any sort of useful place-by-place guide to lations. What remains is far more thanthe fair kingdom of Cormyr will of course enough for adventurers to get themselves(and as usual) be sadly disappointed. Those into deep trouble and give Vangerdahastwho want to get a feel of the flavor of back- more than few anxious moments (heh-country Cormyr will, I trust, be generally heh). That should only make the realmwell served by this work. As gossip, �tis pure stronger�and a more entertaining place togold, and as entertainment, �tis worth�sev- dwell in.]eral tankards. (Er . . . empty ones, ofcourse.)

Ahem, yes. There�s something I shouldtell ye. Volo spent his youthful energiesdoing what he does best�spying and then

4Elminster: Delusions this grand are the final frightening stages of the descent into babbling idiocy. Hmmm,perhaps the lad would�ve made a good mage after all. . . .

Volo's Ratings SystemPipes Tankards Coins Daggers

(Inns) (Taverns) (Prices) Alleyways,Courtyards, Etc.)

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The Forest Kingdomelcome to a Volo�s-eye viewof Cormyr the fabledrealm of ancient forests,galloping knights, happyfolk, feasts that roar on �til

moonfall, and proud keeps where brightpennants flap in the breeze. Cormyr is aplace folk from the Dales to bustlingWaterdeep to the back streets of Amniancities to the crowded Vilhon Reachuplands dream of visiting. It is a land ofchivalry and romance, where the thronehas been held by Obarskyrs in an unbro-ken line since the realm was foundedand ever-watchful war wizards keep therealm and the throne secure.

Bearing Armsin CormyrLet those who read these words of prac-tical advice to travelers not misinterpretmy intent: I mean no ill to the throne orfair realm of Cormyr1 but strive only toenlighten readers who might otherwiseunwittingly blunder into unlawful acts orsensitive areas and thereby offend inignorance.

The war wizards� vigilance makes aword or two of warning necessary: Any-one bearing an item clearly a weaponinto Cormyr must seek out the nearestPurple Dragon guardpost and have thesearms inspected and bound with peaces-

trings. For these purposes, a weapon isany knife larger than a belt blade usedfor dining, or anything that does harmwhen swung that can�t be explainedaway as a wayfarer�s staff or tradesman�stool. Purple Dragon patrols and passingwar wizards are surprisingly frequent,and anyone going armed will be chal-lenged unless their weapons are clearlytied. Being found with an unboundweapon�unless one has just defendedone�s life against an armed attacker andhas witnesses who can attest to the factthat you didn�t draw steel first�isgrounds for arrest on the spot and a sen-tence of at least confiscation of goodsand expulsion from the realm.

Only persons named in a royal charterof arms (customarily sold to adventurers�bands for sizable sums of money), bear-ing a license to sell weapons, able toprove that they belong to the PurpleDragons or the war wizards, or fulfillingother specific circumstances, have theright to bear arms in the realm. Some ofthe other valid reasons for bearing armsare: if one is of noble Cormyrean birth, ifon militia duty, if pursuing weaponspractice under the supervision of yourlocal lord, if on a hunt sanctioned byyour local lord, if temporarily attending arecognized hunting lodge, or if holding aCrown writ. Outlanders visiting Cormyrcan only use the latter two reasons.

1Elminster: Oh, no, not much. Bah! That such fools walk Faerûn!2As little as 2,500 pieces of gold per person for a seven-day battle pass, or 3,000 gp per head for the more usual ten-

day pass, and upward from there. A permanent adventuring band charter can cost 25,000 gp or more.A band of six persons or less is considered a fellowship and is charged only 1,000 gp for a charter, plus an annual tax

of 300 gp. The first year�s tax must by paid upon receipt of the charter.

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Crown writs are issued to confirmtemporary rights to bear arms. Forexample, one might confirm a person�sstatus as a noble guest of the realm (suchas a visiting envoy from another land), anoble guest�s bodyguard, or a specialmessenger or agent of the Court. Suchpersons must either bear the writ withthem, a Purple Dragon ring,3 or a Courttoken.4 In all cases, records exist to verifyissuance of writs, tokens, charters, andthe like. Travelers who wish to unlawfullygo armed in Cormyr must be very goodbluffers or their careers at large won�t belong. Such vigilance by the PurpleDragons and war wizards keeps therealm largely free of casual brigandage.

How Bestto BehaveCormyr�s defenders are diligent andwatchful. Folk who pry and openly seekinformation arouse suspicion, and theyoften earn themselves a body search andquestioning by Purple Dragons supportedby one or more war wizards. My coverageof several locales in Cormyr suffered inthese pages because my curiosity mademe unwelcome. Be warned.

Yet don�t skulk fearfully about, either.Such behavior labels one as a thief and afool. Cormyreans love their king andrespect Purple Dragons, though they arewary in the presence of powerful noblesand war wizards, who�re apt to be a bitoverbearing and willful. Your averageCormyrean is honest, self-confident, andloyal to his or her country. For an illustra-

tion of what I mean, have a look at thelyrics to the popular ballad �The Cormyte�sBoast� in the entry on Knightswood.

This is not to say one can�t find folkwho retie peacestrings in the secret knotsused by Purple Dragons, but only wizardsable to magically read thoughts can getaway with doing so for long. The custom-ary way of contacting such dark mages isto buy a drink in a tavern, letting the tav-ernmaster see a cord, hair, or straw tiedaround your finger. You�ll be covertlyprobed to be sure you aren�t a mage andquestioned to force your thoughts intorevealing any status as an agent of theCrown. If you�re deemed safe, a fee of atleast 500 gp must be paid when contactwith the mage is finally made. For thosenot partial to their weapons, a simplersolution is to toss the offending itemsdown a well or privy hole and, if ques-tioned, claim they were stolen.

PasswordsWhen caught armed, it�s often simplestto brazen it out. Just act as if you�ve everyright to bear arms. Caution whoever�saccosting you to speak quietly, and mut-ter, �I serve the Crown!� Say no more,save to drop mysterious hints, untilescorted into the presence of a war wiz-ard�and you will be.

Assuming you�re not facing Vangerda-hast himself (in which case I fear yourcareer is, as they say, sharply at an end),tell the august war wizard that your nameand mission are known to Vangerdahastonly, and utter, �My orders are to give you

3See Appendix III of this guidebook.4A Court token is a numbered brass plaque engraved with the Purple Dragon symbol.5See the chapter on the heartlands of Cormyr.

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only this password.� Then choose fromamong the following valid passwords:6

�Red night,� to which the war wizardreplies �Gray dawn,� whereupon youadd �And brighter morning!��Thorn�s keep falls,� to which the warwizard replies either �Forever� or �Nomore.� If she (or he) says �Forever,�your reply is �By the grace of the Nine!�and if she says �No more,� you say �Asdreamed of.��Black sword,� to which the war wizardreplies �Meets green shield,� where-upon you say, �To make red war.�

Drop the phrase �seven eyes aroundthe throne� to denote a personal, top-secret mission for the king. If a war wiz-ard says �Bright star!� to you at any time,instantly reply, �But the well is dark!�

ProcuringLicensesAnother way out of trouble if you�re caughtarmed is to produce a license that pro-claims you are a Cormyrean sword mer-chant. These can be had from any locallord in the usual way of course, for a fee of4,000 gp and an annual renewal charge of2,000 gp first due at the next Greengrass.The approval process involves very slowand very thorough investigations of one�smind, past, and present doings by anynumber of nosy war wizards.

A false license can also be had from theman who grows an extra eye7 and appearsonly on misty nights at the end of random

piers in Marsember, from a certain Suza-ilan professional escort to whom you mustwhisper the name �Sharanne� whenyou�re in private, or from a serpent-headed man in the taproom of the WorldSerpent Inn in Arabel (The World Serpentis an establishment that can be found onlyby those who know how to enter it;8 every-one else steps into a run-down taverncalled the Wild Goose when they stridethrough the door.) Purple Dragons havetried to slay or apprehend the snake-manon several occasions, but he commandstransposition magic allowing him toswitch his body with that of a beholder!

From any of these individuals�andprobably others in Tilverton andWheloon as well as several ambitiousforgers in Suzail�one can get a licenseto sell weapons for 600 to 900 gp. Bargainshrewdly�those willing to perform ashady service or two for these vendorscan get their desired document for agreatly reduced price.

A passage license can also be had forthe transportation of weaponry in bulkthrough Cormyr that is not for use or forsale within the realm. This typically costs25 gp per chest or crate; all weapons mustbe enclosed in locked containers. Theauthorities affix foil seals stamped withthe Purple Dragon across all seams ofsuch containers. If these are found to bebroken when another border is crossed,the fine is 100 gp per container, plus for-feiture of whatever�s in the container! Ofcourse, replacement foil seals can be

6Elminster: Improvise thine own and pray for luck if ye must use this stratagem. War wizards aren�t so stupid asto not peruse this guidebook, rendering Volo�s suggestions useless by the time ye read this.

7Probably a doppleganger. It�s said he works for a powerful mage. Some whisper he serves Ildool, the local lord,whose corruption surpasses the double-dealing of even Sembian merchants!

8By knocking in front of the Wild Goose on an imaginary door beneath the signboard and then uttering the name ofany deity of Faerûn. (Elminster didn�t strike out this footnote. He just sighed and said, �Ah, well, there goes the neigh-borhood!� Then he grinned, very slowly.)

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bought from many Cormyreans whoaren�t part of the government. In Marsem-ber, especially, every street seems tohouse one or more such morally adven-turesome individuals.

It should be noted that the passage ofarms through the realm represents athreat to the security of Cormyr. What if athousand Zhent caravans were to showup carrying weapons cargoes, gather indefensible locales within Cormyr, breakopen their arms all at once, and launch anattack on the Forest Kingdom fromwithin? Because of the security risk thatarms transport represents, Purple Dragonpatrols and war wizards employing wiz-ard eye spells keep more or less constantwatch on the holders of passage licenses.

Smiths in Cormyr must themselves belicensed. They must also account for theusage of the metal that they procure toensure that arms aren�t made covertlywithin the borders of the realm andcached for use by brigands, rebels, oragents loyal to another land who enterthe Forest Kingdom. Those applying for asmith license must prove residencywithin Cormyr; seek the sponsorship of alocal lord, who will assign regular PurpleDragon patrols to check on the smith�swhereabouts and doings; and pay 600 gpa year. The first year�s fee must be paidup front.

Citizens of Cormyr must pay manyother licenses and taxes of small amounts.The traveler can safely ignore these,except the ones that serve as admission toa trade fair or facility. Even so, Cormyre-ans are taxed far more lightly than the citi-zens of many countries and city-states,and there�s a fascinating reason!

The Crystal GrotFor centuries now, the Obarskyrs havebeen able to tax their subjects lightly andyet elude the influence of the richestnoble and merchant families by stayingout of debt to them. The reason for this isa private source of fabulous wealth. Some-where in Cormyr lies the fabled CrystalGrot, a natural cavern whose walls arelined with sapphires�a thick layer of glit-tering gem crystals, possibly the largestgemstone concentration in all Faerûn!

The cavern was discovered by AmbleObarskyr, cousin to Ring Pryntaler. Asidefrom Amble, Vangerdahast, and everyrightful king since then,9 only six peoplehave seen it in all the years since then.These lucky six have all been PurpleDragons skilled in mining who werebrought to the cavern by magical meansto keep its location secret. Their duty hasbeen to chip out crystal masses when theCrown needed to call on its wealth.

It is known�or perhaps falsely putabout by folk of the Court�that the Grotlies somewhere under land owneddirectly by the Crown and is part of a cav-ern network haunted by a watchghost orsome sort of lich. In recent years the gemcavern has been reached only via a gate.The location of this transport�s other endis secret, though persistent rumors placeit somewhere in the cellars of the palacein Suzail, in a room concealed behind asliding painting, a tapestry, or a carving-ornamented wall.

The Obarskyrs have always been care-ful to spend their sapphire wealth inmoderation, offering stones for sale inthe Vilhon Reach, Waterdeep, Amn, and

9That is, all of Cormyr�s kings save Salamber and Gondegal.

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similar distant markets to keep theirvalue high. Yet, the existence of the Grotexplains the rows of sapphires on thescabbards of all four swords of state inthe regalia of the Court.

TheSwords of StateFour blades are revered in Cormyr andcared for carefully at Court. Thievesshould be warned that war wizards cantrace their whereabouts and that stealingone draws a succession of grimly deter-mined Cormyreans willing to do anythingto get it back! These hallowed blades areAnsrivarr, Symylazarr, Orblyn, and Rissar.

Ansrivarr is the battered, ancient bladeof the Obarskyr line. It symbolizes therealm of Cormyr itself. Symylazarr, alsoknown as the Fount of Honor, is the swordon which all nobles swear fealty to theCrown and with which all knights aredubbed. Orblyn, the Edge of Justice, is usedto execute nobles found guilty of capitalcrimes and to detect falsehood in courtsessions. Persons giving evidence must doso with their hands on Orblyn�s nakedblade, which flashes at any untruth spokenbecause of its permanent detect lie ability.Rissar is the small and bejewelled bladewith which all royal marriage vows aremade. The couple clasps it together whilethey speak their vows. Rissar�s point alsoserves to spill blood in all blood vowsundertaken at Court, such as the bond ofloyalty to the Crown undertaken by everywar wizard. It is rumored that the drops ofblood sworn war wizards shed in this cere-mony are carefully kept in vials by Vanger-

dahast, whom tales hold can work deadlymagic on treacherous war wizards fromafar by means of the precious droplets!

All four blades, when not in use, lie onvelvet-covered plinths under crystaldomes, each in a separate chamber atthe Royal Court in Suzail, and the publiccan view them without charge. Theswords are only displaced from thesefour great chambers when they are inuse or when folk of royal blood havedied. (Such nobles are laid in state on thebiers normally reserved for the swords.)Visitors are urged to go and see theselandmarks. Children go up to the bladeson display and whisper their wishes (asdo unrequited lovers) to the swords, forlegend in Cormyr holds that the bladeshear all told to them in confidence andact to aid the truly worthy of heart.

The Characterof the RealmIn Cormyr, travelers will find a happy,even romantic people largely contentwith their lot. This is best illustrated in afamous Cormyrean saying first utteredby Baerauble, Lord High Mage of Cor-myr. Like Vangerdahast, Baerauble was awizard who safeguarded the realmthrough the reigns of several Obarskyrs.This saying is now inscribed on histomb10 and has been adopted into every-day use by the people of Cormyr:

The gods do not grant to us allThe shining mantle of the hero.Do what you can,And it will be enough.

10The tomb stands at one end of the Chamber of the Purple Dragon, with the Obarskyr Throne at the other. It isguarded at all times by two Purple Dragons, but visitors are allowed to pray at it and even touch it for luck.

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The Citiesost folk of Cormyr live in seen in Faerûn, and it is home to somethe three cities of the establishments that pleasantly surpriserealm: Suzail, Arabel, and the visitor who turns away from the splen-Marsember. Persons who dor of the Promenade and the Royal Gar-deal in wealth or want to dens long enough to take the trouble to

move in the circles of power in Cormyr seek them out.and don�t have the great good fortune tobe born noble must dwell in Suzail or visit Marsemberit often. Many shipborne merchants andother visitors to the Forest Kingdom have Overviewseen no more of Cormyr than its two port Marsember is an old, shabby, run-downcities. There are even folk who live out metropolis of mildew where canals andtheir lives never setting foot outside the docks are more numerous than streets,walls of Suzail, Arabel, and Marsember. mysterious things are dropped from the

All three cities are given over to intrigue bridges after dark, the stench of fish isand gossip beyond the scope of this guide. ever-present, and there�s not a live tree toHere I present a traveler�s overview of be seen. Living here is very different frominteresting sights in Cormyr�s cities. I can the romantic idea of living in Cormyr; it isdo no more, because I was repeatedly the closest thing to living in a swamp thathampered by wrathful war wizards and any city I know of offers. When it�s notPurple Dragons in my attempts to learn raining or storming furiously, with light-more. Yet it is my fond hope that travelers ning stabbing down all around and howl-will find these pages useful in visits to Cor- ing winds whirling away everything notmyr�s three cities. safely lashed down or behind shutters,

SuzaiL OverviewSuzail, the capital of the realm and CrownCity of Cormyr, contains a busy port; themost beautiful gardens I�ve yet seen insidecity walls anywhere; a magnificent palace;a large, labyrinthine, highly efficient RoyalCourt; the largest fortress of the PurpleDragons in all the realm; and thedwellings of thousands of hard-working,prosperous tradesfolk who seem to lovetheir city. It is smaller, cleaner, and easierto get around in than most capitals I�ve

heavy, clinging mists shroud the city.A onetime pirate port independent of the

realm of Cormyr, Marsember retains an airof shady dealings and corruption. Smug-gling and money-laundering goes on hereall the time, and there are even rumors thatslave-taking lingers on behind the blank,shuttered faces of the old warehouses. I�dbelieve anything seedy of this place.

Arabel OverviewA frontier feeling still pervades the Cara-van City of Cormyr, though the recent

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addition of Tilverton to the realm is less-ening Arabel�s role as the base forprospectors, big-game hunters, PurpleDragons, adventurers bound for theStonelands, and upland ranchers. Longan independent city-state, Arabel was thesite of Condegal�s short-lived court andretains surprisingly sophisticated shopsand services for such a backland center.Like Suzail, the diligent work of theauthorities and the amount to which theyregulate affairs keeps the city clean,uncluttered, and relatively safe. It is theperfect waystop for weary caravan mer-chants bound for the heart of the realm orheaded out to trade for the riches of theMoonsea and the Dales.

Dominated by overland trade and along-established local gem industry Arabelis often threatened by Zhentarim forces.

The Zhentarim keep a watch on it from theStonelands, though their feywing riders sel-dom dare to pass over the city itself, raidingcaravans and wayfarers on the road whengood opportunities befall. For this reason,the Purple Dragon forces in Arabel areever-vigilant. They are always on patrol oron exercises that keep them active in theshadow of Arabel�the lands immediatelynorth and east of the city as far afield asRedspring Castle Crag and Hillmarch.These lands are ideal grazing countrybecause of their numerous ponds andrivulets, and so numerous shepherds andkeepers of herds of goats, cattle, and otherherd animals have come to live here overthe years. Skirmishes in the shadow of Ara-bel are frequent, both because outlawsoften come here and because Zhentarimnever seem to learn blood lessons.

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SuzailThe capital city of Cormyr1 is a bustling,prosperous place, the monetary and cul-tural heart of the realm. It�s always afirewith new ideas, new ventures, newthings to buy, and fresh ways of doingthings. Fashion in Cormyr is set in Suzail,and with each passing year the city growsmore important across Faerûn as a cen-ter of learning. King Azoun vigorouslyeradicates all attempts to form thieves�guilds and smuggling cabals, making thisone of the safest cities in the Realms. It isalso one of the wealthiest and cleanest, aplace travelers love to visit and revisit.

Purple Dragon street patrols arenumerous, and at any sign of trouble warwizards visibly accompany the soldiers.Curfews are also placed on the city tomake it clear to all that no lawlessness istolerated in Suzail. It should be notedthat folk who have lawful business atnight�loading or unloading a ship orshop delivery cart, for example�canalways get license to break curfew, butthey find themselves under the watchfuleyes of an escort of at least three PurpleDragons all the time they�re doing so.

As befits a busy trading center, theguards on the gate are always courteousto visitors unless their unseen war wiz-ard overwatcher speaks within theirheads to warn them they�re facing a

Zhentarim or other evil mage, disguisedmonster, or known traitor to the Crown.Be advised that telling an intentionaluntruth to a guard on watch is anoffense. It earns a Cormyrean a fine andplacement on the ongoing list of peopleto question carefully for a year,2 but usu-ally wins an outlander a ban from enter-ing the city on the spot.

CitizenryOver 129,000 registered citizens callSuzail home. Purple Dragon estimatesplace the average headcount closer to148,000, with the population rising to160,000 at the height of the summer trad-ing season. The citizens are defended bya garrison of 4,500 soldiers, the ImperialNavy of Cormyr, and 92 war wizardswho�re known to reside in the city.

DefendersMighty 80-foot-high curtain walls protectthe city on all landward fronts, and abroad street, the Promenade, links thetwo main gates in this rampart. ThePromenade runs from Horngate to thewest to Eastgate in an arc that separatesthe Court precinct from the rest of thecity.3 Few attackers care to assault such asecure fortress. A large resident armymans those walls, and private citizens

1A map of Suzail can be found in the chapter on Cormyr in the FORGOTTEN REALMS® Campaign Setting box, in theCormyr game accessory or in the FORGOTTEN REALMS Adventures hardbound.

2These punishments are assessed if an officer of the court judges so at the Royal Court. Purple Dragons aren�tallowed to levy and collect their own fines. At any fining, both sides are allowed to argue their views. Appeals are possi-ble but rarely granted. Such fines are usually 5 gp but may be as low as 2 gp or as high as 50 gp if the liar draws steelagainst a Purple Dragon and draws blood. The �question carefully� list is a roll of folk to whom the war wizard on gateduty pays careful attention, with the aid of a detect lie cast by an accompanying cleric if need be, while the guards con-duct a thorough and time-wasting series of questions.

3All citizens know that a particular four-note horn call means they must leave the Promenade as fast as they canmove. They�re drilled in doing so about thrice a year.

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can provide respectable support. Indeed,the wizard Maxer was accorded the titleDefender of Suzail for slaying fourdragons that attacked the city!

The garrison is based in the Citadel ofthe Purple Dragons at the southeast cor-ner of Suzail, and it is led by Sthavar,Lord Magister of the City. Three hundredof these soldiers are on civic street patrolduty at a time. Purple Dragons on thisduty are housed in auxiliary barracksaround the city walls.

The Purple Dragons share theirfortress with the Navy: 14 major shipsand their crews, totaling over 2,500trained sea warriors known as the BlueDragons. The largest vessel, the Crown ofCormyr, is a floating palace. It is oftenused by the royal family to relax awayfrom the eyes of the Court or to entertainguests in secret. Both it and the Dragon,Cormyr�s largest warship, are wellequipped with ballistae and firepot-hurlers. The presence of such shipsserve to persuade Westgate and othermaritime powers that Suzail is too welldefended to harass, but it�s the small, fastcoastal runners of the fleet, like the Bladeof Espar and the Lance of Wheloon, thatsee action most often. Almost dailythey�re active against piracy.4

MagecraftSuzail is a major center of magical learningand power. It is home not only to the secre-tive College of War Wizards and Vangerda-hast, Royal Magician to the Realm, but alsothe Council of Mages and such important

wizards as Argûl, Baskor, Laspeera, Maxer,and Valantha Shimmerstar.5

All mages of 5th or greater level whoenter Cormyr must register before thenext sundown with a king�s herald, a locallord, or at the Court. Once on the rolls,they�re welcome at meetings of the Coun-cil of Mages. These meetings are eveningaffairs held in the Court in Suzail onceevery three rides (tendays). Vangerdahastor, in the rare event of his absence,Laspeera chairs the meetings. At suchgatherings, decrees of the Crown bearingon magic are proclaimed, issues of inter-est to workers with magic are discussed,and mages can advertise their services ortheir needs for the aid of other mages orwould-be mages. Many a starry-eyedapprentice comes to such gatherings.

The war wizards always have arecruiting representative at councilmeetings. Those mages who are mostloyal to the Crown can by free choice andAzoun�s agreement swear a secret oathand become war wizards in the serviceof Cormyr. The oath is known to involvea geas cast by Vangerdahast that pro-hibits war wizards from working to theharm of Azoun, his family, or the good ofhis kingdom.

WorshipSuzail houses two major temples andseveral lesser shrines. The Towers ofGood Fortune, dedicated to the worshipof Tymora, stand on the east side of thePromenade where it meets the RoyalRide. The Silent Room, venerating

4The bottleneck of water between the Sea of Fallen Stars and the Lake of Dragons that is known as the Neck is afavorite pirate haunt, and rumors even today whisper that certain folk in Marsember are in league with privateers.

5These individual mages are described in Appendix I of this guidebook.

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day woolen clothes that are oftentrimmed with leather it produces.

Deneir, is on the west side of the Prome-nade at the eastern end of the ornateiron fence that separates the street fromthe cobbled courtyards of the sprawlingRoyal Court building. For a fee of 5 gp pervolume anyone can peruse books at thetemple of Deneir, which houses a largelibrary of both histories about and thefanciful fiction of the Dragonreach lands.

The city also holds shrines to Lliira,Oghma, Malar, Tyr, and Milil. Lliira�s islocated on the north side of StonebowStreet, between Torch Street to the westand Blade Lane on the east. Oghma�sshrine is found on the west side of thePromenade, just inside Eastgate.Malar�s shrine crouches on the northside of the Royal Ride a few doors westof the shrine of Tyr, and Tyr�s shrine isperched in the angle where the Prome-nade and the Royal Ride meet. Finally,the shrine to Milil can be found on thewest side of Coachwheels Way justnorth of Blade Lane.

TradeThose with coins enough to spend canget almost as wide a selection of finegoods in the shops of Suzail as in fabledWaterdeep. Musical instruments, cloth,finished garments, sword blades, andarmor in plenty are made in the city.From the docks these products, as wellas copper bars mined near Espar, grain(sold in 25-lb. sacks, but priced by thequintal or hundredweight), and bonecarvings from the uplands of the realmare exported. Most folk of other landsdon�t think of Suzail as a source of finearmor and blades, but they do remem-ber the city for the good, durable, every-

In the past, sail-making and shipbuild-ing were important industries in Suzail.Almost all such trade has moved toMarsember and smaller coastal commu-nities as land has become more valuablein Suzail and the transport of lumberinto the shipyards has become anincreasingly slow and expensive process.The Citadel of the Purple Dragons stilluses its repair slips; lumber inboundthere is usually floated in over the citywall by the spells of war wizards.

Resident shopkeepers sometimes usetally sticks in their dealings, but the visitormust pay in cash. In earlier days whencoins were scarce, two sorts of tradetokens were used in Suzail. These flat,shaped pieces of wood branded with atreasury stamp are still honored, and Suza-ilans can turn them in to the Royal Court atdouble face value when they are usedtoward tax payments. The two sorts ofdiscs are the anvil and the wheel, and theyare shaped accordingly. Five anvils equal awheel, and a wheel is worth 1 gp, so ananvil is worth 2 sp. Anvil and wheel tradetokens haven�t been made for 30 years, soone can tell something about the age offound money caches by their presence.

The NobilityThe noble families of Cormyr are a large,influential, and constant presence inSuzail. Their fashions, free-handed spend-ing intrigues, and entertainments�inparticular, their costume balls, feasts, andhunts�set the tone of the city.

Most noble families have homes inSuzail, some of them quite modest build-

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ings hidden away on back streets. Tradi-tion and comfort matter more to thenobles than opulence, except to therecently ennobled and merchants tryingto buy their way into the nobility.

Suzailans see a side of their proud andmighty nobles that few others in Cormyrever observe: Suzail hosts many nobles�parties held in the Royal Court on fineevenings. All too often, these affairsbecome debauched revels spilling overinto the Royal Gardens. Many trysts arekept, arguments begun, and insults andwitticisms exchanged at such events.

noble or a wealthy would-be noble.Cormyreans like to dress as dashingadventurers. Even folk who�ve never helda sword in their lives sport half-armor ofeverbright silver for formal wear or adoptthe flared-boots, laced-leather-and-vestlook of the reckless vivant. As dress goesin Suzail, so goes fashion in the rest ofthe realm, from feathers in hats to glitter-weave doublets. At least regal blue anddusty beige are favored colors now, sothe finery doesn�t tend to be hard on avisitor�s eyes.

FairsFashionIn the streets of Suzail, half-cloaks, full-sleeved shirts or bodices, slim jeweledblades, and ornate masks mark one as a

Most Suzailans haven�t the energy left atthe end of their workday for evening rev-elry. They meet with friends at a favoritelocal tavern to talk over a tankard or two,

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and then stumble home to bed. This ten-dency of the average Suzailan to congre-gate in small taverns is why visitorsbearing news are so popular and goodstorytellers can earn a copper or two fora tale. Those Suzailans too drunk to bemoved from their pub seat are usuallycarted to a back room of the tavern tosnore their drink off. Just about everytavern in the city has a snoring room forthis purpose, and tavernmasters who putcustomers in one are entitled to takefrom each of their purses the cost of onedrink of the most expensive sort they�vedrunk that evening.

Entertainment for Suzailans comes inthe form of day-long fairs and festivals.Most shops close down for these celebra-tions, which consist of all the usual sea-sonal feasts�Creengrass, Midsummer,Deadwinter Day, and the like�plus hir-ing fairs in spring, summer, and fall, andthe Festival of the Sword. Hiring fairs6 aregatherings of journeymen skilled in atrade held so that prospective employerscan select new employees. The choiceoffered by a large selection of skilledcraftsfolk pleases the employers, andsuch public hirings deny any merchantsthe opportunity to hire a desperateworker unfairly, dirt-cheap, to laterundersell their rivals.

The Festival of the Sword, held on thefourth day of Kythorn, is unique toSuzail, representing the importance ofthe arms trade to the city. It consists of amounted parade of people dressed in thebest armor their shops make who gallop

around the streets as fast as safely possi-ble (and sometimes faster!), wavingblades, bellowing war cries, and sound-ing horns. They entertain the populacewith their thundering progress until theCitadel bells toll, whereupon they all raceto the gates in the ornate fence of theRoyal Court. There they enter into theCourt and are toasted with fine wine,sherries, and exotic liqueurs.

After thirsts have been slaked, these gal-lant armed folk look out through the fenceinto an area of the Promenade kept clearfor the Triumph of the Sword. Many othertownsfolk also gather around this area towatch a fully armored fighter combat andslay monsters. When the battle is done, thefighter casts the killing blade into the airand general feasting begins.

Of old, the monsters slain by thefighter were people in costumes, and thebattle was play-acting. Later, real mon-sters were brought in, caged, and thebattle was in earnest�and often deadlyfor the fighter! These days, captured jack-als and leucrotta that war wizards havemagically altered into the shapes of mon-sters are slain. These beasts aren�t giventime to become familiar with their newbodies, nor do they command any spe-cial powers of the beasts whose shapesthey wear (for example, dragon or gor-gon breath).

Suzail has one other interesting festi-val: Chasing the King. It is celebrated onthe sixth day of Marpenoth. It seemsBoldovar Obarskyr, who reigned brieflysome centuries ago, was a wildbeard, or

6Hiring fairs are different from trade fairs. Trade fairs are held in smaller communities as a way of attractingmerchants who otherwise wouldn�t bother to travel to them (thus never giving local folk the chance to buy theirgoods). A locksmith, for example, wouldn�t normally bother to come to Hillmarch, but the folk there would occa-sionally like to buy reasonably priced locks from a selection, not make do with a peddler�s single, vastly overpricedlock. So, trade fairs are held.

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madman. Although he was usually ofcalm and normal temperament, he�dsuddenly fly into berserk, killing rages,seize a weapon, and set off across the cityhacking and slashing at everything andeveryone who got into his way until dusk.He eventually perished as a result of dri-ving his blade through his favorite con-sort, who was trying to soothe him andstop one of these rampages. Her fallingbody dragged the king, who wouldn�t letgo of his sword, over the edge of a para-pet. He was impaled on an array ofupright lances bundled for transport ona cart standing below.

In the present-day festival, the unfor-tunate king is represented by a criminalalready condemned to death. This mis-creant is given a blunt sword, encased infull armor, and furnished with a belt ofpotions of healing. Then he�s let into thestreets and not allowed out of the cityuntil sundown. (Some men have shedtheir armor and swum the harbor orcrawled through the sewers to get out ofSuzail earlier.)

Anyone who likes can attack the flee-ing �king,� who can�t run with anyweapon but the one he was given andcan do anything on his run without fearof reprisal. (The �king� is allowed to seizeweapons raised against him and usethem on their wielders.) One fleeing�king� set several streets ablaze, whichkept a lot of folk too busy to harm him,but he tried to hide in the smoke anddied. Townsfolk usually don�t have toworry about being struck down by sur-prise by the fleeing miscreant. He�s usu-ally at the center of a whirlwind of

barking dogs, running boys, and jeeringjourneymen.

If the false king can stay alive untildusk, he is fully healed by a priest of Tem-pus hired for the occasion, given 50 sp, agood horse, food, and clothing, and hegoes free. Several criminals have so wontheir freedom in recent years. The crimi-nal must agree to play the king, but thelord chamberlain chooses who is asked.

I wasn�t able to get all of Suzail�s cele-brations straight, but there are at least twoeach month throughout the year. Each isan excuse for parades, drunken revelry,minstrelry, wrestling in the streets, andeating far, far too much! The day aftereach festival all businesses except restau-rants are closed. Most folk spend it visitingfamily and friends and dining out.

A LookAcross the CityThe northern part of Suzail is all tall, nar-row, grand houses that are comple-mented by the rolling greenery of thespacious Royal Gardens. The spectacularbulk of the Palace of the Purple Dragonand the Royal Court rise out of this. Butwhat lies outside the wide arc of thePromenade? Well, the bad part of townstretches to the west, near the harboraround the open market. Some gentle-folk never venture there. To the eaststands the Market Hall, into which farm-ers from outside the city stream at dawnto sell their fresh produce to sleepy-eyedservants.7 Also to the east lie the city gar-rison (the Citadel of the Purple Dragons)and the city jail (the Lock-Up).

7Visitors often confuse the market at the west end of the city, where one buys tools, furniture, clothing, and gew-gaws, and the Market Hall on the east side of Suzail, where merchants meet and farmers sell food.

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Between the far east side and the farwest side of town lie bustling, close-crowded shops, houses, and inns. Thesetend to be more expensive and tallernearer the Palace of the Purple Dragonand cheaper, noisier, and more run-down as one nears the docks. The oldestnoble families almost all dwell north ofthe Promenade.

The docks are a whirlwind of activityapt to be dangerous to the bystander.Overloaded carts and overloaded burden-bearers are constantly rushing about,cursing each other and their loads. Theharbor is a place of few entertainments.The stink of rotting fish is strong, and it isgood place to watch gulls mate and paintthe countryside white. Except for the ever-popular pastime of watching ships fromfar-off ports arrive and leave, and seeingtheir exotic crews and the lady escorts ofSuzail who come to meet or bid good-byeto them, there isn�t much to do.

The city has a wealth of shops, inns,and taverns, and boasts some truly splen-did restaurants. Eating out is a citywidepleasure and tradition. A fast-growingcustom is to have gourmet meals runin�that is, delivered hot to one�s abode.

By night, continual faerie fire radi-ances light up the Promenade withbright amber tones. These radiances alsoilluminate major cross streets at eachintersection, but appear less frequentlythan on the Promenade. They makeSuzail less smoky than some cities, astorches and candle lamps are fewer, and

frequent Purple Dragon patrols rendereven the darkest streets relatively safe.

LandmarksAlthough Suzail is a busy port with shopsand eateries of sophistication andrepute, its most important building is theRoyal Court. The Palace of the PurpleDragon, of course, is more magnificent,but the Court is unique: a sprawlinglabyrinth of interconnected buildings,erected and expanded over the centuriesas needed. The turrets in one place mayclash with the sloping roofs in another,but the assembled pile stretches alongalmost a quarter mile of the Promenadeand is undeniably impressive. TheCourt�s several thousand chambers areconnected by arches, servants� passagesconcealed discreetly behind tapestries,cross-galleries, balconies, and sweepingstairs. The Court has its own deep wells,its own streets (in the cellars), and evenenclosed glass-roofed courtyards wherefountains gurgle softly and harpists arewont to play.

This grand structure houses the legaland administrative bureaucracy of thegovernment of Cormyr, from the offices ofAlaphondar, Sage Most Learned of theRoyal Court8 to the rooms of Anzser, LordChamberlain of Suzail and Master of CityRevels, who oversees the issuance of allpermits, licenses, city ordinances, and taxwrits.9 Royal guides and escorts wait hereand royal surveyors work on their maps

8Alaphondar is the expert on the history, genealogy, and court law of Cormyr.9The post of lord chamberlain was introduced in response to long-ago plague problems, when plague spreading

became a crime. The position began as the overseer of refuse carts leaving the city and fresh food and water cartsentering Suzail. During plague times thieves were claiming folk had plague and slaying them, seizing all their valu-ables, and then burning their homes in order to return to the cooled ashes later and look for cached coins. The cre-ation of the position of lord chamberlain took away such thieves� ability to perform such vigilante acts and claim thatthey were acting legally.

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and charts here. This the heart of power mazes, fountains, and flower beds of the�and intrigue�in Cormyr. Royal Gardens stretch out all around,

The Court even has its very own fish- down to the glimmering waters of Lakepond where salmon, trout, and silverfin Azoun, where in warm months pleasureswim until they�re caught with dip nets sculls await and swans glide. At one end offor use in meals at the Court and Palace. the Court, across a small strip of cobbledCourt cooks feed these fish every day and court where three watchful wizards alwaysalso tend to a smaller eel pool.10 So large stand guard, rises Vangerdahast�s Tower,and confusingly laid out is the Court that the darkly slender abode of the Royal Magi-one can wander its chambers all day and cian to the Realm and Chairman Emperiusfail to see everything�or to find a partic- of the College of War Wizards.ular room or person one is seeking. Many tales of magic, messages, maps,

Guests at court are usually housed in and inscriptions hidden behind the pan-apartments in the Royal Court. Only eling of the Court�s rooms make therarely, since assassination attempts have rounds in Cormyr, and most are true.grown numerous, do even the most Also true, however, is the far-less-often-exalted guests stay in the Palace. heard rumor of diligent magical eaves-

Upland Cormyreans speak of the Royal dropping by loyal war wizards carried onCourt with reverence: It�s their place amid constantly in every chamber and backthe nobles� halls and the grand villas of the passage of the Court. Visitors are warned!wealthy, second only to the Palace itself. At The Palace of the Purple Dragon risesone end of it stands the Hall of Honor, out of the wooded Royal Gardens like awhere one can see the arms, armor, and fairy-tale castle, all slender spires, bal-other relics of the heroes of Cormyr� conies, and pennants. It houses privatefrom the pitchfork that the farmer Jult of apartments for all four families of theWaymoot defended an early queen of Cor- blood royal: the ruling Obarskyrs, themyr with when she was menaced by orcs Crownsilvers, the Huntsilvers, and theto the 7-foot-long boar blade wielded by Truesilvers. The opulence of its tapestry-the giant Baron Hlombur when he split and painting-hung chambers is leg-the skull of the orc lord Aragh. (It is dis- endary. It is a rare thing for a Cormyreanplayed, of course, with the riven skull.) to be invited inside: �He�s been to theEveryone is welcome to see the glories of Palace!� is a sentence uttered with awe inthe past and take pride in the valiant upland villages of Cormyr.deeds of forebears here. The Royal Treasury under the Palace is

Along the many south-facing windows also famous, though very few visitors haveof the Court runs the broad Promenade, ever seen it. The vaults are said to be heav-the most important street in Suzail and ily guarded by magic, traps, and monsters,one of the best shopping strolls in the and to hold great wealth and magical trea-world. On the other side of the Court, the ures. The truth of these rumors has beenrolling green beauty of the trees, lawns, confirmed by many archmages over the

10Freshwater eels have recently come to be considered a delicacy in Suzail, especially when accompanied byexotic sauces. Cooks each have their own secret recipes.

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years, including the Zhentarim magelordwho tried to seize all he could and endedup blown to bloody mist in front of all theCormyrean court when a stolen device hewas carrying went off.

The city also boasts some impressivestatues. Even at intersections notguarded by such offerings look forcarved beasts on building corners. Thegargoyles at the meeting of DragonfallAlley and Ustor�s Street are particularlyfine, and like several such specimensaround the city, locals swear they can flyoff to fight to defend Suzail if one butgives the right command.

What follows is description of a few ofthe more spectacular or fine establish-ments of the city, although it is not anexhaustive listing of all places worthy ofnote.

Places of Interestin SuzailShop sAs well as the large, signboarded shops,countless small businesses dot the streetsof Suzail. I remind the traveler to look atdoors for chalked messages like: �Mush-rooms Sold� or �Herbs.� Many womenwho keep to the home make cloaks orfruit cakes or keep a milk cellar, and manylads can be hired on the street for loadingor unloading carts or ships at the docks.

Suzailan shopkeepers sometimes usetally sticks when dealing with each otherrather than cash. These tally sticks arewands notched by passing PurpleDragons in a particular way. The RoyalCourt oversees such exchanges andmetes out sentences for the dishonest.

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A miscreant shopkeeper is oftenchained to a stone chair in the MarketHall for a day. Not only does he lose aday�s takings, his punishment is also tohave defective wares hung around hisneck or burnt at his feet. If he sells badproduce, wine, ale, or scent, it is pouredor smeared over him. Visitors committingsuch crimes are punished the same wayand then suffer confiscation of all goods.They are then exiled outside the realm forthe season as fast as they can be escortedby the next Purple Dragon road patrol.

Belaeron�s Best Bread

Baker

This small, aromatic shop on Low Lantern Lane produces bread for cus-tomers for 3 coppers a loaf the morningafter they bring in their dough. It is typi-cal of the turn-your-dough-into-loavesquickshops found here and there inmost cities around the Inner Sea.Belaeron�s also bakes his own wares:hard biscuits, wheel loaves, and tarts. Hesells them for a flat 1 sp per basket. Abasket holds 50 or so biscuits, threeloaves, and nine or so mince tarts�andyou get to keep the flimsy wicker basket.

The Ring of Coins

Pawnshop

This pawnshop on Torch Street is knownfor the variety of wares it offers. It�swhere bailiffs, next of kin, and adventur-ers bring oddities they can�t be botheredtrying to peddle. As a result, one can findmany sets of thieving tools, outdated fur-

niture, wild costumery, canes that foldinto stools, lamps carved to look likeleaping lions, and the like. The selectionis always interesting, but some of what�soffered for sale may be stolen goods.

Tavernant�s Tellings

Printer

Printers are still a rarity in the Drag-onreach lands, and they command highprices. Lady Tavernant, the elderly andeccentric last of her line, loves to giveparties where she can befriend youngand dashing noblemen, and she grewtired of the time and expense of havinghandwritten invitations done up for eachsuch occasion. So she started her ownprint shop, where linen rag paper ismade and printing is done.

To manufacture a printed invitationor broadsheet, the paper is made pageby page by dipping trays with mesh bot-toms into the pulp. The paper is thendried, the sheets removed from thetrays, and the paper edges trimmed asdesired. Metal is poured into moldsengraved by a hired goldsmith to formindividual letters. These letters areassembled in wooden frames by hand,along with woodcuts for illustrations.The frames are then laid in recesses instone and inked, whereupon sheets ofpaper are slid into the press andscrewed down onto the inked pages.

A single sheet of type takes a day ormore to compose, costs 5 gp, and everycopy of it is another 1 sp thereafter.Copies must all be ordered within a ten-day. After that, the wooden form isstripped so the type can be reused.

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Books bound and covered by the printercost 1 gp per page plus any costs forexotic substances used on the cover-boards of the book such as tooled cop-per, gems, or dragonhide.

Lady Tavernant�s shop is roaringlypopular, and several merchants arescrambling to set up competing shops.Almost every business in town has hadadvertising broadsheets, notices aboutnew or seasonal wares, or menus (in thecase of restaurants) printed and posted,and the first lost-and-found and items-wanted postings are beginning to appearon walls and posts. The owners of stonebuildings have even taken to coming outwith torches and burning off unwantednotices.11

The Wedding Knight

Fine Clothes

This stiffly expensive shop on the Streetof Staves sells finery to nobles, fops, andothers desperate for just the right look�as long as the desired look is overdoneand visibly expensive. Brushed velvet andcloth-of-gold are everywhere. Glitteringgems adorn most hems, and the flashand sparkle of minor lighting spells canbe seen as the models employed by theshop drift silkily around the carpetedaisles. The Wedding Knight is a provi-sioning place for those who want to�make a scene at a scene,� as the old say-ing goes.

11This is, in fact, the origin of the Suzailan expression scorched news, as in: �Have you heard about Thaeral thebutcher? All over town they�re saying it��tis the latest scorched!�

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ClubsSuzail is a city of clubs. Just about every-one, from the people who run themanure carts of night soil to dungyardswell north of the city12 to the haughtiestold-blood nobles, belongs to at least oneof these gathering places. A rule com-mon to most such places is that a mem-ber can bring just one guest.

tently annoy young nobles whose rowdycarousing makes dining unpleasant ordangerous for the businessfolk until therowdy people leave. The once-haughtyowners are learning that merchants paybetter than nobles.

The Osculatory

Most clubs serve food and drink andprovide sleeping rooms for members The Osco is a meeting place for singlewho�d rather not stay at an inn or their Suzailans avidly seeking companionship.own homes for various reasons�from Its name means kissing club. This noisy,lack of coin to wishing to go about unob- crowded place is a dimly lit labyrinth ofserved to domestic strife. Some of the secluded tables and curtained booths. Allmore unusual clubs include: seating is clustered around one dance

floor or another, and each floor has itsBindle�s own merry minstrels.

The Osco�s apt to become wild whenthe hour is late and many tankards have

The club to be seen in this season, this been emptied; public displays of affectionnose-in-the-air establishment is a place are everywhere. Those interested canto eat both berry-filled and savory tarts, find it behind the purple door at thedrink your choice of the contents of north end of Dancing Druid Lane.extensive cellars, and chat with friends.Spells convey soft singing and minstrelry The Society of Stalwart Adventurers

around the rooms to ensure your con-versation can be heard only from closeby, and the waitresses are clad in the illu- Home to explorers and adventurers, thissions of leaping flames. Their blazing exclusive club is housed in an old, luxuri-limbs provide the best sources of light ous mansion boasting many fireplacessince faintly glowing tables are the only and stuffed monsters� heads. The mon-ever-present radiances, so waitresses ster heads are usually hung with capsasked to stand close to customers aren�t and items of personal clothing as a resultusually being asked to do anything of revelry. It also has an extensive libraryimproper. of old adventurers� journals�both mem-

Merchants have adopted this club as a bers� writings and other tomes aggres-place to talk serious business and sign sively purchased from all over Faerûn oragreements. Lately, these businesspeople copied from originals at Candlekeep.are beginning to hire actors to pose as The stews are excellent here, and theydrunks. The fake drunks then persis- don�t, I was assured, consist of monster

12Farmers get fertilizer here.

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kills. If any of the serving staff has fangs,horns, claws, and occasionally tenta-cles�well, its ranks include a fewdopplegangers given to pranks or toimpersonations for practical reasons.

Seek the lantern-flanked dragonstonearchway on Swordstars Lane. Nonmem-bers are challenged at the door. Don�t besurprised if the butler looks less�ormore�than human. Guests are onlyallowed into two anterooms off theentrance hall.

The Stag Transfixed

The haunt of archers, crossbowmen, andhunters who use darts, this dim, smokyplace is just the place to go if you want tohire lads and wenches who can put a

shaft through your least favorite foe�s lefteyeball by night and from around a cor-ner. That is, it�s the right location if youhave coin enough to make them breakoff their endless tales and quaffing ofstrong stout to listen.

Seek the green door at the south endof Lonesome Lane. All weapons must bechecked with Clarella at the entrance.

RestaurantsSuzail has a lot of restaurants, and manycome and go with the seasons. Theyreappear only for the trade rush in thewarm months under new names and innew places to exploit the tax break thelord chamberlain gives to all new busi-nesses. Moreover, a wide variety of ser-vices go by the title of restaurant, fromshuttered dockside windows that serve

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hot fish rolls and watered ale to haughtyestablishments where each diner has apersonal waiter. Out of this spectrumeveryone has his or her favorites. Theentire restaurant roster could fill thisbook, so I�ll mention just two places wor-thy of the visitor�s attention.

The Old Boot

The name of this establishment refersdefiantly to the conservative, elderlypatrons who frequent it.13 They likepeace, quiet, good food, warm and pri-vate rooms to eat in with friends, andshort waits for hot meals, and the Bootdelivers all of these. This also makes theBoot ideal for the weary traveler whowants a good feed without any hasslesor surprises. The tendency of the staff toput any outlander in his own room inorder to not to offend the haughty regu-lars is ideal for someone who just wantsto enjoy their meal. The experience islike dining in one�s own mansion�ifone�s mansion has a competent butuninspired cook. Don�t expect strongseasonings.

The Puffing Jester

The Puffing Jester has a service thatdelivers gourmet meals to your door. Thedelivery runners dress in belled caps likethe jesters of yore and are often out ofbreath when they arrive. The food mayor may not be hot, but it usually began itsbrief life as something worth eating.

A former bread shop, the Jesterdoesn�t offer any sit-down eating, butsome folk love to come and stand by thedoor to smell the cooking and watchthe sweating, cursing crews�in thosecaps!�wrestling trays of savory tarts orlong spits of roast fowl around thesteaming kitchen. I�ve tucked a favoriteJester recipe in at right; its portions aregenerous enough to feed a family.

TavernsSuzail is well furnished with wateringholes, just as it is with restaurants. I setforth but a pair for your guidance andappreciation. If the evening is fine, astroll down the city�s back streets insearch of a new tankard toss14 is alwaysworth the time.

The Golden Goblin

The Golden Goblin is the strutter�sthirst-drowner. Here angry men comelooking for fights, and folk who wantyou to think they�re as tough as stonestatues stand, drinks in hand, acting astough as�stone statues. This is allamusing to watch if you�re writing abook about swaggering adventurers butis a bit much for an old shopkeeperwho wants to put his feet up with atankard.

A huge statue of a goblin leers from aperch on a shelf on the wall behind thebar. It lights the place with a goldencontinual light radiance. It�s not a magi-cal statue, so don�t bother it.

13Elminster: In Cormyr, the term old boot is used where you would say old fogey.14Tankard toss is the Suzailan slang term for a tavern.

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R o a s t G a m m o n P i e Take ye the flamefruit and chop itfyne. Take also the onions and the celeryand chop them. Dice also thy pecans, andsynge them in the hearth flames so theygive off a slight smell but be not burned.Let the oven, wherein the pie be cookedanon, be made hop and kept that way. Abrick bread oven is best for this.

When all be readie, mix the choppedingredients in a bowl. Stir the mustard andall liquid ingredient together in anotherbowl, last breaking the goose's egg andstirring it in, too. Then stir into this thebowl of choppings.

Take ye the ham and bone it, and intothe cavity pack the mixed ingredients.

1 large ham (Be it as large as a hog's head (Set aside the bone for stocke.) Sew upor greater!) the ham with fyne twine, and wet the seam

1 large goose egg well. Prop upward with stones on an oven1 cup dried flamefruit15

tray against spillage. Put in the oven.1/2 cup zzar Turn ye to another task, so that goodly1/2 cup brandy time passes.19 Then take the gammon out of3/4 cup honey the oven to let stand as you prepare the1 fist of butter16

pastry.2 large onions In another bowl, break in the eggs,4 sticks celery

retrieving the shells. Mix in the rest of the3 cups pecan nuts

pastry makings and beat well. When all is a4 cups of the juice of any fruitstiff froth, brush well over all the gammon,3 spoons of mustard17

letting no part be uncovered, and put in1 finger18 of ground clovesthe oven again. Set to warm nearby a cov-1 finger of ground coriander

The rind of any fruit ered roasting pan. When the pie is lightbrown, take it from the oven and put it in

And for the pastry jacket: the heated pan.

2 cups milk Cover and hurry to the customer.

2 cups flour Open not the pan until you are at1 handful of salt their door. The pie should then1 pinch of dried sage be a golden brown.4 eggs

15Elminster: Substitute apricots.16Elminster: Unsalted, of course. Only barbarians salt their butter.17A lot of mustard is grown in the east reaches of Cormyr.18A finger of spice is, of course, a heap large enough to stay on a cook�s finger. For those who do not appreciate

doing balancing acts, just thinly cover the top of your thumb with dried spice and that�s enough.19Cook it for just under half an hour the first time and a little less than that long for the second baking with the pas-

try on.

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The Laughing Lass

The Lass is a cozy, orderly place that iskept that way by a polite but alert�andlarge�staff of bouncers. Purple Dragonsand war wizards know they�re not wel-come here when in uniform and on dutysince sailors, hireswords, and adventur-ers gather here to drink and make deals.

The tavern�s name reflects its otheruse as a makeshift festhall. Veteranadventurers are well aware that the bestway to fence stolen goods, make contactwith outlaws, or arrange shady deals inthe city is with the help of one ofSuzail�s lovely professional escorts in astout-walled room upstairs at the Lass.True veterans even remember to finishtheir drinks.

InnsSuzail has many inns, and frugal peoplealso find that many Suzailans with spaceto spare rent upper rooms by the ten-day�look for notices at the Market Halland at both city gates. Most inns rentrooms by the month between the Feast ofthe Moon (late fall) and Greengrass (earlyspring). Prices range from 25 to 65 gp;most are 50 gp.

Here are a few inns that welcome out-landers and adventurers:

The Dragon�s Jaws

Formerly Suzail�s most famous tavern,this popular establishment recently

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began renting rooms and so must nowbe considered an inn. Situated at thesouthwest corner where the Prome-nade and the Street of Staves meet, theJaws is handy for visitors entering thecity by Eastgate. Its is my favorite placeto stay in Suzail, even if you�re apt tomeet dangerous folk in the taproom.20

To Suzailans the Jaws is a place tomeet for business, to gather to gossip,and to sit and watch competitions�andvisitors. The good wine cellar and evenbetter food of the Jaws are justlypraised, and it is almost alwayscrowded when open. An artfully placedstone of silence21 keeps the din of thetaproom away from folk trying to sleepin the back (inn) wing. The Jaws�s din-ing room is open dawn to dusk only;tavern hours are dusk until dawn.

Much of the enjoyment mostpatrons derive from a visit is due to theswift, anticipatory hospitality of thedwarf bartender Milo Dudley. Milo seesall and is ready for any patron�s need�be it a refill, a bodyguard, or a place tosleep off the effects of overindul-gence�before the need becomesimminent.

If Milo is the perfect friend and ser-vant, the gnome owner of the Jaws,Gnorm, is the life of the party ofevenings at the Jaws, greeting regularsby name and with a new (bad) joke forthem to enjoy. A retired adventurer,he�s the inn�s resident champion at the

frequent eventide tale-telling or axe,knife, or halfling tossing bouts. Gnormdoesn�t serve patrons, however. Ifqueried, he�ll explain that he�s retired,after a11.22

Many adventurers and sightseersseek out the Jaws because it�s the site oftwo famous battles. The adventurerSamhrin once unmasked, fought, andslew a mind flayer in the taproom. Thesame chamber was largely destroyedwhen the evil Dramordugas of Thaypicked a fatal quarrel with a saucy,young female mage who turned out tobe a gold dragon! She apologized after-ward and donated most of the dead RedWizard�s wealth to repairing the place.

The money paid for an expansionalong with the repairs that made possi-ble the Dragon�s Jaws�s subsequentchange to an inn. This latter encounteralso gave the tavern its present nameand led Vangerdahast to implementsecurity measures to protect the nearbyRoyal Court and Palace of the PurpleDragon.23 At the time of the incident, itwas known as the Red Sword.

The Leaning Post

This quiet, good inn doesn�t offer manyfrills�just quiet surroundings, simplebut good furnishings and service, andsecure stabling. �No headaches� is themotto of the staff.

20See the novel Once Around the Realms, by Brian Thomsen (TSR, Inc., 1995).21A fist-sized stone upon which a mage has cast a continual silence. This spell is cast for hire in many places up and

down the Vilhon Reach, where crowding�and thus, noise�has long been a problem.22Many patrons claim to have found the waitresses even friendlier than Milo and Gnorm, but the frequently told and

Inaccurate tales about their character have no place in this or any other guidebook. Molly Sara, Rustreene and the restare just very welcoming ladies, that�s all.

23Secret passages, wands, and war wizards are said to be involved.

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The Post stands on the north side ofGarth Street where it meets the HuntBide and is owned by Barandos Hawk-lin, an important deal-maker in Suzailand head of the Hawklin noble family. Itreflects his unflinching standards forno-nonsense quality.

The Nightgate Inn

Standing hard by Eastgate and just out-side the city walls, the Nightgate is theonly lodging accessible to travelersarriving after the city gates are shut atdusk. It looks like a fort24 and boastsstone walls fully as thick as the Citadel.This makes it damp and gloomy year-round, but roaring fires keep the cav-ernous common room toasty even atthe height of winter gales.

The same can�t be said for yourroom, though; the canopies are on thefour-posters for a reason. Be sure totake your �bedmate� with you: It�s a pull-cart whose wheel comes off, leaving youwith a cloth-wrapped bundle of bricksthat have warmed by the fire. Undo theties at the top and bottom to get twobags of bricks, then lay them on eitherside of you and you can go to sleep inwarmth and comfort�until creepingcold awakens you just before dawn!

The food here is adequate and the sta-ble care superior, but for the prices,something had better be!

Shaliber's Ship

This unusual accommodation is a leakymerchant cog moored more-or-lesspermanently at Bolliver�s Wharf acrossfrom the foot of the Court Close. 25Afloating inn owned by Maerun Stout-bold, marine merchant,26 the vessel wasseized from Shaliber, a debtor whocouldn�t pay up. Shaliber is said to bescheming to get it back, probably bysneaking a crew aboard and trying tosail it out of the harbor, sleeping guestsand all, some dark night!

Payment for a night�s stay is inadvance, but Maerun asks no questionsof his guests. If you want to have abrawl in your room or carry aboard abound, struggling captive, this is theplace to stay. (By a curious series ofongoing coincidences, the chamberpotsare usually emptied down the gang-plank by the �enthusiastic hurl� methodjust as any Purple Dragon patrols showup to look in on guests.) The Ship is aptto be noisy and house nonpayingrodent guests, but it is not without itsown seedy charm.

The Six Candies

Situated in the angle where the Prome-nade (on the north), the Hunt Bide (onthe east), and Mayhap Lane (to the

24In the event of a siege of Suzail, it�s agreed that Purple Dragons will be sent to defend it, so as to provide cover-ing fire for sallies out of Eastgate.

25Court Close runs in front of the Winking Eye tavern and loops around to pass in front of the Court Stables beforecontinuing south to terminate eventually at the docks. Bolliver�s Wharf is located due south of the terminus of theCourt Close across a short span of water. Shaliber�s Ship is normally found here, although Maerun moves it if, forinstance, he hears an inspection is about to take place.

26Maerun�s trade sign reads �Boats bought, sold, outfitted, rented, and repaired. No job too big, no job too small.�

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south) meet, the Sixer, as Suzailans callit, can be entered on foot from any ofthose streets. Its stables, however, standin the center of the block of shops andresidences the Sixer is part of. They areentered off Windever Street, whichbounds the block to the west. Onceyou�ve got to the place, you will find it apleasant, large, and bright sleepinghouse. Its ample interior light is due toits many double-paned, well-caulkedwindows.

The dining room at the Sixer servesadequate fare, but it seems to be thepermanent home of a variety of oldmen who are always to be seen sittingover game boards in a back corner. Ifapproached properly, one can discoverthat they�re all contacts for the infa-mous Saszesk.

Saszesk is a stealthy smuggler ofboth goods and people. Some rumorsclaim he owns the Sixer and lives inrooms somewhere in its extensive cel-lars. The cellars certainly do exist�I�veseen them. I can report that the ever-present echoing of dripping waterwould cover a lot of other sounds downthere.

The Sixer is a good place, whateverthe truth about the smuggler. By theway, the Six Candles has no connectionto the older Sixcandles Inn in Hultail�Saszesk seems to have chosen the nameto confuse customs inspectors.

The Wailing Wheel

Situated in the southwestern anglewhere Windever Street and the Prome-

nade meet and facing the Horngate, theWheel stands at the other end of thesame block fronting the Promenade asthe Six Candles. The Wheel is the qui-etest, least known of Suzail�s largeinns�and for good reason. It�s alwayscold and dirty, the dining room fare ismeager, and the service is almostnonexistent.

Still, prices are low, especially if youtake the three-nighter, a deal whichyields up a suite of rooms for 5 gp plus1 sp more per beast stabled and perperson (to cover meal costs). And theplace is very well built, so you hear lit-tle noise from other guests snoring orcelebrating in the wee hours. If youwant cheap lodgings where you areleft alone to sleep in peace, and youdon�t care about the food, or�godslook down�you like greasy stews,bland cheese melted over stale toast,and watery ale, then this may be theplace for you. Its size means one canalmost always get rooms on the floorand side of the inn one desires unlessthere�s something unusual going on inSuzail, such as a fair, festival, or tradegathering.

The Wheel is owned by the merchantThentias, a calm, calculating investorand landlord who owns many buildingsin Suzail and in the Sembian city ofYhaunn. If you want to rent or buy ahouse, warehouse, or shop in Suzail, asimple word with one of the membersof the Wheel�s faceless, ever-changingstaff27 can bring you a swift meetingwith Ramkzorn Sharlin or AlasgarThurym, the two Suzailan agents ofThentias.

27Thentias must pay poorly. Folk working at the inn don�t seem to last more than a season.

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MarsemberMarsember, the second city of Cormyr, isolder than the capital, Suzail, and farmore decadent in just about everyone�sopinion. A mist-shrouded, always-dampplace of many canals, rotting wharves,and somber stone buildings clinging toislands linked by crumbling bridges,Marsember doesn�t welcome visitorseither by appearance or attitude.

Long an important fishing and smug-gling port, �Misty Marsember� has a sinis-ter, seedy appearance wholly in keepingwith the unsavory folk who live hereamong the city�s more honest citizens.Disguised mind flayers, dopplegangers,Zhentarim, Sembian slavers, and DragonCultists have been a problem for theauthorities for years�as has corruptionin local officers of the Crown, a traditionthat seems to be continued in the cur-rent king�s lord of Marsember, Ildool.The people widely distrust him, thoughlocal Harpers, war wizards (notably KylerBlackbone) and Ildool�s herald, BledrynScoril, keep a close eye on their locallord. Ildool, in turn, spends most of histime meeting with trade delegations fromSembia and other coastal lands of theInner Sea.28

No one can prove Ildool is takingcovert payments in return for preferen-tial trade treatment, but he does seem tolive very well in years when dock taxessent to the Royal Court in Suzail are solow that one should be able to count thenumber of ships that docked during theyear on two sets of hands. Marsembiansbet openly and cynically on how long it�ll

take Azoun to get fed up with Ildool andremove him. They also take odds onwhether Azoun will remove him openlyor whether the king�s lord will simplymeet with an unfortunate accident. If thelatter happens, some folk say, it might behard to decide which of Ildool�s manyfoes did the dirty deed.

CitizenryAccording to the current tax rolls, some46,900 registered citizens dwell inMarsember. Harper and war wizardreports put the real average at an esti-mated 48,600, rising to a summer highof around 53,200, which is the maxi-mum comfortable capacity of the city�shousing accommodations. These fig-ures include some outlying citizens andmany folk who try to duck paying taxesby simply not officially living anywhere.The figures fluctuate seasonallybecause of the many transient seafaringmerchants who abide in Marsemberand the many professional entertainersand others who serve them but retire towarmer places each winter�as thesailors themselves do. The citizenry isalmost entirely human, though a fewhalflings, and even fewer half-elves,dwarves, and elves can be seen abouttown.

The citizens are watched over by agarrison of 3,000 Purple Dragons, and anImperial Navy detachment of 12 majorships and their crews (in excess of 2,200trained sea warriors) is also based here.An estimated 16 to 20 war wizards live inMarsember.

28Notable among them are the city-states who dwell under the shadow of Thay. And Thay is yet another powerIldool is rumored to be overly friendly with.

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DefendersThe vital port of Marsember is more orless protected by Purple Dragons underthe command of Ayesunder Truesilver,Warden of the Port. An honest, able man,he seems to devote more attention tokeeping the ships and the docks safe andfree of crime than policing the backstreets and canals of the city.

Whatever the truth about the rot atthe top, it�s wise for the visitor to remem-ber that Purple Dragon patrols are fre-quent during the day but almostnonexistent at night, and they are alwaysmore numerous the closer one gets toStarwater Keep, the fortress at the east-ern end of the city. Purple Dragons canbe summoned�in time, one hopes�bysimply shrieking. They serve both aspolice and customs agent escorts, a rolein which their diligence and integrity isunquestioned. Purple Dragons poleskiffs along the canals, armed with 20-foot-long lawhooks for grappling vessels,docks, or flotsam, and gaffing thoseseeking to escape or fight. All local sol-diers are good swimmers, and they wearleather armor with easily removablemetal helms and breastplates in casethey end up in the water. Soldiers arerotated into and out of Marsember everyfew years to cut down on possible cor-ruption�or at least make it very expen-sive for a dishonest merchant to keepthe police paid off.

The local Imperial Navy detachment isCormyr�s front line of defense againstpirates raiding in the Neck. The detach-ment patrols the coast, guards the Navydry docks, and trains approximately 240recruits annually.

The training is done using four oldand leaky galleons. Ansiber�s Wrath isparticularly decrepit. It has sunk threetimes and been dragged up from thedeep by means of chains. On anotherdozen or more occasions, it has barelylimped back into port because everysweating recruit aboard was franticallybailing or pumping while their trainingofficers sailed the old tub.

Most of the regular ships of the linestationed here are small, fast coast-boats, though two large and well-armedwar caravels, the Sea Snake and Thom-dor�s Fist also call Marsember home.The visitor can easily recognize thesetwo by the long, wicked metal rams lowon their bows.

MagecraftFew mages call Marsember home, or atleast, few residents advertise their mas-tery of magic. That�s not surprising, giventhe actual or reputed prevalence ofsmugglers, slavers, mind flayers, andsimilar dangers to mages in the city. Onelocal mage everyone respects is Delthrinthe Deadmaster, a reclusive necro-mancer infamous for animating manyundead to defend the city against a pirateraid. His abode is said to be guarded bymany undead he created in experimentsbest not spoken about.

More public and approachable fig-ures�though probably as well guardedas Delthrin in other ways�are the sor-ceress Filfaeril Stormbillow and the illu-sionist Vindala Chalanther. FilfaerilStormbillow is a retired adventurer whomakes and sells magical items andpotions and has grown very rich doing

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so.29 Vindala Chalanther openly offers ander. The sage Orblin of Hlondethher services for hire, both as a spell- recently described this slim-towered edi-hurler and as a tutor of would-be mages. fice as �a bright light of hope in the dark

All mages who enter Marsember heart of decadent Marsember� largelymust register before the next sundown because of the energetic work of itswith the king�s herald, Bledryn Scoril, or leader, High Morninglord ChansobalLord Ildool. The lord just wants to know Dreen. The Chanter, as most locals callwho�s likely to be hurling spells about. him, is a shrewd investor in new ven-He�s been known to casually dismissmages who come to him, especiallythose who openly declare themselves aswar wizards.

W o r s h i p

A single temple stands in Marsember:Morningmist Hall, dedicated to Lath-

tures who particularly enjoys ceremoni-ally consecrating new ships. A deadly foeof pirates and smugglers, he often sendshis faithful out on hired ships to do battlewith them.30

The city also holds shrines to Tymora,Umberlee, and (still) Waukeen. Theshrine to Waukeen is very small andabandoned as a place worship, but is

29Filfaeril is known to purchase rare or unusual monsters corpses or body parts from adventurers. More abouther and the other independent mages of Marsember can be found in Appendix I of this guidebook.

30Chansobal Dreen is a NG hm C12 of Lathander who leads 16 priests and 12 lay temple staff.

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maintained by Lord Ildool for use as amoneychanging establishment as a pub-lic service.31 There are persistent rumorsthat darker sea cults32 meet in private inwatery cellars and undersea caves thatare reached by going down dark anddripping secret passages known only tothe cultists themselves.

TradeMarsember is Cormyr�s busiest port.Huge tonnages of goods from Sembiaand points east are run in at its dockseach year amid all the bustle of fishingand shipbuilding. Most of this beganwhen Marsembian merchants scouredFaerûn in search of spices, a once-roar-ing trade that earned Marsember thename �City of Spices.� Such trade hasfallen off in recent years as other cities,such as Westgate and Nimpeth, vie forimportance in shipping condiments tothe Sword Coast lands. The uplands ofCormyr produce plentiful mustard of thefinest quality, and Marsember hasbecome the primary port for shippingthis edible golden fire to distant Realms.

Surprisingly for such a damp place,Marsember is also a center of cabinetryand wood-carving, thanks to the settle-ment here, long ago, of several families ofskilled carvers who were fleeing strife inthe Old Empires. Pieces produced hereare distinguished by their curved edgesand spiral-coil legs and handles; noMarsembian piece ever has sharp corners.

Marsembian shops also produce per-fume. This business probably began as adesperate attempt to offset the stink thathangs thickly over the city. As most citi-zens want their own water access totrade without paying the docking feesthat reimburse the Crown for the costs ofconstant stone-hauling and canal dredg-ing, the islands on which much of oldMarsember stands are crisscrossed by awebwork of narrow, winding canals.These local sewers can only be politelydescribed as �unpleasant.� Their stenchis incredible during hot, dry summers,and the heat of unseen things rotting inthe depths keeps their steaming watersclear of ice even in the coldest winters.

Marsember stands on the west bankof the mouth of the Starwater River. Wiseforeign sailors put in at Marsember toavoid Suzail�s high docking fees or to letlocal vessels carry their wares inland upthe Starwater through the treacherousStarmouth sandbars. Marsembian dock-ing fees vary by the season but are usu-ally 1 gp per berth. A ship too large for a90-foot-long dockside berth must pay fortwo berths or anchor in the basin at acost of 2 gp and then suffer the delaysand costs of being unloaded by shuttlebarges.33

Both the garrison and citizens usesmall skiffs for transport through thecanals and channels. Made of stout woodsealed with fish oil or tar, these low-lyingboats are flat-bottomed, 2- to 4-feet wideand 8- to 10-feet long, and have upswept

31Since Lord Ildool does not seem normally inclined to philanthropy, citizens have speculated that the lightsoccasionally seen in the shrine at night mark its use as a secure meeting place for Ildool or his agents when meet-ing with less-than-savory characters.

32According to local legend, these include worshipers of Blibdoolpoolp, Sekolah, and other, more obscure faithsthat feed living sacrifices to giant lampreys and clams.

35Suzail�s fees follow identical rules but are twice as high.

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gunwales so that either end can serve asthe bow. A skiff is usually equipped withtwo long, hook-ended poles, two paddlesor oars, and a canvas cover-tarp thatdoubles as a lateen sail when rigged onthe poles. Leeboards (wooden side-rud-ders) are used when sailing. The water-logged condition of most skiffs makesthem burn slowly despite their flamma-ble waterproofing, but they sink rapidly ifholed or swamped. The harbor shuttlebarges are larger, better-built craft; asidefrom their use by the harbor stevedores,shuttle barges are also used by the Navyand merchants who haul things upriver.

Marsember is also a smuggling center,though this practice is not as rampant asit once was. Yarn-spinning barhounds inMarsember tell tales of lost full winecasks rotting under the water, fortunes inroyal regalia from war-torn Tethyr hid-den somewhere in Marsember for whena king shall arise again, and sunken slavecages discovered crowded with drownedunfortunates when warehouses weretorn down. Despite Marsember�s unsa-vory reputation, there aren�t any knownlocal thieving organizations. Betweenthem, the war wizards and Harpers rootout all actively dishonest groups. TheHarpers, who use Marsember as a safeport for the movement of agents and folkthey�re trying to keep hidden, work hardto keep the city �clean.�

The NobilityThe noble families of Cormyr are largelyabsent from Marsember�or at least,

they keep their heads down when intown. The Thunderswords and Illancehouses both have large, palatial homesenclosed in their own fortresslike wallshere, but the Thunderswords are said tohave purchased theirs�once the seat ofthe extinct Aurubaen noble house�towin themselves a private dock as aninvestment. By contrast, the Illance fam-ily has deep roots in Marsember andowns many properties through a compli-cated web of small companies bearingthe names of others. It would be theheight of folly to link this old, proudnoble clan with persistent local rumorsof ongoing slaving operations involvingtheir Marsembian-based vessels andwarehouses, so I won�t.

Most noble families avoid Marsemberas if it carried plague, which manyCormyreans fervently believe it does�and not without reason. Many locals arealways pale, coughing and spitting oftenwithout a known cause beyond thehandy but meaningless label of Marsem-bian marsh fever. Since the Janthrin andAurubaen families died out (not, I�m told,of marsh fever), the only nobility of anylocal prominence has been the Scorilfamily, whose members have served theCrown loyally as factors, wardens, andnaval officers.34

FashionFolk go about the streets of the city in justabout anything they don�t mind beingruined by the ever-present damp. Cloaksand crotch-high boots are common sights.

34The current head of the family, Bledryn Scoril is the king�s herald of Marsember. He continues his family�sservice�and perpetuates its local importance�by acting as the registrar of births, deaths, deeds, and tax pay-ments, and the Crown�s witness of sentencings and instruments of trade such as contracts, treaties, and promis-sory notes. Bledryn is a LG hm F4.

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Fops try to keep their boots and glovesshiny to give the impression that they neednot work and that what they�re wearing isfairly new. (In other words, they want toshow that they can afford to buy newclothes whenever the fancy takes them.)

The dashing fashions of Suzail areembraced reluctantly in Marsember.Those who admire court fads and thingsSuzailan too much are derided as �fancynoses� or �Crown-kissers� rather thandecent working folk. Of course, manyfolk elsewhere in Cormyr won�t agreethat �decent� and �Marsembian� can bothapply to the same person.

FairsFolk in Marsember celebrate the usualseasonal festivals, plus the Breaking andDragonturtle Day. The Breaking is a wildfeast35 held to celebrate the arrival of thefirst foreign ship into port after the icebreaks up, and the celebration lasts anentire day and night through. The crewof the first ship in is toasted liberally, andthe vessel need pay no docking fees allseason long. Because of the waived dock-ing fees, competition for the honor ofbeing the Breaking ship means morethan receiving a party and this has some-times brought overly daring ships to griefamid floating ice.

Dragonturtle Day is the anniversary ofthe slaying of a gigantic dragon turtlewhose lair made Starmouth a deadlyarea when Cormyr was young. Citizensare proud to show visitors what remainsof the beast�s shell. It covers the ceiling ofa high-vaulted antechamber of the Ring�sTower.

A LookAcross the CityThe seaward side of Marsember is amaze of many sandy islets bulwarkedagainst the waves by piles of stone andforests of rotting pilings and linked to theshore and to each other by a network oflow stone bridges. In the early days ofMarsember, storms and high spring tidesoften swept away docks, buildings, andsometimes the islands on which theystood! Since the reign of Palaghard II(great-grandfather of Azoun IV), theCrown has paid for the annual dumpingof cartloads of quarry rubble from minesnear Tyrluk along island shores to guardthe sandy soil against the hungry sea.

The mainland area of the city�orbackshore, as locals call it�is a tangle ofrolling cobbled streets and crazily lean-ing stone buildings. Both the weavingstreets and the tilting structures aresymptoms of the desolate bog underlyingthe whole city.

The Marsember Marsh (for whichthe city is named) once stretched alongthe shore for miles, haunted by lizardmen and the far more terrifying crea-tures they fed upon. Then a great warbroke out among the lizard men andmost were slain. The dismal, almostdeserted Starmouth area became thehaunt of will-o�-wisps and worse things.Only a few fishermen and ferry folkdared to dwell nearby.

But the founding of a city here wasinevitable. The Starwater River is free ofrapids as far north as Redhand Pool inEveningstar, though boats must be smalland of shallow draft to reach past Mouth

35Elminster: Volo means �excuse to get drunk� here.

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O� Gargoyles. Because of its length andaccessibility, the Starwater provides thecheapest transport into the heart of Cor-myr. As trade between the Forest King-dom and older Inner Sea lands grew,seagoing ships unloaded cargo at theStarmouth onto small skiffs or rafts forthe trip upriver. The Starwater route inturn brought logs and smelted ore downfrom the interior.

A ramshackle series of docks andprecarious trestle bridges soon arose�and Marsember still has a ramshackleair about it. By royal decree all newbuildings must be of stone, reinforcedby stucco that must be renewed when-ever ordered by local Crown inspectors.The use of cedar or slate on roofs isalso required. Older wooden ware-houses and boat sheds still stand, how-

ever, many visibly rotting and sagginginto the water.

By night, beacons burn bright on theoutermost docks and rocks of the city toprevent ships running aground, but therest of the city is shrouded in darkness.Link lads can be hired to provide light,and their bobbing lanterns can be seennightly, wending slow ways through thestreets. However, the many nightly myste-rious splashes and mist-muffled footfallstell even the most inattentive visitor thatmost Marsembians active at night preferthe soft shroud of darkness.

This is in keeping with Marsember�ssinister reputation. Across Cormyr, chil-dren speak of the city as the home ofmarsh monsters and may even shoutsuch terms at Marsembians they meet.More chillingly, Marsembians tell tales

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in their taverns of marsh monsters, too.Old Marsembians speak of will-o�-wispsknocking over bridge lamps in nightfogs and posing as the lamps, then mov-ing to lead the unwary into watery bogs.

Those who drown in the Starmouth,they say, return in undeath to seek outfriends, lovers, family, and especially foesand debtors. Dripping they come by nightto drag the living down to join them. Evenhardened adventurers admit that strangecreatures lurk about the Starmouth andthat there is something fey about themurky canals of Marsember.

Yarn-spinners also whisper of trea-sure hidden beneath the murky waters.It is certain at least one of Gondegal�sgold-laden payboats sank in the Star-mouth. Marsembian elders also speakof skiffs full to the gunwales with elvengems that were scuttled in the canals bynight to avoid seizure by Zhentarim.They also tell of Sissra, a half-elvenprincess who died in the city 400 sum-mers ago. Her corpse was laid in a slimriverboat, along with gold, gems, andmagic arrayed about her. Set afire, itburned to the waterline while driftingin the Starmouth. Its remnants havenever been found, but many believe Sis-sra�s ashes and treasure lie in the all-concealing mud under some oldwarehouse.

LandmarksThe grandest building in Marsember isundoubtedly the King�s Tower. It rises,massive and smooth-sided, from thenorthwestern corner of a castle on theshore at the western end of the city,looming above its own cobbled terrace

and dock, which form the largest publicopen space in the city.

Trees in Marsember are few to none,and the streets don�t have names�atleast, not names anyone seems to use.Visitors must either wander or ask direc-tions. Wandering is an activity best con-fined to the daylight hours, andMarsembians seem to enjoy making agame of sending foreigners�and Suza-ilans especially�on wild goose chasesthrough the streets by giving them fanci-ful and distorted directions.

The islands do have names�severalnames each, depending on the age andwealth (or rather, haughtiness) of theMarsembian speaking of them. I wasable to identify with certainty only two:Sharmran Isle, also known as FishgutRock, and Antanmaran�s Isle, also knownas the Prow due to its shape.

The only other buildings that catchthe eye are the rosy walls of the temple ofLathander, Morningmist Hall, on itsisland in the heart of the city and thefrowning ramparts of Starwater Keep,which effectively wall off the naval basefrom the rest of the city. The walls ofMorningmist Hall are kept rosy thanks tocontinual faerie fire radiances.

Many grand private houses owned bynobles or rich merchants hide behindwalls all over the city. I was able to dis-cern the ownership of only three, andthey�re not open for casual viewing. Actu-ally, all of Marsember seems to be likethat: locked doors, no signposts, and areticence about who lives where anddoes what. Accordingly, my coverage ofcity establishments is rather meager.Marsembians just didn�t want to trot outthe glories of their city.

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Marsember Map Key1. The Ring�s Tower (abode of Lord 12. Stormwinds Towers (home of

Ildool, the herald, and the garrison) Szwentil)2. Morningmist Hall (temple of Lath- 13. Sharmran Isle (Fishgut Rock)

ander) 14. Antanmaran�s Isle (The Prow)3. Starwater Keep (Naval drydock and 15. The Drowned Sailors Society (club)

fortress) 16. The Masked Merfolk (nightclub)4. The Roaring Griffon (inn and tavern) 17. The Wight on a Weredragon (restau-5. The Cloven Shield (inn and tavern) rant)6. The Old Oak (inn and tavern) 18. The Platter of Plenty (restaurant)7. The Barrelstone Inn 19. The Tankard of Eels (tavern)8. The Drowning Flagon (inn) 20. Shrine to Tymora9. The Net of Pearls (shop) 21. Moneychanger (former shrine to

10. Thundersword villa Waukeen)11. Illance villa 22. Shrine to Umberlee

Places of Interestin MarsemberShopsMarsember boasts many wandering ped-dlers whose goods are available to thosewho know where to find them (in otherwords, locals). Most of them drink orsnack in the dining rooms of certaininns, and if one doesn�t know theirroutes, these eateries are the best placesin which to find them. Several�notably abald, fat man known as Earbos and aone-eyed man called (creatively enough)One-Eyed Naerdurr�seem to specializein the sale of whatever cargoes havefallen off recently arrived ships. I�d notdream of openly calling such respectablebusinessmen fences of stolen property.I�ll leave that to other tongues.

Marsembian shopkeepers who keepregular hours and open their shops arefewer. I�ve noticed that many bakeshops

and hot fish36 stalls just swing open shut-ters in their streetside walls and strike agong to signal their wares are for sale�something anyone nearby who has aworking nose usually knows already.Almost all such shops have a sideline,from recaning wickerwork chairs todarning torn clothing. This trade goes onthrough the same window as the food issold through. Again, this system workswell for the locals who know what theshop deals in and not so well for others.

I found only one shop in all ofMarsember worth the visitor�s time as asightseeing destination and a usefulsource of needed goods:

The Net of Pearls

Antiques and Curious Goods

The storefront of the Net of Pearls is notdistinctive�indeed it�s difficult to tell

36This means cooked�not stolen�seafood.

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there�s a store at its location from theexterior. The interior, however, is a mazeof hanging nets, crumbling figureheadssalvaged from the bows of wrecks andlashed to pillars here and there about theshop, battered sea chests, and all mannerof exotic goods brought from afar, fromblown glass Thayan hookahs to carvedodalisques37 from the Old Empires. Notonly is this a fascinating place to wanderabout and peer at things, it�s the onlyplace in all Cormyr I know of to buyChessentan thespians� masks, old PurpleDragon arms and armor, and otheritems useful to the wayfarer in need of ahandy disguise. Here one can also pur-chase seafaring equipment, from lobsterpots to floats to weights�to the coffins sooften sunk with weights.

The Net is run by a close-mouthed,sword-scarred man named TannuthOrmbyr who�s said to find and hireadventurers and mercenaries for clientsrequiring discretion. If you get him totalking about the old days of Marsember,he�s a good source of lore. Ask him aboutmore modern doings, and he shuts hismouth like a seashore clam and eyes youcoldly. Crown agents are (sigh) every-where these days, it seems.38

ClubsMarsember has few clubs whose exis-tences are openly acknowledged. I wasable to find only two not concerned withshady dealings: the Drowned SailorsSociety and the Masked Merfolk. The

Drowned Sailors Society is a smoky roomwhere old salts get drunk and tell inco-herent tales of their voyages, and it is notworth a visit.

The Masked Merfolk

The favorite haunt of ardent Marsembiansand visiting sailors and merchants alike,the Merfolk is a place where folk go to findother folk for a night of intimate entertain-ment. It has a dance floor as crowded andlively as any in Waterdeep or the cities ofAmn, and some patrons come here espe-cially to enjoy the company of the threeknown dopplegangers on staff. The escortsat the Merfolk all pass on information inreturn for small fees (typically 5 sp permessage) and thereby serve as importantcommunication links to most of the shadybusinesses operating in Marsember. Theability of the dopplegangers to change intothe shape of someone else makes arrestsby the Purple Dragons unlikely. There�seven one tale about a doppleganger whoescaped death at the hands of an adven-turing band in an upper bedchamber ofthe Merfolk by emerging in the unclad andirate shape of King Azoun himself!

Nights at the Merfolk are enlivened byregular wine-tastings of rare and exoticvintages brought from all over Faerûn (for6 gp per glass), contests of acrobatic skill,and performances by minstrels andsingers of all sorts. While I was here, I sawa man who juggled knives while eating a

37Elminster: Volo means statuettes of jade and ivory here, not living women who�ve been cut up or mutilated.Sigh. Language, my boy��tis a delicate thing. Use it with care.

38Tannuth is a CN hm F8. He has extensive legal and shady contacts in the city and in Sembia. He trades names anddirections for gold pieces. He can also be hired by the very wealthy to come with a few sword-swinging but discreetfriends to rescue (or hide) clients or their wares if they�re caught, stolen, imprisoned, or confiscated by rivals or Crownagents in Marsember.

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plate of oysters as he walked along a tautcable suspended across the dance floor atshoulder height. One leading local light isElestra Blaebur, a sultry-voiced bard givento performing in elaborate and daringgowns. She plays and sings at privatehouse parties as well as at the Merfolk.39

Visitors looking for the Merfolk areadvised to follow any sailor who�s dousedhimself in cheap scent and put on flashyclothing. Alternatively, seek the fourthbuilding west of the landward gate of Star-water Keep, on the north side of the streetthat runs out of the gate and through thecity. (This street is the only unbrokenstreet to do so.) The door bears a strikingrelief carving of a masked merman and amasked mermaid embracing each other.It�s hard to miss.

RestaurantsFor decades, the restaurants of Marsemberwere the subjects of bitter, derisive jokes upand down the shores of Sembia, theDragon Coast, and the Dragonreach.They�re still pretty bad, though the less pre-tentious of the hot fish stalls and bakeshopsare no worse than those elsewhere, but Ifound two places one can dine at withouttoo much fear of immediate gut-poisoning.

The Platter of Plenty

The closest thing to a classy restaurantMarsember can boast is the Platter. Thisbarnlike former warehouse�s island loca-tion makes it an evening gathering placeobvious to any visitor. The Platter is always

39Elestra is detailed in Appendix I of this guidebook.

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warm, bright, and crowded, from when itopens at dusk until it closes near dawn.

No drink stronger than mintwater isserved in the Platter, so drunkards andthose wishing to soon become drunk-ards go elsewhere. Everyone comes herefor the food, which can take some time toreach one�s table. It may even be a trifleunderdone because of the sheer num-bers of diners clamoring to be fed. Whileyou wait for your main dish, there arefree baskets of rolls, garlic butter, cheese,fried mushrooms, and butter biscuits oneach table to eat�if your tablemateshaven�t already swept their contents intobelt pouches for later meals.

The Platter is owned by Bientra Whael-buckler, a local eccentric of prodigiousgirth and strength. A meaty giant of a

woman, she sails through the crowds like alarge ship cleaving wherry traffic in theharbor. She has been known to ejectunruly patrons by picking them up andhurling them bodily the length of a 25-foottable with enough force that they strike thedoor beyond hard enough to spring it openand deposit them, senseless, in the streetoutside. She�s also been seen uncon-cernedly carrying barrels of salt pork onher shoulder that usually take three strug-gling stevedores to lift. Normally jovial ofdisposition, the fearless Blentra likes hercustomers to enjoy their food. She�s beenknown to appear from the kitchens with asteaming bucket and a monstrous woodenladle to dish out free second helpings. Herbackslaps are legendary; she�s brokenmen�s shoulder blades more than once.40

40For more about Blentra, see Appendix I of this guidebook.

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Blentra's Oysters and Wild RiceBlentra's Oysters and Wild Rice Do ye rinse and chop fyne

in Mushroom Soupin Mushroom Soup all the mushrooms but 1 fist of woodmushrooms, which ye should holdaside. Then chop the celery and mixwith the mushrooms. On a separateboard mince the onion while warminga large soup pot in the side.

When the onions be done beingchopped, heat the pot in earnest andmelt three dice of the butter in it.Stir in the mushrooms, celery,another dice of butter, the onion, andthe nutmeg. Stir-and-sizzle43 untilthe celery be soft, then stir in theflour and keep stirring for six versesof a bawdy song.44

Then stir in water or, if ye have

2 fists41 field mushrooms it, juice from drained fish or clams45

3 fists morels or wood mushrooms until the pot is half full. Add the

1 and 1 half-cup wild riceseasonings, washing them in with the

1 fist of fresh shucked oysters (orzzar, cover, and allow to simmer(not boil) while ye crush the salt

2 fists if in the shell) fish. When the fish is reduced to1 quarter-cup flour fragments, stir it in, then simmer for

1 stick of celery an hour or more.

6 dice of butter42 During this time, stir-and-sizzle

1 half-cup zzarthe mushrooms ye held aside in the

1 cup stiff creamlast of the butter. Season with salt

1 cup salted fishand pepper to taste. In another bowl,also whip ye the cream.

1 large onion When ready to serve the soup,1 pinch salt ladle it into serving bowls and cover

1 pinch pepper with a lather of cream. Ladle the

1 pinch nutmeg 'shroom-juice, melted butter, and

1 handful parsleyall-over the cream, and set eachbowl before the customer.

41A measurement gained by the cook closing her hands into fists and pushing the knuckles together; thoughboth actual fists are involved, both hands together make a single fist, so two fists here means enough mushroomsto occupy just a trifle larger volume than the cooks closed hand four time over.

42Not to be confused with dicing (chopping) something, this measure, much used in Sembian cooking, literallymeans a cube the size of a cubic (6-sided) die. It is a rough measurement except in Selgaunt, where butter is often soldin long fingers marked for cutting into dice.

43Elminster: Ye would say �sauté.�44Elminster: Ye would say a shade over two minutes.45Such juice is plentiful in the Platter�s kitchen.

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Blentra's Cider and Vinegar Oyster SauceBlentra's Cider and Vinegar Oyster Sauce1 large greenheart apple46

2 shallots, or a handful of scallions1 half-cup vinegar (soured red wine)1 half-cup apple cider1 pour of zzar or almond sherry1 spoon of crushed black peppers1 pinch dried mustard

Do ye peel and core the apple, then diceit in a bowl. Then mash in the pepper andmustard. Drizzle the vinegar over it and letstand while ye trim and mince the shallots.Scrape the shallots into the bowl, pour in therest of the ingredients (zzar last), and mixthoroughly. Chill for an hour, stir once more,and spoon as needed over oysters chilled onthe half-shell.

Blentra serves all manner of roasts, with lid sealed with melted gelatinpies, and just about anything else that can included). Served cold, the soup was evenbe served on a platter�notably steamed better than at first dining. I persuadedvegetables doused in a variety of intriguing Blentra to let me publish the recipe in thissauces. I record below one sauce she likes humble tome, minus one or two ingredi-to drown raw oysters in. The amounts ents she insisted on keeping secret. I�vegiven in the sauce recipe make sauce to inserted it on the previous page.dress enough oysters to feed either onehungry man or Blentra, who prefers to eat The Wight on a Waterdragon

only some of her oysters raw at a meal,sizzling the others in mushroom broth. Atthe Platter, huge cauldrons of this sauce The name of this establishment comesare prepared by the lowliest of the cooks from its huge but badly done roof sculp-and kitchen �prentices. ture depicting a mummified, clawed

Many customers also rave about man riding the back of a bucking, obvi-Blentra�s oysters and wild rice in mush- ously enraged fanciful creature that looksroom soup. I found it pleasant, especially like a blue dragon with fins instead ofwith wine, and bought a crock to take legs and a row of fins down the length ofaway with me on the road (2 sp, clay crock its tai1.47 The sculpture�s been erected

46Elminster: The greenheart is a large green-skinned cooking apple. Ye would use a Granny Smith, though agreenheart�s tarter.

47It was carved in Marsember by Jathoom Berl, a crazed-wit who fancied himself a great woodcarver but(cont�d.)

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none too tidily, to a ramshackle formerfish-packing house with braces andanchor ropes visible all around it. Thestructure still reeks of its former occupa-tion and like its roof sculpture is also atangle of crudely nailed support braces�and just as makeshift furniture. The odorof the place isn�t improved by the insula-tion: nets full of old sailors� clothes andsalvaged sail scraps that are hung allaround the walls.

Still, the place is warm against thedamp. It is usually crowded�largelybecause it serves hearty food and goodPurple Dragon and Shadowdark ale. Theselection of wines is almost nonexistent,though zzar and a potent whiskeylikehomemade distillation known as HarborBottom can be had for those willing torisk double the 1 sp per talltankard priceof ale. Frankly, Harbor Bottom tastes likeone would expect from its name.

The food consists of various roasts,sea pie, pâté whose ingredients it�s bestnot to inquire into too closely, strongcheese brought from all over the InnerSea, and a selection of sweet, tart, orhot sauces.48 The sea pie is dicedmarine life of all sorts, from skate tosquid, all cooked to near-disintegrationin a thick beef-based stew with potatoesand then folded into a thick, baconfat-dough pastry shell. Don�t ask jokinglyhere for roast rat; you�ll get it.

Everything I ate here tasted good. Irecommend the Wight for those lookingfor a rib-sticking hot meal who don�tcare about the origins of their food.

TavernsMarsember was once well endowed withwhat locals call watering docks, butalmost all of them have now becomeinns as well. The chilly sea damp makesplaces that serve hot food with theirdrinks more popular. There seems to beonly one �swill only� establishment left.

The Tankard of Eels

Despite its nauseating name, this ram-shackle place is warm, fairly clean, andpleasant inside. The name comes from along-ago bet wherein a half-ogre cus-tomer drank�well, you can guess. It�snot a drink featured on the menu now,though one can get a respectable selec-tion of ales and wines,49 as well as zzarand a few liqueurs.

The Tankard is where folk come todrink and talk, not sing, brawl, orcarouse. It�s a good place to hear or over-hear gossip, news, and tall tales of boththe lands around and the seafaring lifeon the Sea of Fallen Stars. The Tankardprovides no entertainment and notmuch to look at. It�s just a room full ofpeople talking like auctioneers in a hurryto be out of town�a listener�s paradise.

InnsThanks to the transformations of its tav-erns, Marsember is now well suppliedwith inns, and all of them seemingly takein anyone, from orcs with drawn scimi-tars to mind flayers leading enthralled

47(Continued.) became despondent after the display of the finished piece failed to win him instant accoladesfrom the Court. He had fond dreams of a life of idly overseeing the carving of huge civic sculptures up and downCormyr as the royal sculptor. He flung himself into the sea during a storm and was never seen again.

48Elminster: Used the way ye folk employ barbecue sauce and ketchup or catsup or whatever it�s called.49Everything offered by the enterprising Aurora in Aurora�s Whole Realms Catalogue, in fact.

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human captives! None of these inns havelong-term rental rates because mostshopkeepers with a room to spare and aneven greater number of homeowners rentout rooms by the tenday at an averageprice of 20 gp during the sailing season.(There are a lot of sailor�s widows in thecity.) Most of these people also rent roomsby the month between the Feast of theMoon (late fall) and Greengrass (earlyspring) for prices ranging from 20 to 50 gp(40 gp for most).

The Barrelstone Inn

The Barrelstone Inn is located on the firstisland out along the road that runs fromthe southerly gate of Starwater Keep

50Yep, the mosses move, too.

toward the sea; the Drowning Flagon is onthe next island out. Situated at a cross-roads near the islands west end, thisestablishment has the distinction of beingclearly the worst accommodation thatMarsember currently provides.

The drafty, dirty Barrelstone is alwayscold. The roof leaks in wet weather; it�sconstantly dripping here and there�amelancholy sound to try and fall asleepby. Vermin and mosses creep50 around thedamp bedchambers, and mildew wafts inpungent reeks whenever one of the doorsof the back passage, linking all the rooms,swings open. (This back passage is for theuse of servants�or guests in sudden needof a hasty exit from the place.) The fooddoesn�t quite taste of mildew, but it too iscold, damp, and generally unappealing.

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The only bright aspect of the Barrel-stone is the gnomes who run it. Appar-ently all brothers or cousins belonging tothree or four large families linked bymarriage, the 20 or so gnomes who infestthe place are always telling jokes, playingpranks (thankfully on each other, neveron the guests!), dancing about the halls,and making music�good music. If youwant a snatch of an old ballad identifiedor something played for you, the gnomesof the Barrelstone are as good as anybard at it�well, any irreverent bard. Tomost travelers, however, the gnomes�musical ability is not enough to make theBarrelstone anything but a last choice ofplaces to stay.

The Cloven Shield

This noisy ramshackle inn and tavern ismore suited to drinking parties than sleep-ing the night through. Apt to be noisy intothe wee hours, the Shield is known forarmed brawls at late hours, which makesits sign of the war shield split in two veryappropriate. The armed fights are due tothe Shield�s use by mercenaries, adventur-ing bands, and agents of the manipulativepowers that sometimes hire them: theZhentarim, various Thayan interests, theCult of the Dragon, and others.

Restful is never a word that couldaccurately be applied to the Shield, butthen the fee for a night�s stay is low, andthat�s all that matters to some. Adventur-ing bands who want to sleep all togetherin one room can have one of the largerrooms to the rear for a flat 10 gp pernight fee that includes stabling and asimple eveningfeast meal for up to nine!

The Drowning Flagon

Occupying its own nameless (as far as Icould learn) island, this former noble�sguesthouse has grown over the years intoa complex of stables, outbuildings, sleep-ing cabins, and�after a disastrous fire�separate kitchens and granaries. Themain building, thanks to that same fire,now has a soaring central hall and twohuge, grandly appointed dance cham-bers. These chambers are probably themost luxuriously furnished rooms in allCormyr outside of the Royal Court, thePalace of the Purple Dragon in Suzail,and private nobles� dwellings.

The Flagon was once Marsember�sbest-kept secret, a place where locals metto gamble or could rent rooms for the pri-vate meetings of organizations such as tinycults, the Aged Evening Escorts BenevolentTrust, and the Sailor�s Onshore Invest-ments Agency. The Flagon has rapidlygrown in popularity due to parties held inits halls by various wealthy merchantsseeking to buy themselves reputations.Now it�s an overpriced inn. It costs far toomany coins�7 gp per head per night!�tostay in rooms above noise and nightlongpranks, dancing, and carousing.

Yet it�s a fun place, and most of it is toonewly rebuilt to look worn or grubby yet.The Flagon is the place to hold a functionin Marsember�an inn on the way up.

The Old Oak

The Oak was once a grand noble�s house�just whose has long been forgotten�but isnow sadly run down. Rotting paneling sags

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away from the stone walls in many places,pillars lean ominously, and molds andmosses creep across a little more of theornately plastered ceilings each year. TheOak is still, however, possessed of a largewine cellar and a rowdy regular clienteledetermined to drink it dry every night.

The food is bland and uninspired, butit is safe, I suppose. The rooms are coldand damp but spacious, and they offergood views out over the city. In short, youdon�t get much of quality, but then youaren�t asked to pay much either. Lodg-ings cost 2 gp per head per night, plus 1gp if you want a private room andanother 1 gp if you have any beasts to bestabled. Food and ale included in theprice, though wine is extra.

The Roaring Griffon

This inn was formerly the DrowningFish, a notorious festhall wherein many

patrons were doused with sleep-drugged wine to awake naked andadrift on a raft out in the choppy watersoff the Dragon Coast with all their pos-sessions gone. Although the establish-ment is now under new management51

as an inn, rumor hints that not all of theescorts who worked here when it wasthe Fish are gone. However, the Griffonnow strives to be a respectable inn.

Situated in the angle between thetwo roads that enter Marsember fromthe west, the Griffon backs onto theArchtower, which stands between thetwo arched gates. It is easy for any visi-tor to find, and it is careful to supplyclean linen, candle lanterns, andwarming pans in every room. Mer-chants have come to prefer it becauseof its location and the amenities it pro-vides.

The owner who�s made the Griffonsuch a success is Szwentil, one of thesix founding partners of the Six CoffersMarket Priakos and by far the richestman in all Marsember. It�s said on thestreets that he bought the Fish andturned it into the Griffon just so folkwho came to the city to do businesswith him would have a decent place tostay.52

Visitors often go to see his grandhouse, a fortress that�s almost a palace,located elsewhere in the city. Thisminiature castle is notable in Marsem-ber for the moss garden that rings it.The visitors may only look at the mansefrom outside its walls, however. Szwen-til�s never been known to entertain anyvisitors.

51The management changed after one duped customer turned out to be an archmage with spells enough to get him-self back to land and into a highly dramatic meeting with the proprietors (ah, now the former proprietors) of the Fish.

52More about Szwentil can be learned by perusing his entry in Appendix I.

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Arabel CitizenryThe frontier city of Cormyr, Arabel wasonce an independent hold. Much later itwas briefly the capital of the namelessrealm ruled by Gondegal the UsurperKing. It has always been a bustling waystopon the overland caravan route linking theMoonsea metal mines to the ports of Cor-myr and the Sword Coast lands beyond.It�s also always been a fortress against theperils of the nearby Stonelands.53

Arabel today is a booming, prosperouscenter of growth. Both newcomers to therealm and young Cormyreans54 are settlingin the lands all around it, making Arabel, asthe only practical place where they canhire services, ever richer and busier. It�s acity of opportunity that is still lacking manyof the sophistications of Suzail but not con-sumers� appetites for them.

Often referred to as the Caravan City orOverland City of Cormyr, Arabel is domi-nated by land transport. It is a city of tradingcosters, warehouses, caravan companies,wagonmakers, horse- and bullock-traders,and merchant investors. All of these areably governed by the ex-adventuressMyrmeen Lhal, the king�s lord of Arabel.55 Anote of warning to visitors: In most circum-stances, it�s considered an insult to callMyrmeen �lady� rather than �lord.�

According to the most recent tax rolls,Arabel is home to 16,998 folk in winter,almost all of them humans. When unreg-istered residents, farmers in the shadowsof the city walls, and the garrison areincluded, the city houses an estimated23,400 to 24,600 folk. Due to its almosttotal involvement with overland tradeand its location on a major trade route,Arabel has a large seasonal transientmerchant population, and its averagesummertime strength is around 25,600,which is at the limit of the comfortablecapacity of Arabel�s permanent housing.

Trade makes Arabellans tolerant folk.Only orcs and half-orcs are treated withhostility on sight, and all races save gob-linkin can usually be found within the walls,though only half-elves are commonly seen.

DefendersThe rugged terrain around Arabel hasalways aided brigands and monsters inmounting ambushes and eluding pur-suit, so the city has always been a basefor well-armed troops energeticallypatrolling the Stonelands. Despite grandplans and determined efforts on the partof many Obarskyr kings, the Purple

53The Stonelands are named for their rugged, broken appearance. They rise in a great plateau above the fertilewoodlands of Cormyr and are composed of heights of rolling moor land broken by deep, treacherous ravines andstudded by rocky tors. The limestone southern verges of the Stonelands give way to bare granite to the north andwest, rising into mountains north of High Horn.

54In particular, third and fourth children who don�t fancy life in the Purple Dragons or being apprenticed in a tradeunfamiliar to them are moving into the area. In Cormyr, the eldest child usually works in and eventually takes over theparental business, while the second child seeks a job with the Crown�usually the life of a Purple Dragon. This leavesonly priestly roles or completely new fields for later offspring.

55Myrmeen is a good-natured but imperious, near-fearless NG hf R12 whose tale is told in The Night Parade, by ScottCiencin (TSR, Inc., 1992).

56According to Elminster land reexpressed in game terms) a typical Arabellan Purple Dragon patrol of today is 40 to 60F3s and F4s commanded by an F6 or F7. These soldiers are supplied with archers and potions of healing, and at least twopriests and one war wizard accompany them. One to three apprentices usually also accompany the war (contd.)

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Dragons have never succeeded in exter- tion into the area yet, in order to clear andminating such perils and securing the take the Stonelands once and for all. Innorth for Cormyr as far as the edge of the meantime, caravans ride into and outAnauroch. In recent years, orc and mer- of Arabel under Purple Dragon escort.cenary raiding bands sponsored by the There are actually two detachmentsZhentarim have harried travelers around of soldiers in Arabel: the Army of theArabel so as to occupy Cormyreantroops, thus allowing Zhent caravans topass north of Cormyr unchallenged.

Such raids continue, but with theannexation of Tilverton and recent settle-ments in the Redspring area, Cormyr�sfortunes are on the ascendant. There arepersistent rumors that Ring Azoun willsoon mount the largest military expedi-

East under the command of BaronThomdor, the Warden of the EasternMarches,57 and the city�s garrison, whichobeys the orders of Lord Myrmeen. Thetwo commanders are firm friends androtate units regularly between the armyand the garrison to prevent rivalries andto give everyone battle experience. (I�mtold Thomdor, who outranks Myrmeen,

56(Continued.) wizards. Everyone is mounted on hill ponies trained not to bolt or take fright, even in the midst ofspell battles. The priests, wizards, and commander usually have one or more useful magical items such as wandsof magic missiles and wands of paralyzation.

57The stout, bearded Baron Thomdor (LG hm F17, putting what Elminster tells us in game terms), is the king�scousin and a widely respected man. His Purple Dragons affectionately call him �Old Paunch.� They are fiercely loyaland will die for him�as all too many of them have had to demonstrate.

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is based in Arabel rather than beingpart of its government.)

Arabel�s strong garrison is led byshrewd veteran officers who know the citywell and are staunchly loyal to the Crownand to Lord Myrmeen. The watch, thegarrison, and the army are all combinedin one man, Thomdor�s liaison officerDutharr, who is in effect Arabel�s chief ofpolice. Visitors to the city are advised tobehave: Oversword Dutharr58 is a sea-soned veteran who seems able to antici-pate trouble�in particular, swindles,instigated riots, and the less lawful plansof adventurers seeking entertainment�and he tolerates no nonsense.

The garrison numbers 1,000, includ-ing the palace guard. Thomdor�s armyhas a standing strength of 1,700, ofwhom around 300 are on road patrols orstationed in outlying wayposts at any onetime. These Purple Dragons are aided bythe local militia. Its maximum muster is3,000. Militia members are trained inriding, arms, and formation movementbut denied training in archery. The mili-tia�s standing strength is 220; activemembers form the watch. The watch,aided by war wizards and PurpleDragon detachments at the city gates,keeps the peace in the streets.

The vigilance of these soldiers and ofthe local war wizards helps make Arabel avery safe�if a trifle rough�city with noknown thieves� guilds or the like. The warwizards more or less constantly eaves-drop magically to ensure that Arabel isn�t

infiltrated by the agents of any hostilepower. (The Zhentarim never stop trying.)

Not counting fortresses such as HighHorn, Arabel is the one place in Cormyrwhere unbound weapons are wornopenly in public. So many residents andvisitors have the right to go armed that thewatch doesn�t challenge anyone seen witha ready weapon. The city is home to alarge number of mercenaries who providebodyguard service to individuals, valuableitems, or caravans. Rates vary widely, fromas little as 1 sp through 25 gp per guardianper day, but you definitely get what you payfor. Only the best can charge high rates.

Prominent among these betterhireswords are the Red Raven Merce-nary Company, currently under contractto the Crown to scour the Stonelands.This task is taking them some time, andthey�re agreeable to taking properly char-tered adventuring bands along on expe-ditions on an unpaid, keep-what-booty-you-win basis. Led by the charismaticRayanna Rose,59 the Red Ravens are keptunder close watch by the war wizardssince Zhent control over them could leadto swift death and disaster for the citizensof Arabel. The ranks of these mercenar-ies no doubt also hold many doubleagents secretly reporting to the Crown.

MagecraftArabel is home to the notable mages Jes-tra, Myschanta, and Theavos, and to thewidely respected mage and sage Mel-

58Dutharr is a LG hm F11 who can call on several disguised war wizards among his bodyguard as well as someunspecified magical items of his own. He�s thought to have served Azoun for years as a sort of undercover agent,hunting down Zhentarim and other troublemakers whose deeds endangered the peace and stability of Cormyr.

59A hero of the battle against the Tuigan invasion, Rayanna is a LN hf F16. Elminster tells us she has hiddendepths. �She�s more than she appears at first. If ye�d like to know her secrets, ye�d best get to know her as afriend�not expect to learn all by reading a prying guidebook such as this one.�

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lomir, whom some regard as the fore-most living authority on the propheciesand divination practices of humankind.60

Any number of visiting mages also passthrough its gates, and though the ques-tions of the gate guards may be quiteprobing, Arabel tends to ignore the strictmage registration rules of Marsemberand Suzail. Of course, this is because,some say, war wizards are using spells topeer into your mind the moment youstep up to the gates to look in.

Suspicious folk�even known Zhen-tarim agents�are usually shadowedrather than challenged. In this way theauthorities can learn as much as possibleof their shady doings and keep Arabel�stolerant reputation intact. This practicecauses minimal disruption of trade andthe least spell damage to goods andbuildings. In a city with more or less con-stant pack animal traffic, it�s all too easyto frighten beasts of burden into stam-pedes and do real, widespread damage.

WorshipArabel has only one proper temple, but it�san important one. During the Time of Trou-bles, Lady Luck herself appeared on itssteps and protected the city against theworst of the chaos that swept across Faerûn.

Tymora herself may not be seen onthe streets of Arabel any more, but herhighest-ranking local cleric is determinedthat Arabel shall not forget the honor shedid it. Daramos Lauthyr, High Hand of theLady, rules the Lady�s House as if he were

nearly divinity himself.61 He has lost sev-eral unpleasant confrontations withThomdor and Myrmeen over just how farhis authority extends over those who fol-low other faiths but happen to dwell in orbe visiting Arabel. Daramos stopped pro-claiming the king�s lord guilty of willfulblasphemy only after Myrmeen called fora public sign from the goddess in supportof her position�and received it.

Nevertheless, Daramos has orderedhis 24 priests and 336 temple staff mem-bers to address him as �baron of Arabel,�a rank he feels Azoun should alreadyhave granted him and which hedemands of the Crown on a regularbasis. He has also increased the fees histemple charges for healing, training, andother services to almost double usualrates. He believes citizenry awed by thememory of Tymora�s visitation will paysuch fees willingly, and he considers themoneys necessary to accomplish whathe sees as simple justice and the further-ance of Tymora�s divine will.

Others in the city have remained silentbecause, they told me, they�re hoping thegreed that�s running away with Daramoswill cause even the most devout wor-shipers of Tymora to get disgusted andcast him out. That hasn�t happened yet,but Daramos has called on clergy ofTymora all over Faerûn to acknowledgehis temple and himself as the mostsacred and supreme of those who followTymora. Their reactions to his demandshave been no more cordial thus far thanthe Arabellan Crown authorities.

60Details of all these prominent mages can be found in Appendix I of this guidebook.61Daramos is a proud, headstrong CG hm C11 who has only become ambitious since the visitation of Most Holy

Tymora to the city. He truly believes he must gamble his exalted position on even the slimmest chance of seizing morepower because that�s what a true believer in the Lady Luck would do.

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Doust Su1wood,62 the retired Lord ofShadowdale who came to Arabel to fur-ther his devotions to Tymora some yearsago, is gaining popularity among localworshipers of Tymora as a possible suc-cessor to �Lord High and Mighty�Daramos. He has not shown any per-sonal ambitions, but he clearly believeshis duty to the goddess is to preach andto pray, not to support a fool who�s busilydishonoring both the post of high handand the good name of Tymora.

Trade

The controversy surrounding thetemple of Tymora and Daramos is theonly major religious matter visitors mustknow of to avoid putting a foot wrong.Devout travelers are advised that Arabelalso holds shrines to Chauntea, Deneir,Helm (worshiped in Arabel as �He WhoWatches Over Travelers�), Lliira, Milil,and Tempus.

One of these shrines, the Harvest Altarto Chauntea, has gained many wor-shipers in the last few years as the landsaround Arabel have been settled by farm-ers. A proper local temple to the Earth-mother will probably soon be foundedsomewhere near Arabel but outside thecity walls. Delegations to the Royal Courtin Suzail from temples of Chauntea inSembia and the Dales are known to havealready proposed the construction of afortified abbey for Arabel, but Vangerda-hast is reported to have been reluctant tobuild a base that brigands could easilyseize to menace Arabellan trade and thatwould then force Cormyr to sacrificePurple Dragon lives to retake.

The Caravan City may be ruled by theking�s lord and house a large and activebody of Purple Dragons. However, it�sdominated not by the decrees and activi-ties of the Crown but by locally basedtrading organizations such as the Drag-oneye Dealing Coster, Six Coffers MarketPriakos, the Iron Throne, Thousand-heads Trading Coster, and TrueshieldTrading Priakos. These far-flung consor-tiums, some operating all around the Seaof Fallen Stars and most of the way to dis-tant Waterdeep or Amn, are locked incompetition with long-established localmerchant families: the houses of Baer-lear, Bhela, Gelzunduth, Hiloar, Kraliqh,Misrim, Nyaril, and Thond. Thousand-heads is the most powerful coster. Thesocially prominent Misrim clan and thequiet, almost reclusive house of Thondare the most influential of the families.

Fortunately for visitors and citizens alike,all of these powers are interested in main-taining Arabel as a busy, tolerant, open trad-ing city. If Arabel becomes too dangerous orunfriendly to trade, business will pass tomore southerly routes and Arabel willbecome an impoverished backwater.

Recent setbacks in the power of theZhentarim coupled with settlement inthe vicinity have created a trading boom.Lots of folk are demanding the samegoods that folk in Suzail can buy, andright now Arabel is awash in money andbustling with busy merchants. The dili-gent shopper can call on almost as wide

62A quiet, considerate man who�s also a worldly adventurer, Doust Sulwood is a member of the famous Knightsof Myth Drannor, as is his wife, Islif Lurelake. Doust is a CG hm C9 of Tymora. Islif, a more capable battlefield com-mander than many veteran Purple Dragon officers, is a NG hm F9.

Elminster, who furnished this information, says they both have useful magical items they can call on Instantly in anyviolent situation.

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a variety of things to buy as a citizen offabled Waterdeep. Up to half a dozen car-avans arrive or depart in a day.

Arabellan merchants sell or bartercoal mined in the Gnoll Pass area andincreasingly in bell pits north of the city.The coal pits had until recently beenabandoned for decades because of mon-ster and brigand dangers. Miners arenow usually guarded by hired adventur-ers or mercenaries.

The merchants also sell horses bredand trained locally, a dark stout Arabel-lan beer known as bitter black, a rubyred fine wine with a hint of berries in itstaste known as Arabellan dry, andcheese. After being ignored for almost acentury, all of Arabel�s distinctive edible

exports are becoming well known andincreasingly popular abroad. The sharp,robust Arabellan cheddar is consideredthe best such cheese in all Faerûn, and ittravels very well.

Arabel is also home to and a good hir-ing place for mercenaries. They tend tobe well trained and equipped but expen-sive. Most bands are composed of adozen or fewer members, but the RedRavens can summon 110 swords ontothe battlefield.

LandmarksThe fortified city of Arabel isn�t visuallystriking.63 It�s surrounded by dusty, aro-matic paddocks and stockyards and con-

63A map of Arabel can be found in the FORGOTTEN REALMS Campaign Setting box, the FORGOTTEN REALMS Adven-tures hardbound, or the Cormyr game accessory.

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sists of plain, forbidding walls that makethe whole thing look as if it were a giantcastle. The walls encircle a crowdedarray of small shops with rooms abovethem where folk live. These shops arepressed together along streets that arebusy day and night and always seem tolead to rows of unlovely warehouses.

The only striking buildings clusternear the middle of the north wall.Largest and grandest among them is theCitadel, abode of the Army of the East.The Citadel is visible all over the city. Nomatter how turned around you get, youcan�t lose your directions if you keep oneeye one it. It�s a stark working fortressrather than a fancy, slim-towered noble�scastle. In front of it, by contrast, is anexample of. . . a fancy, slim-towerednoble�s castle. The elegant, sweeping tur-rets and conical roofs of the five-toweredArabellan Palace betray its showy design.

Flanking this oddly matched pair arethe grandest nobles� houses. Thesesmaller fancy castles are all walled,defensible houses in addition to beingshowplaces. Amidst these miniature cas-tles stands the temple of Tymora, theLady�s House. In and around thesehomes of the mighty stand the only treesto be found in all the city.

The finest noble�s home is probablyHouse Misrim, whose walls are made ofstone a-glitter with a gleaming white incolor. Its varicolored shingles contrastoddly with the battlements of the Citadelbeyond, which bristle not with silkenpennants as the Misrim crenelations dobut with espringales�the largest,newest type of ballistae with the longestrange of any ballistae in use. To onewho�s never seen a grand house, the

other nobles� homes are worth a look,perhaps, but beyond Misrim�s whitewalls there�s nothing special about thelot of them.

The city does not offer any othersplendor except a lone statue of KingDhalmass Obarskyr, excellently carvedof black granite. Rising out of a way-moot in northwestern Arabel, the Mon-ument of the Warrior King shows thecrowned and fully armored Dhalmasswaving a drawn sword, urging theunseen warriors of Cormyr behind himforward against some equally invisiblefoe. He�s in the saddle of his favoritewar horse, which is rearing to lash outat the air with its hooves. It is fine pieceof statuary, and it is not diminished awhit by the use pigeons have made of itsupper surfaces.

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Places of Interestin ArabelShopsArabel is crammed with crowded shopsfull of shouting, jostling people, busily buy-ing the last one of whatever you came inlooking for. Someone somewhere in Arabelis probably selling any unusual item youcould think of, but there�s nary a memo-rable establishment among them save for:

Elhazir�s Exotica

Gifts

This pricey gift shop is all elegant displaycases, carpets, and smiling well-dressedsales staff. All of the sales clerks are daugh-ters of the proprietor. They seem to beable to smell thieves, and one of them is apowerful sorceress who always has a timestop spell ready to deal with those trying toleave with things they haven�t paid for!

Elhazir�s has a growing reputationacross the Dragonreach for providingrare and unusual treasures such as drag-onscale shields and wyvernskull bathtubs.Adventurers provide much of its stock,and rich Sembian merchants make upmost of its clientele. Word is also spread-ing that the urbane, dapper Elhazir sellspotions and certain special items, such asenspelled daggers and genuine dragoneggs, to discerning buyers.64

RestaurantsArabel has very few establishments thatare just eateries. Instead it has broilercarts that serve hot food as they rumbleup and down the streets. Typically, thesecarts sell hot buns filled with spiced meatsor fish, cups of stew, zzar, and bitterroottea. The carts also sell sugar, salt, driedfish, sausages, and biscuits. The city alsohas dining rooms in almost all of itsnumerous inns, and light food is served infesthalls, taverns, and nightclubs. There isone large, barnlike ex-warehouse, though,that serves meals day and night throughto Purple Dragons, caravan crews, andweary shopkeepers or wagon loaders: aplace aptly called the Hungry Man.

The Hungry Man

One doesn�t go to the �Hungry� foratmosphere, genteel treatment, or decor.It�s an echoing place of bare trestletables, rough benches, and self-servicelines. Payment is at the door: 2 sp for allyou can eat plus 1 cp per tankard forrather watery ale or wine affectionatelyknown as bullock juice.

The provender isn�t anything to getexcited about, but it�s always available, nomatter the time or weather. Attentive staffmembers keep the covered warmingcrocks full. Here�s what you can expect tofind:

64Elhazir is a CN hm M15 who protects himself with an earring of spell turning and an ancient, high-capacityNetherese ring of spell storing containing the spells invisibility, fly, wall of force, repulsion, and two priestly healmagics. He enchants the blades he sells. They are usually daggers +1 with one additional minor power. Some ofthese powers include the ability to feather fall when the dagger is grasped and ordered, the ability to emit light orfaerie fire by silent will of the person touching them, or the like.

Elhazir�s six daughters are all discreet, graceful, and well-dressed. I know only the names of three: Myrele, Chantra,and Illume. Chantra is the sorceress. She�s a NG hf M17, though she doesn�t betray her profession by her dress. Ibelieve she wears an amulet that shields her mind against magical and possibly psionic prying and influence. Preciselywhat it is and what form it takes I�m unsure of. She does wear or carry something magical at her girdle, however.

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l Sliced roast beef Tavernsl Roast mutton Arabel boasts many taverns, but asidel Spitted fowl65 from the one I cover below almost all arel Milk porridge variants of the oh-so-familiar roadhouse.l Arabellan cheddar cheese They are not bad but hold no surprisesl Goat�s milk cheese and nothing memorable: just anotherl Hot bread rowdy taproom with too-salty, too-thinl Snowbread66 stew, more stale bread and watery ale,l Oatcakes and afterward another lumpy straw mat-l Pan-fried turnips tress. I rate most of them at:l Boiled carrots, mint, and greensl Pried sliced potatoes in cheese saucel Spiced flour dumplingsl Broth67

l Mustard The Dancing Dragonl Grated horseradishl Garlic-and-parsley butterl Brackleberry jam68 The Dragon is owned by the famous gemLarge barracks kitchens in castles all merchant Peraphon of the house of

over Cormyr (at High Horn, for example) Thond, who established it so he could gethave menus very similar to this, although some measure of the tempers and char-they add venison and jellied eels to the acters of the adventurers he wanted tobill of fare. Eating at the Hungry tends to do business with.70 This place is infa-be rather like watching pigs crowding mous for its rowdy brawls. Even folk ineach other at the feed trough, but it�s a Selgaunt and Mulmaster have heard ofgood way to see what caravan company the wild, deadly punch-ups that erupt atworkers, low-wage cargo loaders, jobless the Dragon more or less monthly. Lessfolk, and mercenaries are in town�and well known is the Dragon�s role as Ara-perhaps even hire them on the spot.69 bel�s hiring fair for adventurers, merce-

65This fowl is grouse, quail, pheasant, and other ground birds. Domestic poultry, ducks, and geese are thrownin when hunters� pickings are slim. Hunters who come into Arabel with a brace of birds know they can sell themfor 1 sp apiece at the Hungry�s kitchen door, and a free meal is thrown into the deal.

66Elminster says this is a sweet bread made with lots of molasses and nuts. The �snow� in the name refers to thesugar, flour, and egg-white sauce that is brushed or poured all over the loaves to give them a hard white coating. It isserved sliced and cold or sometimes with a hot sweet sauce drizzled over finger loaves or slices from a larger loaf.

67This broth is really a thick meat-and-gravy stew made by simmering the bones and meat leavings, straining themixture from time to time, and thickening with flour. All meat cuttings and blood are simply stirred into this, as are allcarcasses too battered to serve, plus frogs, snakes, and other small things not on the menu�rats and mice, forinstance.

68Brackleberry jam is the Cormyrean name for a jam made from the mixed berries of the woods and wilderness:gooseberries, strawberries, raspberries, currants, and the like. These are leavened with overripe peaches and quincespacked in sugar and brought to Cormyr�s ports in ships from Chessenta and other warmer climes.

69When important clergy visit the Lady�s House for ceremonies of worship, Daramos has been known to sendunderpriests to the Hungry with orders to hire people for 2 cp (plus 2 sp afterward, if they behave themselves) as pewfodder to make his congregation seem larger and more fervent than it really is.

70Details of this influential man appear in Appendix I of this guidebook.

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naries, bounty hunters, guides, and the balcony pillars or cried aloud by runnerslike. It�s the reason so many ornery crea- on staff at the Dragon. Such a pronounce-tures of violence�er, action�gather at ment usually costs 1 gp since the staffthe Dragon in the first place. member usually has to endure a volley of

People who�d like to hire a bodyguard hurled tankards, spittle, food fragments,or an adventuring band but who don�t and the like. Negotiations begin by some-fancy a fist in the face or being ridiculed one communicating his or her willingnessby braggarts or drunks trying to make a to be hired to a runner. The runner tellsname for themselves can sneak in a back the prospective hiree to put or keep her-entrance and observe the goings-on self or himself in view of the balcony andfrom the safety of a dimly lit balcony. To the goes up a staff-only stair to the balconykeep the fighters from commandeering to tell the prospective hirer. The staffthe tables up there so they can more eas- member, who gets a 1 gp fee if a deal isily hurl abuse, tankards, or hand cross- clinched, runs up and down the stairsbow quarrels down on rivals below, carrying messages back and forth untildrinks on the balcony cost double.71 the deal is done. The Dragon�s bouncers

Open offers of employment are posted step in as witnesses to any deal.72

on chalkboards at the doors and on the Those too drunk to fight are ignored

71In other words, balcony prices are 6 cp per tankard for beer and 8 cp per tallglass of wine as opposed to 3 and 4 cp.72These brutal warriors, known to all as �the lovelies,� are actually a group of hired ogre magi employing their (cont�d)

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beyond being dumped out of their chairsby others wanting to sit in them; theydecorate the floor. All tankards and tall-glasses in the Dragon are of fired clay, sothey shatter if used as weapons. There�slittle more to say about the place, exceptthat it�s a great place to hear tall tales ofderring-do and treasure taking as all theswaggering �fighting brothers� drinkmore and more and boast of theirexploits, trying to outdo each other. Oneyoung sorceress said she and some fel-low fancy-filled apprentice sorceressesgo to the Dragon regularly of evenings,once they�ve mastered invisibility spells,to watch �gorgeous men swaggering.�

Rooming HousesVisitors planning a long stay in Arabelcan save many coins by taking rooms inone of the city�s many rooming housesinstead of an inn.

Shassra's

One of the best boarding houses is Shas-sra�s. It is a clean, simply furnished butwelcoming house. Shassra gladly housesadventurers, minstrels, and other less-than-respectable folk. She offers privaterooms for 4 cp per night or shared roomsfor 2 cp. Baths are 1 sp each, and no otheramenities are provided with one�s staybeyond a ewer of drinking water, a basinof wash water, and a chamberpot.

InnsArabel has far too many inns to list here.One can hardly turn a corner in the Car-avan City without seeing an inn sign-board or three. What with all thecompetition and the city�s traditionaldependence on travelers, none of thesewayhouses are particularly bad, so I�venoted here only the most interesting.

Guests of the Crown are usually quar-tered in the Dragon�s Rest guesthouse, notthe Arabellan Palace, because of the ringwards73 laid on certain floors of the royalresidence. It�s embarrassing to have wan-dering guests hurt by guardian magics.

The Elfskull Inn

This inn is named for the apparition ofa floating, glowing elven skull seen in itsentry foyer from time to time. It alwaysappears during the hours of darknessbut does not follow any discernible pat-tern or frequency in its appearances.The skull is of unknown origin, orrather is the center of so many compet-ing tall tales that the truth is foreverobscured.

Longtime Arabellan lore insists theskull marks the entry to a refuge cre-ated by the fabled Sword Heralds.74 Allaccounts agree it was the safehold of anoble family, but just which now-van-ished clan is in dispute. The namesDragonarl and Narboot seem most pop-

72(Continued.) polymorphing powers to make themselves seem more human. They�ve been known to tear really defiant

rowdies limb from limb, and they have orders to stop all fires and other activities that threaten the survival of the Dragonitself. They are at least a dozen in number, but it�s hard to tell their exact numbers since they often use their magic to alter

their appearances to avoid harassment from folk they�ve disciplined (who are trying to get even). Many Harpers suspect

this clan of monsters of being behind swindles, shady deals, and even slaving in Arabel. They keep the lovelies

under observation. The lovelies are known to make frequent trips to the Stonelands on their days off.73See Appendix III of this guidebook.74See Appendix II of this guidebook.

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ular. The tales all agree that the every-day trigger item needed to open therefuge is an acorn, that two helmedhorrors guard the chamber one firstreaches when intruding into the it, andthat these animated suits of armorguard substantial riches.

The inn itself is superb. Minor magickeeps the richly paneled rooms warmin winter and cool in summer. Theseenchantments were set in place byanonymous mages hired by the owner.Local rumor believes the mages werewar wizards looking to prepare decentaccommodations for themselves in thecity.

The owner and only permanent resi-dent of the Elfskull is the sage Asheyronthe Learned. He maintains offices onthe ground floor, but he leaves the run-ning of the inn to a highly capable staffled by two large, earthy, and capablesiblings known all over Arabel as theShrewd Sisters. Orlyra and Mristeezraare keen judges of character who usu-ally anticipate what their guests will doand act with embarrassing effectivenessto foil shady dealings or attemptedtrysts.75

Falcon�s Rest

The Falcon is everything the Pride of Ara-bel should be: a quiet, cozy, luxuriouslyappointed inn where judicious shieldingspells have been used to hush noise andquell drafts. The staff is discreet, quick,and considerate of guests� needs. Aweary traveler often receives a warmcloak, a mug of broth, and a hot footbath

without even asking for them and beforeregistering for a room!

Regular guests are greeted by name,and the staff members remember per-sonal preferences and needs, anticipat-ing when a hot drink or fresh washwater is wanted. Patrons who want tobe bathed by servants are; those whoprefer privacy are left alone. The callgongs stationed in every room herereally mean something. Striking onebrings a staff member promptly�usu-ally within three breaths.

The lobby of the Falcon�s Rest isdominated by a stone pedestal toppedby a round stone ball. Atop it perches aglaring falcon, a masterpiece of taxi-dermy. In the rest of the decor, stuffedand mounted monsters abound, fromrearing griffons to couatl kept aloft bymagical means.

This inn is a must-see for folk whowant to know firsthand what some ofthe more deadly and unusual beasts ofFaerûn look like�or bits of them atleast. The stuffed chimera in the secondfloor hall has ornate brass lamps whereits heads should be. (No doubt theheads were destroyed by whatever fran-tic adventurers slew the beast.) Theodd-looking coat and cloak rack in thelobby consists of the tail of a manscor-pion (all poison removed) mountedhorizontally between two ankheg headsthat have been set so that they appear tobe emerging out of the wall.

This plethora of beastly remains is dueto the ownership of the inn. It belongs tothe kindly, scholarly Elmdaerle, knownas the Herb Man to most Cormyreans.Probably Cormyr�s foremost expert on

75Don�t ask. Details of Asheyron can be found in Appendix I.

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local flora and fauna, Elmdaerle is theguildmaster of the Guild of Naturalists,an organization he founded. He won�t befound at the inn, however, unless he�scome with a team of guild members toinstall a new monster decoration.76

All things considered, the Falcon�s Restis an excellent house, worthy of compari-son with fine inns the world over.

The Murdered Manticore

The Manticore is a good place to go if youwant to hear salacious gossip or partici-pate in dealings less than honest or forth-right. It is frequented by forgers,�arrangers,� procurers, and other folkwho dabble in or plunge head-over-heelsinto the shadier aspects of business.

That doesn�t make it a bad place to stay.Such folk come here because the rates arelow and the privacy high. The privacy is sohigh, in fact, because the Manticore is alltapestries and heavy closed doors andhanging silence, with nary a staff memberto break it by his or her arrival, even if youring the call gong in your room repeatedly.

The Manticore is a good place to bealone and at peace. Its rating would behigher if any food could be had. Drink isplentiful and is sold across the front deskonly by the hand keg or wineskin.Earthen cups not worth stealing are sup-plied in every room, as is a stout bar thatcan close each door from within. But thisonly keeps out those who don�t knowabout the secret servants� passages con-necting with every room.

The Nine Fires

This establishment is a tranquil back-water in the bustle of Arabel. It is realvalue�a hidden treasure, one mightsay. Richly decorated and kept warm inwinter by the large hearths for which itis named, the Niner boasts warm mealsdelivered to most rooms from thekitchens via dumbwaiter. Its namesakehearths are located at either end of itsgigantic common room and at the endsof the halls on all floors above. They aretended throughout the night by theattentive staff. The Niner also staffs aresident firewatcher wizard armedwith a decanter of endless water, awand of frost, and appropriate spells todouse any blaze for the safety of itsguests.

Most wondrous of all, the Niner sportsa collection of well-used, battered booksthat are available to all guests. These arestirring but fanciful sagas of heroicswordplay and spellhurlings of the sortpenned in Chessenta and hawkedthroughout Faerûn by the thousands.(The reader may well be familiar withThe Nymph Says No or The MoonlightMorningstar Murders.) None of thesebooks are useful as sources of lore, norare they particularly valuable. Guests arewarned that the resident mage can read-ily trace all of them by magical means.Those that wander are hunted down andrecovered.

The Niner is owned by the famouslocal adventurer and investor Thurbrand

76Elmdaerle is a NG hm M2; Sage fields: zoology, botany. He loves to talk about the plants and animals of thewilderness of the Forest Kingdom, and he really knows his stuff. He can quickly and accurately prescribe (andsometimes even provide) herbal antidotes for sickness and even poison.

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of the Stonelands.77 He started it becausehe couldn�t find a place to stay that was tohis liking when he first made Arabel thebase for his life�s quest. His lifelong questis to scour the Stonelands of every mon-ster and lay bare all its riches and secrets.

Though Thurbrand has one publiclyrecognized house of his own in Arabel (andseveral others, whisper some folk, used tohouse various mistresses or shady visitingbusiness associates), he still maintains asuite at the Niner for himself. Of late, thenormally bluff and jovial Thurbrand hasgrown moody and begun acting strange�dabbling in weird rituals late at night, forexample, and eating live toads. Some folksay his mind must have fallen under thesway of some evil mage or other powerfulbeing. He�s been heard to mutter repeat-edly: �Those eyes! The phaerimm see all!�

The Pride of Arabel

This is Arabel�s haughtiest inn. It is a grandhouse of fluted columns holding up cav-ernous ceilings, with sculpted plasterscenes on every wall and ceiling, manylarge mirrors�and a snotty liveried staffwhose members seem to spend hourspreening before those mirrors. One of themirrors is rumored to be a gate into arefuge created by the Sword Heralds,78

though no one seems to know how to acti-vate it and the staff refuses to identify it.

The staff�s service is slow as winterhoney, and the rooms are equipped with

grand, heavily gilded canopied beds whosecurtains are very necessary. There�s noheat in the upper floors, and in winter therooms grow positively icy. You may evenhave to take your ewer of wash waterdownstairs to a fire to thaw it for use.

This chill allows you to keep food inyour room without any risk of spoilageunless the viands can�t bear freezing.That�s a good thing, too. If you�re hungry,food is a long time coming. Everything iscooked from scratch especially for theguest who orders it, so you have to waitmost of a day for stuffed fowl or roasts!

Aside from these failings, the Pride is asplendid place to see and to be seen insince it occupies what used to be anoble�s manor house. Many merchantstake rooms here just to receive clients inor to meet with each other to hammerout trade deals in luxurious comfort.Drink service is both swift and deft, andthe selection reveals a splendid cellar. Iwas unable to inspect it personally,though, due to a mimic that guards theentrance a trifle too diligently

Don�t miss the spectacular falling stairat the west end of the inn. It�s a delicatelycarved corkscrew staircase that hangsmagically supported in the air androtates slowly under the pressures of thefeet of those using it. It hasn�t fallen yet;the name comes from the fact that thosenot used to it feel like they�re going to fallat any moment.

A stay at the Pride is not good value forthe money. A single traveler can expect to

77From what Elminster tells us, Thurbrand is a CN hm F8 of some 40-odd winters who found some fabuloustreasures in Netherese ruins deep in the Stonelands early in his career. He has used much of this wealth to makehimself an important landholder in the east reaches of Cormyr. Elminster couldn�t shed any light on what�sbefallen Thurbrand other than to comment that he�s obviously met with the phaerimm (detailed in FR13 Anaurochand The Ruins of Myth Drannor boxed set).

78For what�s known about the Sword Heralds and their refuges, see Appendix II of this guidebook.

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pay around 17 gp per day, depending onhis or her stabling and consumptionhabits. As the minstrel Glindlar of West-gate once described it, the Pride of Ara-bel is �for those with money to throwwho want to make a show.�

The Red Stirge

The Red Stirge is the best place in Arabelfor the budget-minded traveler. As shel-ter, it�s no more than adequate. There isnothing to drink but weak broth or mint-water and no food to be had at all, but atleast the rooms are clean. The inn is usu-ally crowded with down-on-their-lucklaborers and merchants, hireswordslooking for work or someone they canstrike down easily and rob, and under-cover agents of the Crown looking foroutlaws, Zhents, other hostile agents, andadventurers who are troublemakers.

The inn�s name comes from a tatteredbanner hung over the bar, the proud stan-dard of a now-extinct mercenary com-pany which once dwelt in this crumblingstone manor house, before it became aninn. It�s said that the Red Stirge Companyperished at the hands of overzealousapprentice war wizards after its membersstumbled onto a way into a secret Crownarmory somewhere beneath their house.This was a fully warded armory main-tained by the war wizards and crammedwith war wizard cloaks, battlestar bracers,armor, weaponry and enchanted brasshands that would unclench whentouched by someone who spoke the cor-rect password to allow the commander�srings they wore to be taken.79

The link between the armory and theinn cellars has since been blocked. Thepresent-day proprietors, a large family ofstout and placid humans by the name ofBelargrund, are understandably reluc-tant to let any guests poke around under-ground.

The Weary Knight

This establishment is the closest thing toan average roadhouse inn that I�ve writ-ten about in this city�s entry. It has goodstables, straw mattresses that smell likethey�re made from used stable straw,smoky kitchens, and cheery greetings. I

include it here for two reasons.

79Details of these magical items and of full wards appear in Appendix III of this guidebook.

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First, its name comes from anunopened, ancient knight�s tomb sal-vaged from a church that burned downcenturies ago. This stone coffin�s lid iscarved in the shape of a sprawledknight in armor, one hand on his breastand the other dangling down the side ofthe tomb as if he had just gone to sleep.The tomb is sealed with lead, and visi-tors are expected to leave it alonedespite local legends that say the corpsewithin is encased in a suit of armormade entirely of gold.

Second, the proprietress of theKnight, Alanaerle, loves romantic talesand music. This fat, jolly woman, who isso ugly that her face scares children,gives half-price lodgings to minstrelsand others who spin tales of courtlylove, recite romances with happy end-

ings, or sing love ballads. As a result, asteady stream of wandering minstrelscome here. It�s a rare night that youcan�t hear lively tales or tearful songs inthe large, low-ceilinged common room.

If such moanings are not to yourtaste, the parlor at the other end of theground floor is by tradition kept forthose who want to eat, drink, or smoketo the accompaniment of no morenoise than talking. Suit yourself.

The Wild Goose

This inn, usually missed by casual travel-ers, seems shabby and almost derelictfrom the outside. It�s run by a kindly oldman named Shult and his three daugh-ters�robust, jolly, bustling and unstop-

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pable whirlwinds of ceaseless energywho run endlessly about the place likecharging boars, tidying and seeing to theneeds of patrons. Standing in the shadowof the east wall, the Wild Goose isforgotten by most and shunned by Ara-bellans. One can usually find rooms hereeven when all other accommodations inthe city are full. Shult has even beenknown to let folk sleep in choice cornersof his attics and cellars�for slightlyreduced rates, of course.

The rates charged at the Goose are astiff 7 gp per head per night (plus 1 gpper beast stabled and 1 gp per meal), butShult promises he can get almost anysort of item that�ll fit along the passagesdelivered to a patron�s room that isn�timmediately dangerous to other patrons(such as a hungry lion might be).80 Deliv-ery is free. The patron merely has to pur-chase the item for whatever price thevendors Shult can contact are charg-ing�and the selection of available goodsis truly staggering. Adventurers havebeen known to sit in their rooms waitingfor crutches fashioned to conceal swordswhose silver blades have been dipped inparticular exotic substances, or for beast

cages of particular dimensions that bearlocks made to fit a key that the adventur-ers have provided.

Shult gets such items through hisarrangements with Mitchifer, proprietorof the World Serpent Inn, which shares adimensional doorway with the actualdoor of the Goose. Tales of the Serpent�sdangers and of the weird creatures thatsometimes creep out of it and into thecity are what make Arabellans shun theGoose and what bring most adventurershere in the first place. Shult knows howto get into the World Serpent and sellsthe information on how to do so for 2 gpif asked about it.

Adventurers can, of course, read thisinformation here instead. Those whoaren�t adventurers are advised not to trythe process and instead to stay well awayfrom the Serpent.

The World Serpent Inn is a house fullyas expensive as the Goose and with readyaccess to as wide a variety of goods andservices. It is said to exist in a demiplaneof its own and to open via its many ever-shifting doors into myriad worlds. What Isaw on my visit leads me to believe thismay well be true.81

80Shult can arrange to procure on any item in Aurora�s Whole Realms Catalogue, any known meal or drinkable,and any known monster or being that be induced, coerced, or caged into transport. This specifically includesitems only found in a particular place on a particular world, such as the large green plovers� eggs eaten as a deli-cacy in the Flanaess in Oerth or the omelets garnished with gold dust eaten by certain decadent folk in Shou Lung.These items come, of course, through the inn�s dimensional connections.

81Elminster: Of course it�s true, ye dolt. The doors are indeed portals that allow one to step directly from the inn toor from various planes. They allow dimensional travelers to avoid those violence-loving idiots of Sigil. The World Ser-pent was crafted long ago by the archmage Alaurum of Toril, his friend Ilyndele of the Arcane, and the illithid HighOne, Sharth. Its usefulness as a little-known back door quickly convinced certain divine powers that it had best be controlled, so one of them who enjoyed constant congress with new and interesting beings took the name and appear-ance of Mitchifer and assumed control of the inn, decreeing it open to all.

By unspoken agreement, folk tend to set aside disagreements when they�re in the Serpent. The powers Mitchifercan hurl at them may have something to do with that. He�s not the only deity to be met in the common room of the Ser-pent, either. Many powers come here to relax, so good behavior on the part of visitors is highly advisable.

Most mages of power, when young and foolish, want to travel the planes and see what�s to be seen. I suspect someof them take the adventurers� view of the planes as a sort of endless array of riches and toys to be seized and plunderedat will so as to gain wealth and power back home. Most of them eventually perish in their forays or grow out of theirhunger for planar travel; they grow up, some would say. But by all means see for thyselves. . . .

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The Serpent is entered by passingunder the signboard of the Goose to standright in front of its door. Instead of touch-ing the door, knock on an imaginary doorin the air and call on any divine being by name. The only visible change that occursthereafter is that the signboard changesfrom that of the Goose to the words �TheWorld Serpent Inn� within a ring consist-ing of a mottled green serpent eating itsown tail. For this to occur, the invocationmust include a proper name of what sagescall a power or demipower and the words�I� and �enter�; no equivalents will do. Forexample, say, �By the honor of Azuth, I willenter,� or �In the name of Set, I enter.�

At this time, the invoker and beingswith him or her are actually in a dimen-sional pocket. They can�t see or be seenby folk entering or leaving the WildGoose by its front door. A war wizardwho was quite suspicious of my reasonsfor asking explained the known details ofthis magical effect. He admitted it isn�tfully understood by the authorities�bywhich he no doubt means the war wiz-ards�but that it�s definitely not the workof the fabled Sword Heralds.

Opening the door of the Serpent takesyou into a dark, carpeted passage thatseems full of eerie blue smoke or mist.Along its walls are many large, identicalwooden doors. Those who look aboutkeenly may notice that some doorsappear or disappear or seem to driftalong the walls from time to time in anendless, silent shuffle.

The passage opens into the commonroom of the Serpent, a large space whosedistant walls are always lost in the mists.Light comes from fluted pillars here and

there and from a large shaft of light inwhat is probably the center of the room.In the glow of that large shaft of light sitsthe ring-shaped bar. It is in turn sur-rounded by tables of drinkers�all man-ner of beings, from grell to neogi to mindflayers to beholders and worse!

Within the bar stands Mitchifer, masterof the Serpent, who greets all visitors as ifthey�re long-lost friends. He�s a fat manwith rosy cheeks, a long white beard, anda great booming laugh. I felt like laughingthe moment he spoke to me, and I noticedthat many beings he spoke with did justthat. He seems to have every sort of drinkimaginable, and he whisks them to outly-ing tables by means of a small army ofscurrying gnomes.

One of these efficient little servantstakes you to a room if you express adesire to sleep at the Serpent. Suchescorts warn you, though, that all staysmust be of no more than a tenday since�space is so short.� Those who stay longer(I asked) find themselves left behind on arandom plane�possibly without com-panions or belongings�as the Serpentmelts away around them.

I recommend the Serpent for adven-turers only. Many guests have begununintended quests and forays of incredi-ble peril there.82

FesthallsArabel has its share of places wherethose with coins to spare can get betteracquainted with other intelligent beings,but most Arabellan festhalls seem, well, alittle frantic in tone and crude in decor.The only exceptions I found in my dili-gent researches were:

82As described in TSR�s anthology module OP1 Tales of the Outer Planes.

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The Baths

This lushly furnished bath house,wrestling gym, and beauty parlor is noto-rious among Arabellans of all occupa-tions and merchants from Iriaebor toTantras for the scandalous goings-onthat take place within its walls. It�s one ofthe few places in this busy city of trade,trade, trade and work, work, work whereone can relax and indulge oneself inunhurried comfort.

Many fires keep the Baths warm, andthe carpeted, tapestry-hung rooms aredecorated in sensuous splendor. Exoticplants and ferns jostle for space along themarble walls. Anyone willing to pay therather stiff 7 gp entrance fee can bathe

here; a private tub is an additional 4 gp.For 2 gp on top of that an attendant scrubsand perfumes you, and for 3 gp more yourclothes are washed while you�re in the tub.(Repairs are an additional 2 gp.) Use of theexercise facilities is free, though weapon-play is banned. I saw several groups play-fully wrestling in the hot mud tubs.

The spicy reputation of the Bathscomes from the more amorous activities Isaw taking place. Though the Baths aren�tofficially a festhall, there are no rulesagainst guests enjoying each other�s com-pany or even befriending the bathing staff.Arabel is full of tales about riotous gamesinvolving adventuring bands or PurpleDragons on furlough, large numbers ofguests, and games of blindfolded tug-o�-war or strike the dragon with the sponge.83

83Elminster says this is almost identical to our game of pin the tail on the donkey.

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Occasionally such frolics spill out ontothe streets and startled Arabellans aretreated to the sight of shouting steamingunclad people scampering down the streetstrying to catch each other. Sometimes theparticipants are not quite naked. Masks�particularly tentacled mauve mind flayerhead masks, for some strange reason�andpink rubber dragon costumes are favoritefrolicware at the Baths. Folk lacking theirown fun wear can rent appropriate attirewhen they arrive. More than one criminalin Arabel's past has hit upon the ratherabsurd idea of wearing one of the moreconcealing masks furnished by the Bathswhile committing dastardly deeds such asstealing the jewelry of noble ladies fromtheir bedchambers by moonlight.

Drink flows plentifully at the Baths,though there�s no food to be had exceptoccasional sugar tarts brought by gener-ous patrons. The Baths serves wine, zzar,sherries, and liqueurs. You can evenbathe in tubfuls of certain drinks if youhave coins enough to pay for the filling.

The staff at the Baths includes skilledmasseurs (and masseuses) and hair-dressers, one or two acrobatic dancerswho�ve mastered some startling contor-tions, and several naturally friendly folkwho�ve become very skilled at just chattingand setting people not used to bathing inpublic at ease. I recommend that travelerswho want to quickly catch up on Arabellangossip, find out where they can buy cer-tain items, or discover where so-and-solives ask for a rotund jolly man by thename of Maundygre. He loves to tell visi-tors such things as he soaps their backs.

Some highly skilled escorts also workat the Baths. The half-elven beautyShalara comes immediately to mind. She

keeps her extremely long nails sharp,though. I bled quite a bit into my tub,quite spoiling the sherry it was full of!

Some people definitely come to theBaths hoping to meet a future paramour.Others come only to relax in a hot tub,alone or with friends. One I met goes justso she can eat very messy foods that sheloves involving tomato sauces and meltedcheeses without getting her expensiveand stylish clothes soiled. She slips into aprivate tub and eats them while uncladso she can wash off spills unconcernedly.

Folk who want to discuss business,hot gossip, or shady dealings are warnedthat the prevalence of marble walls andwater in most rooms causes some curi-ous echoes. Plans may well be overheardin an adjacent room!

Dulbiir�s

This unusual place rents out finery andother costumes�from slave-rags to thetourney armor of the most decadentdukes of long-ago Tethyr�for the use ofpatrons and the escorts provided byUrtos Dulbiir to accompany patrons. Inthese leased outfits, they cavort togetherin the grand ballroom, the �dungeon� orthe �garden,� or, before all the gods, inthe street outside!

Some patrons of Dulbiir�s come pri-marily or even exclusively for the playact-ing rather than to enjoy the usualservices provided by an escort. Mild-mannered merchants can pretendthey�re scimitar-waving pirates, meekshopwives can don leather and pretendthey�re priestesses of Loviatar, and so on.Some of it�s quite amusing to watch, and

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you can even pay 5 gp per hour (or partthereof) plus the cost of drinks to sit in amagically shadow-screened booth andwatch other folk having fun in their cos-tumes.84 The others supposedly aren�taware of your scrutiny. If you shouldneed to leave early, no money�srefunded, and there�s a two-breathwarning chime before time runs out justbefore the end of each hour.

The Lavender Lion

This well-known festhall has a rowdyfloor (the Downstairs, or street level)

where folk can dance to bawdy tunes orwatch others bowers dancing or pursu-ing other physical activities. It also has afloor of private rooms, the Velvet Floor,for folk who prefer to be more discreet.This dimly lit floor has curtains across itspassages so patrons can�t see very farwhen walking about. It is also equippedwith a secret passage and stair to allowprominent folk to enter and leaveunseen. There are rumors that severalelderly nobles and senior Purple Dragonofficers are regular patrons here.

In recent years, the Lion has opened anew venue in its cellars: the very popularSpiderweb Room. A captive giant spider

84Shadow-screenings are magical barriers that can be seen through clearly from one direction, but which fromother side appear to be shifting, always-impenetrable gloom�even if someone standing behind one is accompa-nied by bright lights. Dulbiir wouldn�t tell me which mage cast the shadow-screenings, but I suspect it was one ofthe local notables and that certain bower balconies I saw in some of the noble houses bore similar treatments.Such barriers do nothing to block the passage of sound.

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spins webs in a large, high-ceilingedchamber and adventuresome couplescan chase each other around on them.The spider is caged out of sight when theLion is open for trade, though a small butvocal group of mainly male patrons hasdemanded�so far without success�thethrill of sharing the web with its uncon-fined arachnid maker. Ugh.

The Lion charges only for drinks inthe Downstairs, and patrons must negoti-ate separate fees with the escorts. Roomson the Velvet Floor are an extra 6 gp perhour. Chiming water clocks keep time inevery room, and there�s a ready desk ofdiscreet staff members armed withwands of paralyzation who keep track of breaded and beheaded whole quail.time and respond to distress bells rung Because of type of food served, theby escorts. (These distress bells are but- Touch is apt to be greasy�and even haz-tons concealed in bedsteads and else- ardous when guests start to dance withwhere around the rooms.) candle lamps in hand. It is, however, a

The Spiderweb Room is 16 gp per place where everyone always seems to behour and is cleared when time runs out.Unlike the rooms upstairs, those willing

having a genuinely good time�from thecouples seeking secluded corners to

to pay more can�t stay for as long as they overweight customers enthusiasticallywant. Despite these strict time limits, use pounding away inches from their belliesof the Web is sometimes booked as much on the dance floor.as a tenday ahead. While it is apt to be far too noisy a place

to conduct business negotiations, theThe Moonlit Touch Moonlit Touch is a good place to watch or

meet people. There are even old men whocome to drink and watch the revelers

This festhall and nightclub serves a truly every night who are delighted to chatimpressive selection of drinks�generous about Arabel�s past or current city gossip.quaffs, too�to make its money. (Patrons At least one is a retired high-ranking offi-negotiate separate fees with the escorts.) cer of the Purple Dragons, full of talesGuests can dance about the club to the about treasure not yet found, Zhentarimtunes played by a merry band of resident plots, weredragons infesting the realm,minstrels and pluck free food from plat- and brigands who got away. Buying him aters servants constantly bring around. drink also gets you an evening of vividThe platters always hold hand meals entertainment. The Touch is definitely asuch as turkey drumsticks or deep-fried, recommended spot.

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The Coasthe longest-settled, most

pastoral part of the ForestKingdom is the coastalfarmland between theStarwater River and the

Vast Swamp.1 Different folk have appliedthe term the coast to different places overthe years. I�ve defined it as all of Cormyrsouth of the Way of the Manticore (theoverland road linking Cormyr with Sem-bia) between the Starwater and the Dark-flow.

The inhabitants of the coast are a mixof farmers and fisherfolk, both salt andfreshwater. Clams and eels dragged fromthe Starwater by the freshwater fisherfolkare held to be delicacies in this country,though most visiting palates find them tobe too bland or fishy for their tastes.Piracy and smuggling have also long beenquietly pursued occupations in the area.Although naval boats patrol the shore,there are many isolated beaches, inlets,and coves where smugglers can put in.

Visitors are advised that encounteringsmugglers at work can be fatal. Don�twander about near such places unlessyou�ve a good reason. If the smugglersdon�t get you, Purple Dragon patrols areapt to suspect you of being a smugglerand attach spies to dog your every foot-step in the realm. This can put a realcrimp in business negotiations, fromdeals with merchants to meetings withladies who laugh of evenings. And it canearn one a permanent �to be watched�

notation in these soldiers� files. Consideryourself warned.

HamletsThe coast is a rolling countryside ofmany copses, rubble- and stump-walledfields, and nameless, wandering dirtlanes that lead to small, unremarkablehamlets, vales, and villages that I haven�tcovered in detail in this book. For the ref-erence of travelers, here are notes on afew of these neglected communities:

BattleriseThis hamlet is named for the hillcrowned with a ruined castle that rises tothe west of the Darkflow River just southof the Way of the Manticore. Monstersraiding out of the Vast Swamp and lizardmen marauding up the inky waters of theDarkflow long ago reduced the popula-tion of this village to a few hardy turnipfarmers and a lone waystable that standsinside its own palisade among the over-grown ruins of many abandoned cot-tages. There the Margar family tradesfresh horses for weary ones or sellssteeds outright to travelers on the road.

Several noble families over the yearshave had the idea of rebuilding the keepon the hill to be their own home and abase for trade with Sembia. All of themhave given up after unpleasant experi-ences variously ascribed to smugglers,dark cults, or undead. The castle was orig-

1Readers interested in details of the Vast Swamp (which Volo�sensibly, for once�didn�t venture into) aredirected to The Cormyrean Marshes booklet of the Elminster�s Ecologies boxed set.

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inally Battlegate, the seat of the extinctAuantiver noble family. The castle iswidely reputed to be haunted. Recentrumors claim the Cult of the Dragon isusing its vaults as a base and conjuring upghostly dragon apparitions with hithertounknown spells as well as animatingundead human and monster skeletonsand zombies to keep people away fromthe castle.

BlustichBlustich is a small village located on thewest bank of the Wyvernflow, where Her-mit�s Wood comes down to meet theriver. Its folk live by fishing, hunting inthe woods, and farming. They are knownfor their windraising dances, which con-jure up gales strong enough to bringdown hickory nuts from the trees on theedge of the Wood by the basketful. Trav-elers find naught else of interest here.

Dreamer�s RockDreamer�s Rock is a landmark on thenorth side of the Way of the Manticore.This long, flat-topped hill ends in asouth-facing cliff and shelters a smallhamlet from the worst lake storms. Folkhere live by herding sheep, growingsmall plots of vegetables that they sur-round with stake-filled ditches to keepdeer and other grazing predators at bay,and scratching small caves out of the leeof Dreamer�s Rock to get soft copper outof its rock.

From time to time, these shallowcaves are used by beasts that locals slayfor food or to be rid of their predations.The caves are also used by outlaws onthe run, travelers caught by foul weather,and smugglers. The smugglers often pay

local folk handsomely for the use of a pri-vate cave, but they sometimes murderthe locals they paid later to silence anychance of betrayal.

Most locals lack the skill or means towork the copper and sell it to passingmerchants in lump form. To an inhabi-tant of Dreamer�s Rock, a gold piece is alot of money. Some don�t see more than 5gp�s worth of coin in an entire year.

The rock�s name comes from its use bythe long-ago elven mystic Ilyndrathyl theDreamer. He was often seen levitatingabove its summit, sitting on empty air andfacing into the full fury of a sea stormwhile oblivious to its howlings. Duringthese meditations his mind was said toroam the far corners of Faerûn�and dis-tant planes, too. He disappeared one after-noon in a midair burst of flame. Localsbelieve some thing evil realized he wasobserving it and casually destroyed him.

GorthinThis little-known hamlet lies north of Kir-inwood amid the bogs that are thesource of the Evenbrook, the westbranch of the River Mistwater. (The eastbranch, which flows through Kirinwood,is named Kirinar Stream.) Gorthin is adesolate place of stunted trees, rockyridges, mist, and bramble bushes. Heresimple folk eke out a living herding sheepand gathering berries in the bogs.Beware the local druids, who guard thecommunity�s privacy with spells that hurlthorns or create walls of them.

Like Dreamer�s Rock, Gorthin is a des-perately poor place. It is a seldom-visitedbackwater whose folk barely know whatrealm they�re in or who�s their king. Theplace is not worth a side trip, even

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though rumors persist of gems beingfound in the rock ridges all around Gor-thin. There�s also a legend that Gorthin,the hamlet�s namesake, wasn�t a found-ing farmer but a long-ago dwarven kingwhose fabulously rich tomb lies beneaththe hamlet. However, no one�s everfound any trace of it.

KallamarnKallamarn, named for an early settler, isa tiny farming village on the bank of theStarwater at the rapids southwest ofGladehap. It consists of only a cluster ofproduce sheds around the towpathwhere barges are walked past the rapids.It can be seen from afar by the tripodtimbers used as rope anchors by thebargemen.

In truth, there�s little else to see here,though the remnants of an orchardstraggle along the banks. Its fruit, Kalla-marn Catsheads, are huge green applesthat were once favored in the markets ofSuzail. They can be made into very tartpies and are free for the picking, but trav-elers are hereby warned that every yearsome applepickers are dragged downinto the water by kelpies or other river-borne menaces.2

MooneverThis fishing village of 800-odd folk standson the eastern bank of the Starwater Riverjust inland from the river�s mouth. Its folksupply oysters to many inland settlements.Their dripping ice carts are a familiarsight on the coastal roads of Cormyr.

Moonever is home to Hobble�s Hooks(a fishhook factory), a cordwainer (a

ropemaker), and at least 20 netweavers.Otherwise, there�s nothing to see hereexcept rotten boats and rotting fish.

NesmythThis farming village lies northeast ofMarsember among hills on the highestland north and east of the big bend in theStarwater River, where the river turnssouth to flow into the sea. As the tree-cloaked slopes around Nesmyth werecleared of their trees, the land dried out.Desperate farmers dug irrigation canalsfrom the Starwater and built an ox-dri-ven pumping tower, but the water drained away into the sandy soil, and theland remained parched. To seal the canalbottoms, the villagers brought in poppercrayfish from the Wyvernwater, since theshed shells of these (somewhat) ediblecreatures dissolve into a gluelike jelly.

This tactic worked, but the crayfishnot only devoured most of the fish in thelower Starwater, they also attracted elec-tric eels anxious to feed on them. Theseeels caused many deaths among the vil-lagers. Stelk, a cabbagelike shrub grownin Hilp as fish bait since all aquatic lifeseems to love its taste, proved to neutral-ize the discharges of eels that had eaten itfor seven days or so. After the discoveryof the fortuitous effects of stelk, the mageHarhansen of Nesmyth discovered thateel-shocked water from the canals�andonly from Nesmyth�s canals�glows like acontinual light spell when poured into aglass vessel. He advocates selling lightjars to enrich the village.

Nesmyth today is a community at warwith itself: One faction of villagers wants

2Kelpies may be warded away by the use of hermit berries, which grow in Hermit�s Wood, as describedMonsters of the Deep chapter of the Coastal Aquatic Lands booklet of the Elminster�s Ecologies boxed set.

in the

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to sell light jars, another wants to usestelk to continuously neutralize the eelsand make the canals safe, and a thirdwants to exterminate the eels, abandonthe canals, and change to farming cropssuitable for drier soil�such as grapevines for winemaking. The factions dis-agree violently, and visitors are advisednot to visit Nesmyth unless they havepressing business there. If you must go,don�t mention eels.

Ongul�s WaterNamed for its small pond, this communityfills a tiny wooded valley just northwest ofHermit�s Wood, where a spring rises to filla small, round, placid lake. The lakedrains westward into the Starwater hardby a small wooded island known asHunters� Isle. A grist mill run by a descen-

dant of Ongul, one Durkin, is the onlyindustry of any consequence. The folk ofOngul�s Water grow vegetables and raiseducks, and not much else happens there.A few brave locals hunt in Hermit�s Woodand even hire out as guides to visitors whodon�t guess just how little of the forestthese people have seen.

Smuggler�s StoneThis isolated fishing village is named fora landmark rock that shelters the mouthof its tiny harbor, a harbor that has beenused by smugglers to guide themselves infor centuries. It�s now a crime to setlights out on the Stone. War wizards aredetailed to farscry it from time to time sothat a Purple Dragon patrol can be sentto intercept smuggling activities or piratevessels quietly putting into the village�sharbor to repair, elude naval shipssearching for them, or reprovision.

Smuggler�s Stone is a cluster of fisher-folk�s huts straggling up the steep sides ofa storm-swept cove. In high winds, thestilts that support the seaward ends ofmany of the houses creak alarmingly.There are many tales of hidden loot thatpirates stored but never came back toreclaim hereabouts, and the crawl tun-nels and caverns of at least one disusedgnome mine underlie the hills north ofthe community, but there�s little for hon-est folk to see and do here except buy fish.

The Stone, as coast folk call it forshort, lies east of the mouth of theWyvernflow. It is nestled in the cove shel-tered by an east-facing point halfwaybetween the mouth of the Wyvernflowand that of the Mistwater. The cove isshown on most maps, though Smug-gler�s Stone may not be.

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This farming village of 800 or so folk isnamed for a spring that rises here toform a marsh and the brook that runsfrom the marsh to join the StarwaterRiver. It was once so backward that itsinhabitants were widely regarded as

Bogbrook grow in such profusion during the sea-

country bumpkins. More than one son ofthe village who went to Court seeking toserve the king ended up in the PurpleDragons with the derisive nickname�Lord Bogbrook.�3

Today, the village is well known for itssplendid marrows and melons. They

guarded secret process, utterdark has analmost salty taste. Few enjoy it, but those

son that groaning carts set out in daily

who take to it can�t get enough. There are

processions for the markets of Marsem-

utterdark fanciers aplenty in Sembia,Westgate, Amn, Chessenta, and even in

ber. The village is also known for the raw,

distant Waterdeep. When used in a mari-nade, its powerful flavor can cover the

fiery black wine known as utterdark (orless formally as black Bogbrook water).

Made in the village by a closely

3There was a Lord Bogbrook some decades ago. He was one of those bumpkins who was ennobled by aCormyrean monarch for loyal service in great danger. He vanished one night in his sixtieth summer while ridinghome drunk from a feast. Presumably he rode into a bog and drowned. His body has never been found�perhapsbecause it was weighed down by the splendid gold chain and coronet that he always wore, given to him by theking. The village is said to be haunted by his dog, who howls by night and leads unfortunates out into the marsh totheir deaths in trying to get them to rescue his drowned master.

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taste of spoiled food, and that and itspotency make it a favorite with the quar-termasters of many ships plying thewaters of the Sea of Fallen Stars.

Utterdark sells for 1 gp per ceramicbottle in Bogbrook, and up to six timesthat in Waterdeep; it�s 2 gp per bottle inSembia. This ready increase in pricemakes the wine an easy source of coinsfor folk traveling east out of Cormyr�pick up a few bottles in Bogbrook andmake a handsome handful of coins inSembia. Utterdark is sold only by the bot-tle. Most traders pack a strongchest fullof them, wrapping the bottles in blanketsto limit breakage.

Various families in Bogbrook add theirown secret ingredients to the wine tomake their own superior utterdark.These ingredients are generally spicessuch as crushed mustard seed and thejuice of berries from their own land. Whyanyone would want to drink a bottle ofsomething that smells and tastes of mus-tard I know not, but I suppose a cook in alarge kitchen could make good use ofsuch a commodity. Among utterdarkfanciers, the vintages sold by the familiesof Jhalonson and Ittreer are respected,and a vintage sold by the Athantal familyfeaturing a recently rediscovered season-ing combination is rapidly gaining inpopularity.

Travelers find Bogbrook to be a wild,unkempt place of tall grasses and bogs.Muddy tracks weave and crisscross themarsh, and the safe paths are markedwith posts. Leaning posts, it should benoted, denote a place where the footingisn�t secure and the post is sinking awayinto the muck below. Folk and, moreoften, cats and dogs have been swal-

lowed by the bogs, but it�s not a likely fateif the traveler stays on the marked pathsand moves about only in daylight.

Amidst all this desolation stand thedamp cottages of the villagers. Most areof stone roof with boards and turf andbanked on the sides with earth plantedwith tomato vines and melons so thateach house resembles a garden hill.Around each house is a melon patch andone or more cranberry bogs. Some fami-lies have little skiffs that they pole aboutin the wet. Using the skiffs, they jig forcatfish, bog crayfish, lunk trout, andfrogs with hook-studded lines baited withnightcrawlers, bits of fat, and moldycheese.

The only structures of any interest arethe local inn and the crazily leaningtower of Thelgarl the Thaumaturge, along-abandoned wizard�s home. Thelgarlperished over a hundred winters ago,and his crumbling stone tower is said tobe haunted; it is guarded by at least onegargoyle. It stands alone in its own darkpool, avoided by locals who don�t dareapproach to look for the magic within.

Places of Interestin BogbrookInnsThe Utter Inn

The name of this damp place recalls theutterdark wine served here, though theinn�s mulled cider and warm ale�aye, itsounds horrible but tastes surprisinglygood�are both better. Unfortunately, therooms are dimly lit, cramped cages ofmildew.

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DawngleamAs the most easterly Cormyrean settle-ment on the water, Dawngleam is the firstport in the Forest Kingdom to see thedawn each morning. This village of 800 orso fisherfolk is fast expanding as theCormyrean Navy sets about establishing abase here for use against pirates operatingin the Neck. (The Neck is the straitbetween the Lake of Dragons and thewider Sea of Fallen Stars that runs westfrom Dawngleam into Sembian territory.)

Dawngleam�s name comes from asong by the Cormyrean minstrel Dar-brukk Syndylver called �The Sun ComesUp Again.� Part of the lyrics run as follows:

And so again I face the sun,Setting aside a fading dream.Another day�s battles to be won,I smile into the bright dawngleamAs the sun comes up again.

Dawngleam�s lack of either large nearbyonshore markets or a large, deep harbor,and the prevalence of lacedons and stran-gleweed in nearby waters, long hamperedthis village from being used as an alterna-tive port to Marsember and Suzail. Thearrival of the Navy has changed things. Thedocks have been rebuilt and enlarged, andtwo ballistae towers have been erected ateither end of the them. Moreover, the con-tinual presence of the Navy has cast a pro-tective cloak over the village.

All of this has enticed merchants intoconsidering Dawngleam a good place forshipping goods in bulk to avoid thecrowding, delays, and high fees of Cor-myr�s two traditional ports. Sacks of grainmilled and bagged inland and whole sidesof beef slaughtered and smoked right at

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the Dawngleam docks are now shipped in Cormyrean and Sembian investors alikeregularly in large quantities. are lining up to buy land marked to be

Dawngleam is a place to watch, a inside the future city walls, and war wizardsrapidly growing center that recently are watching over the growing community.fought off its first pirate raid. Embold- Already they�ve uncovered and slain anened, it is now planning an expansion that adventuring band hired by interests in West-should see it grow into a walled city, com- gate to poison the village�s wells and sabo-plete with a fish-bottling operation4 and tage some work on the docks. Buildings areCormyr�s first protected clam beds. The rising by the month, and war wizard teamsclam beds are a joint merfolk and human are busy casting spells to harden the mud ofventure involving a shallow cove caged in the roads into the dark and pliable hard-against lizard men and marauding sea wheel surface that�s already replacing cob-predators. The fish-bottling facilities and bles in Suzail and Marsember.5 Bright daysclam beds are to be built by the end of look to be ahead for Dawngleam.next year, with a new shipbuilding dock Before the expansion of the dockscoming into operation soon after that. began, Dawngleam�s shore consisted of a

4Developed in Chessenta, this new process preserves fresh-caught fish for transport and sale throughout theRealms by packing them in seasoned oils rather than barrels of salt and encasing them in earthen shells againstspoilage. Wooden racks and crates guard against breakage of the fired clay shells.

5Elminster says the spell turns the mud into a rock and tar substance very like our asphalt.

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maze of tiny rocky islets joined to the shoreand each other by rickety bridges that wereoften swept away by the fury of fall storms.These islands made ideal places for picnicfeasts, trysts, and other meetings where theparticipants didn�t want any eavesdroppersto overhear what was said. They also madeideal anchor points for the builders of thedocks. Dawngleam has, in the process ofdock-building, lost the beauty of its scat-tered islets but gained a large and splendidgiant hand of quays (each wharf a finger).The entire assemblage shelters the shore,where a basin has been dug out by magicso that the sand beaches of the cove canstill be used for net fishing�at least untilthe clam hatchery gets going.

The islands�which were once cov-ered by a tangle of pines and stuntedduskwood and felsul trees�may havebeen altered beyond recognition, butlocals report that an ancient magicappears to have survived the building.Local lore holds that in olden times therewas a citadel of sorcerers, Soond Sharr,at Dawngleam. It was founded by anelven mage who hoped to be able to con-trol human incursions into the futureCormyr by training a fellowship of elven,half-elven, and human mages to believethat humans should settle in the grass-lands. The forests would be left asuntouched as possible and becomehunting preserves administered by theelves and by the Soond.6

This dream had glorious beginningsbut soon perished in blood and fire. Theislands are those parts of the citadel�sfoundations that were strengthened bymagic. They survived the pounding of thewaves after a dragon tore apart the castle

above them to devour the mages withinand make off with their magic and riches.

Part of the enchantments remaining onthe islets enable any being who says thewords �mother bridge� at the right spots�precise locations, I�m told�on any of theislands to awaken dormant magic andcause a ghostly bridge to fade into view.The enchantment works even though thekey places are built over, and it allows theawakener and any being touching him orher to cross the bridge to wherever itleads�the next isle or the shore. Othercreatures cannot cross, no matter howclosely they follow, unless they know howto invoke the bridge into being, too.

Once a given bridge has been invoked,it can�t be made to appear again until thenext new moon has passed. Knowledge ofthis spell has enabled dueling pirates andsmugglers to escape their foes on severaloccasions throughout the years. Theghostly spans are said to have also giventhe High Lady Alustriel the inspiration forthe fabled Moonbridge of Silverymoon.

LandmarksDawngleam is still a small village. The onlything that strikes the eye beyond a charm-ing clutter of cottages and fresh roads in anetwork leading to nowhere is the largedocks, which are backed by a row ofwarehouses and flanked by a pair of squatstone ballistae-topped towers. Things maychange quickly, but for the moment thereare only three establishments of note inDawngleam: one general goods shop, oneinn, and one tavern. Foundations betraythe future locations of several granderestablishments, but they�re but hopeful

6The Soond were the fellowship. Soond meant land friends or land lovers, and Sharr meant hold or towers of.

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dreams as yet. Still, we must all havehopeful dreams to reach for, or lifebecomes a truly aimless journey. . . .

Places of Interestin DawngleamShopsArgyr�s Realmsry

General Goods

This large warehouse is crammed witheverything from candles to cheeses andchairs to secondhand fine nobles� gownsand gloves. Locals come here to buyrope, food, wine, nails, tools, clothes, fur-niture, and all the oddments of life. Thefat and surly proprietor, Austas Argyr, is abalding man with a pepper-and-saltbeard and endless tales of how he wasswindled out of great riches in Suzail andforced to leave town.

Austas knows many folk in Suzail andMarsember, and he will order anythingrequested from these cities by a cus-tomer who puts down a deposit of halfthe price. He is aided considerably in hisintercity acquisitions by Crown agentswho have been sent to help make Dawn-gleam Cormyr�s newest city.

In a related matter, Argyr�s been sendingletters to Aurora for over a season. He hopesto become her outlet in Dawngleam ratherthan see her open up in competition. Hehasn�t had a reply yet but suspects her spiesare everywhere. As a result, he will moveheaven and earth in his diligent eagerness toattend to every need of any customer. By allmeans, take advantage of this. I haven�tencountered as genuinely helpful�as

opposed to servile�a shopkeeper else-where in all my travels across the Realms.

TavernsThe Maiden Danced at Dawn

This is a damper, more windswept andcramped version of the familiar low-beamed roadhouse. It serves sausages, hotbread, cheese biscuits, buttered biscuits,and nut cakes at 4 cp per plate each, alongwith beer that varies from bad ale to betterstout and bitters. Zzar�or some horridapproximation of it�and a small but goodselection of wines can also be had.

This place seems to make its ownbrandy and sell it by the flask (5 sp). I sawsix flasks consumed in as many breaths bylocal tipplers, so the stuff must be good ortheir palates utterly dead. The brandy is adarker red than ruby in color and iscalled (of course) Maiden�s Kiss. Do allvintners and tavernmasters enjoy thesame bad ballads?7

I nnsThe Moondown Mooring

Although this inn is a pleasant enoughlocal hostelry, it is preparing for Dawn-gleam�s coming golden days by raisingprices sharply and whacking on a huge,drafty addition out back. Unfortunately,the new wing is built where the stablesused to be, and even the dullest visitor�snose can tell it. Also, the proprietors seemto have emptied every dump and ruin formiles to get furniture for the new rooms.Still, the food�s good�and hot, too.

7Elminster: Of course they do, lad. Don�t ye know anything about life yet?

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Gladehap buy clever carved wooden toys, silverwork,aged cheeses, and furniture.

This village of some 900 folk shelters in a lit-tle dell north of the Way of the Manticore. LandmarksThe dell is a tree-girt valley known as theLost Lake because it was once full of water. The houses and shops of Gladehap nestleThe lake disappeared after a battle between among the trees on both sides of the dell,warring mages shattered the rocks at the leaving the bottom lands to the windingdell's south end, draining all the water� creek, meandering brick paths (slippery inand the silver surlfish the mages were fight- winter!), and parkland. Gladehappers takeing for possession of�away to the little their highsun meals on the grass in thespring and meandering creek of today. park whenever the weather is pleasant.

Today a happy, prosperous community, All faiths are welcome to worship at theGladehap is a refuge for many crafters tired raised plateau of Gladehap Rock at theof the hassles and high costs of larger pop- north end of the dell. It�s also the tradi-ulation centers. It�s a popular destination tional site of all local duels and trials byfor shopping forays mounted by wealthy arms. Two furious paladins of Tyr onceladies of Suzail and for merchants bound fought each other up and down every oneto and from Sembia, who come here to of the 67 stone steps that mount to it from

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the valley floor before one of them washurled off the Rock to perish in the streambelow. (It�s about an 80-foot fall.) His boneslie in the raised stone catafalque of Knight�sTomb that is located midway down the dellwhere the various paths that serve Glade-hap as streets all meet.

The south end of this pleasant place ismarked by the templelike spires ofChansa�s Folly. The Folly is a false ruin builtby a mad wealthy widow, recently de-ceased, so she�d have something interestingto look at out of her window every morn.

I don�t believe the widow needed to goto all that trouble. Gladehap is lovely tothe eyes and always alive, day and night.Cords strung across the narrow dellfrom pulley to pulley serve shops aswashing lines and message carriers:Greased wooden tubes are hurled alongthe lines with notes strapped to them.The cords also serve local children and(after dark) the most acrobatic courtingcouples as a place to play or move aboutin relative peace. The endless traffic onthese cords, combined with the variousornaments and toys, visible in the win-dows of the shops make Gladehap inter-esting indeed. It is a recommended stop.

Places of Interestin GladehapShopsI could write of half a dozen other shopsthan the two I mention here, but theskilled crafters of Gladehap have masteredthe art of changing what they make almostovernight to suit the fashions and chang-ing tastes of Suzail and Sembia. A shopmight make lace dainties one season, ruffcollars the next, and mirror-studded

finework tapestries the third. The visitor issure to find items of adornment andhousehold use of stylish make and good orsuperb quality in the shops of Gladehap.

Barthemeir Needle & Nail Works

Steelsmiths

This smoky forge that reeks of oil clings toone side of the dell adjacent to GladehapRock, seemingly located as far from theother homes and shops as possible. In itsmany rooms the busy members of thislarge family fashion all manner of finelytempered steel items from the tiniest ofbodkins to the best belt knives to massivespikes meant to be placed on castle doors,but they�re so behind on orders that a visi-tor has to wave coins about to get noticed.When I looked in, the staff were fitting aseries of polished armor discs onto agown to make the wearer look like somesort of serpentwoman.

I couldn�t take my eyes off the model.Finesmith Irgar Barthemeir�s youngestdaughter, Shaltara, is a stunning beauty.She told me that the long-tailed,smoothly articulated garment was des-tined for a temple somewhere in Mulho-rand. She also warned me it was rare forthe family firm to spend so much time onanything this large. To engage the firmon such a project, a payment of severalthousand gold pieces would almost cer-tainly be necessary.

Wyrmkindler Sausage Works

Sausages

The Wyrmkindler family hails from the

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S t a g S a u s a g e1 thruppinch8 of everry9 berries1 thruppinch of coriander seeds1 thruppinch of cloves 1 finger of pepper1 finger of powdered mustard 1 handful of salt

Grind ye the meats whilst other hands chop the porkfat into thumbnail-size cubes. Work fat and meat togetherin a bowl by hand whilst another pounds the garlic. (Rinseclean thy hands beforehand in red wine.)

Work the garlic, the salt, and the pepper into themixed meat whilst another smashes to powder all thespices. Mix them in, too, and pour the wine and the clarryinto the bowl, working through the mix.

Cover the mixture with clean linen and let stand in adark, secure place for half a day. Then stuff the casingsand return them to secure darkness for a day and a night.

Build a slow fire of charwood and coals, and set thesausages on racks raised away from the flames but in the

4 pounds fresh stag meat 3 pounds fresh pork smoke of the fire. Smoke for at least three days, adding

1/2 pound pork fat Pig bladders and casings apple and cherry wood to the fire where available. Makes

1 cup Arabellan dry (red wine) 1/4 cup clarry about enough for a good meal for six hungry travelers.

4 cloves of garlic

far-off isle of Ruathym. Folk in Cormyr The bluff, gruff family patriarchoften make fun of the family�s raw yet lilt- Aumagar Wyrmkindler would revealing northern accents (�Yar?� �Yar!�). only one recipe to me: stag sausage. HeMildly amused by this, the Wyrmkindlers dryly advised me to get royal permis-keep to themselves, busily turning out sion before I set about hunting the bestvarious succulent sausages for sale in the stags in Cormyr (the Crown herds) tocities of Cormyr and Sembia. Their get ingredients. Hullack Forest stagswares are so good that their fame is will simply have to do instead for mostspreading fast and far. I�ve even seen of us.�genuine Wyrmkindler� for sale in Amn.

Wyrmkindler�s best-selling sausages Restaurantsinclude Old Wolf, Best Hedgehog, andLong-Simmered Snake, but thesenames are deliberately fanciful andconceal the true ingredients. None ofthe flesh of the three named crittersappears in Wyrmkindler sausages�atleast, so they said.

Hot Highsun Handbreads

This unusual restaurant consists of agrand house that is all soaring ceilings,huge fireplaces, and bay windowsshaded by artfully placed creepers and

8According to Elminster, this Realms measure (properly �threepinch�) means as many berries, seeds, dried peas, orother loose things that the cook can pick up between the thumb and two longest fingers of one hand all pinched together.

9Elminster says everry is a bush whose berries very much resemble what we call allspice.

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shrubs. Guests can wander through it atwill, seating themselves wherever theyplease to partake of the fare, which islight in nature but of the finest quality.

Cream-and-fruit desserts can be hadhere in season, and butter tarts are avail-able year round. The selection ofliqueurs and wines overmatches that atmany large and famous taverns, thoughthere�s no beer. (For beer go to the Bottle,described hereafter.) The main dishesserved are all made of hot sliced breadspread with a variety of succulent things,from drippings to spiced crab paste.

Despite the restaurant�s name, it�sopen from dawn to dusk. Locals like togo in the early morn, when the smellsof baking breads are strongest. Thehalflings who run the restaurant, theHotbreads, are punsters and romantics.

They�re very pleased when courtingcouples choose to dine in their house,and they always provide extra touchessuch as flowers and wines for free.

I managed to procure a copy of arecipe for one of the excellent pates cre-ated in the Hotbreads� kitchens, which Ihave included at right.

TavernsThe Baron's Bottle

This place is a relaxed, rustic road-house where the service is perhaps alittle too casual. However, one hasplenty of time to enjoy the view fromthe taproom, which is stationed on theuppermost floor. This placement isunusual in a drinking establishment,

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Rabbit Pate3 pounds fresh rabbit meat 1 onion3 pounds fresh pork 1 handful of flour3 pounds veal 1 pinch of pepper1/2 pound pork fat 1 pinch of salt3 cups Saerloonian topaz 1 flamefruit rind

(white wine) 1 thruppinch of parsley3 cloves of garlic 1 thruppinch of thyme

Dice the truemeats,10 removing bone, gristle, and thelike. Mix them together, and to this mix grind in the garlic andonion. Boil the bones and carcass leavings you took fromthe meat in the topaz wine. Set it to simmer while you chop theparsley and thyme, grate the rind, and dice the pork fat.Mix all of these with the meat mix, and add salt and pepperto taste.

Add flour to the simmering stock, beat it in well, and thenpour this mixture into the meat mix and stir the two together.Fold the mix into a hooded metal pan, close it, set it in a metalbowl of water, and bake it in a hot oven for half anevening.11

Remove and unhood the pan as soon as it's cool enoughto touch. Place flat stones atop the mix and leave it for anight covered with clean linen in a dark, secure place.

but it allows a nice view down thedell�something to remember if youdon�t want to be seen.

The Bottle has always been ownedand run by the Arcandle family, whichowns over 40 farms west of the dell. Itwas renamed from the Arcandle Arms inhonor of Baron Feredagh Obarskyr, therollicking, lusty war leader of Cormyrduring the reign of King AndilberObarskyr (his brother).

Feredagh was famous for brawlingand wenching, and his troops lovedhim for it. He also itched to get person-ally into every fight, and he led histroops rather than directing them. Hewas a bellowing, sword-waving, fat manwith a huge red mustache that swept

out behind him as he rode in battle.The Bottle was the baron�s favorite

watering hole, and he�s said to have sireda whole generation of villagers by ro-mancing his way through the local wom-enfolk. It is a measure of the respect andlove Cormyreans felt for this rough giantof a man that to raise a child who lookedlike Feredagh was something to be proudof and not a thing that brought anger tothe menfolk or shame to the family.

When the baron died, he bequeatheda bottle fashioned of gold to the tavern�sowners. When they handled it in awe,they found it to be full of emeralds andrubies! The wealth and influence of theArcandles dates from this time.

InnsThe Snowbound Hound

Picture an inn that looks and feels like awell-kept manor house, all carved woodpanels, tapestries, and tiles underfootcovered with large and luxurious rugsbrought from Chessenta, Calimshan,and Mulhorand. Fill it with canopiedbeds, thoughtfully placed hanginglamps, wardrobes large enough for ladyescorts to hide in�and furnish thosewardrobes with warm houserobes andthe aforementioned escorts. Then inviteme�please!

A delightful place, even if it�s apt to becrowded (someone wanting real privacymay feel like they�re in the midst of alarge, endless house party), and lackingin food�but the Hound can providewarm baths and fires in chilly weather.

10As used here, this cook�s term means don�t include the pork fat.11As Elminster explained it, this quaint measure equals about two hours.

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KirinwoodThis village of 1,200 or so folk stands onthe north bank of Kirinar Stream, theeasternmost of the two watercourses thatjoin to become the River Mistwater. Abusy farmers� market for years, Kirin-wood is named for the tiny wood thatrings it, sheltering it from the worststorm winds. The wood is home to abusy circle of druids, the Talkers to theTrees, who prevent uncontrolled wood-cutting by heading up a band of forestersand supervising all harvesting of the for-est�s bounty.

As a result of the woods and theskilled druids that tend it, Kirinwoodmakes a lot of fern-and-mint wine, agreen broth that clears the throat like an

icy winter wind and tastes like chewingon spruce bark. Villagers here also makea fiery mushroom ale they sell for 5 sp ahand keg (and worth thrice that), and forthe same price sell wagonloads of mush-room gravy in hand kegs. The gravy iseagerly sought by restaurants up anddown the Dragon Coast.

The merchant traveler can also findall the usual farm produce here. Corn,oats, and wheat are brought to Kirin-wood�s three mills and thence to marketin the center of the village. There thesegrains join eggs, alfalfa, poultry, and fruit.Kirinwood is in the heart of Cormyr�sapple-growing orchards and also close tobogs to the west that yield bushels ofraspberries and blueberries, manycleanly picked by the new gawl crawler

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method.12 All of this makes Kirinwood agreat place to visit if you�re buying food inbulk and of interest for its druidicforestry guidance. The only standoutattraction in this admittedly picturesquevillage, however, is the Falling Tower.

Places of Interestin KirinwoodUnique SitesThe Falling TowerPerhaps this odd structure would be bet-ter called the �Tower That Will Not Fall,�because it�s been falling for centurieswithout yet reaching the ground. A large,square timber structure with alternatingclock dials and oversized bay windowsringing its upper floors, the Falling Towerwas once the seat of the Kirinar noblefamily. Ardest Kirinar found his home tooremote from the cut and thrust of powerin the heartlands of Cormyr and decidedto gain influence by founding a college ofwizardry and a brotherhood of wizardshe could control.

This doomed attempt ended in a spellduel between ambitious mages thatdestroyed the college and most of itslesser students, the entire Kirinar family,Ardest�s dream of a brotherhood ofmages, and the ground floors of theTower. It left the Tower�s uppermost bulkfloating aloft some 60 feet off the ground.

12The gawl crawler harvesting method is an innova-tion from Surkh on the Deepwash wherein hungrygreen worms known as gawl crawlers are set uponberry bushes after baskets have been placed under thebranches. The crawlers eat only the stalks, leaving thefruit to fall into the baskets. This causes some mashedberries at the bottom of the baskets, but on the wholeit ruins far less fruit than picking by hand and saves onwork and wages. Gawl crawlers are raised in warmcaverns and sold dormant in ice-cooled hand kegs atmany farmers� markets.

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Powerful magic has held it there eversince, though it sometimes drifts a littlefrom side to side or turns slightly whenstruck by heavy flying creatures or strongwinds.

From time to time, adventurers haveexplored the largely empty structure.Purple Dragon patrols visit it regularly toensure no stirges or other aerial mon-sters adopt it as a lair. On several occa-sions adventurers have left behind a ropelinking the lowest floor with the ground,and Kirinese youths have dared to climbup into the structure to explore and play.As a result, several rooms have beenburnt out, and anything small, portable,and readily found has been taken away.

I say �readily found� because secretclosets and passages are still being foundin the Tower. Check every pillar you see,I�m advised. Most contain some sort ofhiding place. In addition, somewhere inthe dark, silently floating Tower is a gateallowing a being with the right trigger13 totransport to the subterranean citadel ofthe lost mage brotherhood.

The battle that ruined the Tower issaid to have consumed the combatantsin devouring fire, so presumably thecitadel hasn�t yet been looted. However,mysterious floating severed arms andshattered weapons occasionally appearin the Tower, arguing that some adven-turers are finding their way to the citadeland something is defending it againstthem. A minstrels� ballad sings of many-limbed snakemen armed with scimitarswho can cast spells as they fight. As thesong is recent and is the first mention ofthese guardians, they may well be purefancy.

ShopsGalandor�s Glassworks

Glassblower and Lensgrinder

This small shop makes use of a fine whitesand found in ridges north of the village tomake glass beads, marbles, and small fig-urines. (Thieves buy lots of marbles,which they throw behind them to encour-age pursuers to slip and take tumbles.)Galandor o� Galandor, the shop�s owner, isa dwarf almost as tall and as fine-featuredas a man; his family has intermarried withhumans for some five generations. All ofthe living Galandors�a family loved andrespected locally�work in the shop.

The Galandors� specialties are lensesthat allow those of failing sight to see andsmall birds and other ornamental piecesthat contain air chambers and holes thatallow them to be played as tiny ocarinalikemusical instruments. They custom-grindthe lenses for thousands of gold pieceseach, selling to the noble and the wealthyin both Cormyr and Sembia. They also selloff-the-shelf lenses in assorted strengthsfor 500 to 1,000 gp. The glass instrumentornaments typically sell for 40 to 60 gpeach. An unnamed temple in the VilhonReach recently ordered 16 blown-glassdragons with channels through their bod-ies constructed so that incense smokecould be made to drift out of the openjaws and nostrils of the wyrms.

The Galandors� work is the best, andthey provide a comfortable place for clientsto wait and sip herb tea or mild mushroomale while they wait for wares to be readied.Some beautiful glass wind chimes andhanging drift sculptures are placed around

13Legend says the trigger is a hawk feather.

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this seating area to entice visitors to buy. Anarrangement of glass blades of descendingsizes exhibited here is particularly striking.

RestaurantsThe Old Troll�s Foot

This rather rustic, dimly lit establishmentmakes liberal use of ambulatory fungi forfighting on its bark-and-vine-hung wallsand ceilings. The fungi are augmented bydriftglobes that wander freely from grotto-like room to grottolike room. Owned byOrbrar of the Talkers (one of the seniordruids), this restaurant understandablylooks like some sort of forest glade. Unfortu-nately its fare is dominated by agriculturalvegetable dishes, from cold potato soup tospicy asparagus-and-artichoke bean broth.

Roast boar is on the menu, but it can onlybe had when boar meat is brought in fromelsewhere or Orbrar agrees that one of thefew Kirinwood boars can be slaughtered.One can get bacon and wild wood sausage,which use meat from the local market, butboth are too heavily herbed for most palates.

The Old Troll�s Foot also features a spe-cial dish that shares the restaurant�s name.Troll�s foot (it�s not, of course) is simplymouth-watering, but it costs 5 gp a serving!The dish is actually made of a secret mix offorest roots, mushrooms, herbs, spices,vole meat, and beef from the most venera-ble cattle. If they follow my advice, most visi-tors will order it despite its steep price,along with fresh bread (not bad), fiddleheadbutter (surprisingly good), and berry crum-ble tarts (a gooey-sweet blend of berries).

The ideal beverages to match this

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repast are either firewine or glowfire,both available here. The firewine isastonishingly fiery. The staff membersclaim that in order to get this smoothlyblazing strength, they age the firewinefor a decade after they receive it beforethey agree to open a particular keg.

The Old Troll�s Foot is worth a visit, any-way. Where else can you go and say thatyou�ve drunk earthworm-and-bark tea?

TavernsThe Unicorn�s Pool

This tavern is named for a local legendthat a family of unicorns regularly drankand dipped their horns into a pool at thissite, rendering it identical in properties toa potion of sweet water. Though the druidsassured me the legend is false, this is asuperb watering hole nevertheless. I don�thesitate to recommend its curtainedbooths to the discriminating traveler.

A full selection of popular drinks isserved, all at bulk prices (by the hand kegusually),14 so buyers can entertain a groupor take home any remainder in the morn-ing�or whenever they�re next able tostand. Persistent rumors tell of a mindflayer and a lich being regular drinkers at the Pool. Accompanied by capable, heavilyarmed human bodyguards to discourageanyone from attacking them, they can sup-posedly be found in their favorite boothsmost nights. I saw them both but mustreport a regular patron claims they�re reallymischievous dopplegangers. They invitefolk to drink, and then they gather informa-

tion from the loose-tongued to amusethemselves and to sell to others for profit.

InnsDaliver�s Door

This pleasant place places a high value onprivacy. The walls drink sound, and suitesare arranged with little winding halls andclosets to hide one entry door from another.These architectural features plus the lowlighting make the place ideal for trysts andengagements with professional escorts, Isuppose, but a maze for most of us.

If you�re worried about spies or folktrying to do you harm, be warned that thisplace could conceal a small army of them,and I know for a fact several of the halltapestries contain spyholes used by thestaff. A fellow guest complained of gigglesfrom an unseen source when he wasentertaining a local lady in his room, soI�d not be surprised to learn that spyholescan be found in the bed hangings, too!

On the other hand, Daliver�s is one ofthe few inns in the damp coast lands that Ifound warm enough for true open-shirtedcomfort in the winter. Moreover, the hand-some host Daliver, a somewhat-retiredadventurer, employs three tall, hugelymuscled bouncers to discourage rowdybehavior. By their appearances, I�d say theyhave gnoll blood in their families� pasts.

As a result of the bouncers and thebuilding layout, Daliver�s offers exclusiveand quiet accommodation to a degreeseldom found outside of monastic com-munities; I enjoyed all of my stays.

14Aurora�s Whole Realms Catalogue provides details of most of these drinks, such as Bitter Black stout, Dragon�sBreath brew, Shadowdark ale, suzale, Arabellan dry, blood wine, Saerloonian special vat, Saerloonian glowfire,and Westgate ruby.

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MonksbladeThe name of this hamlet, strategicallysited on the Way of the Manticore east ofthe Wyvernflow crossing at Wheloon,commemorates its past. The present-daysettlement, a popular night stopover formerchants traveling betwixt Cormyr andSembia, is built from the crumblingruins of no less than four monasteries.Of old, Monksblade was home to holyhouses dedicated to Chauntea, Tempus,Tyche,15 and Umberlee.

The Watchers Over the Land were arare militant order of worshipers of theLady of Grain. Derisively called �straw-

heads� by others, they believed humankindcouldn�t survive in these savage northlandswithout plentiful food. This food would beprovided by prosperous farms whoseworkers were well protected and had goodroads to get their goods to law-abiding,peaceful villages and ports. From their basehere in Mother Chauntea�s House, theWatchers busied themselves establishingand enforcing laws to promote their goals.Their militant activities focused on main-taining road patrols. Their work did muchto clear the coastal lands around of mon-sters that had been so numerous thatthey�d raided the eastern steadings of Cor-myr more or less at will. However, the war-

15Tyche is the predecessor to both Tymora and Beshaba as the goddess of luck, both good and bad. It is unclearwhether she gave birth to the two goddesses who replaced her, as they are often referred to as her daughters, orwhether she somehow �split� and transformed into two separate goddesses.

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rior-priests of Chauntea suffered grievouslosses in this ongoing battle even as admi-ration for their work was spreading and apatriarch of Tempus in the Vilhon reportedthat Tempus deemed the situation in Cor-myr worthy of his aid.

The Red Knights of Tempus arrived instrength and made war on the monsters,clearing an ever-larger area for the Watchersto police. The Red Knights rode out of theTowers of War, a keep at the eastern end ofthe present-day hamlet. (Its ruins now housethe popular Firedagger Inn.) Their successattracted a flood of settlers from Sembia andthe Vilhon, and these folk brought twostrong faiths with them: the worship ofTyche, Lady of Fortune, and devotion toUmberlee, Stormgoddess of the Seas.

The Followers of Fortune built theLady�s House, a fortified abbey at the

heart of the gathering of holy houses.From there the champions of Tychefared far and wide across the coastallands all around the Sea of Fallen Stars.Known to all as the Lucky Knights, theywere the shining-armored, noble knightserrant whose exploits and wooings gaveCormyr its dashing, romantic reputationacross the Inner Sea lands. Theirs is alegend that still shines brightly today,though the Lucky Knights are dead andgone these 300 winters.

The followers of Umberlee were knownas the Worshipers of the Wave and dwelt inthe House of the Seas, a sprawling, many-towered manor house built beside andaround the Lady�s House. Its wings andoutbays stretched seemingly for miles, andmost of the buildings a traveler sees inMonksblade today are fashioned from

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them. (This original form as one conjoinedstructure is why so many of the housesseem to be joined or possess stables andcovered sheds that stretch almost to touchthe next abode.) The faithful of Umberleespent their time making offerings to theQueen of the Deeps to keep coastal ship-ping and fishing as safe as possible.Empowered with magic that enabled themto breathe in the watery depths, they wenttwice a year to capture monsters of thedeep to sacrifice in honor of Umberlee.The rest of the year, theycrewed small, fastboats and furiously waged war on piratesin the name of their holy lady.

This unusual state of cooperative coex-istence allowed the countryside and allfour temples to flourish, although itattracted raid after raid from brigands,lizard men from the nearby Vast Swamp,and Sembian interests seeking to infiltrateand take over the monastic community.Eventually, these persistent forces suc-ceeded in depopulating the monasteries,though it took centuries. After lying vacantfor some years, the ruins were taken overby villagers sponsored by the Crown ofCormyr. The king did not have spare coinenough at the time to build or man aneasterly keep to defend the lands aboutand had grown tired of brigands settingup rival court in the abandoned holyhouses, so he financed the efforts of thevillagers and gave them what logisticaland military support he could. The inhab-itants of today�s Monksblade hark back tothose intrepid Crown-sponsored souls.

LandmarksThe growth of other communities of thecoast has drained away some of the life

from Monksblade since then, but what�sleft is a delight to the eye. The village is allhuge old trees shading charmingly over-grown gardens and cemeteries. Crum-bling ruins and cottages are visiblewherever the eye turns.

The monasteries were founded herein the first place because of a deep wellof clear, fresh water. The presence of awell has long been a fixture in the walledgardens of Mother Chauntea�s House,but this site is regarded as holy by wor-shipers of Chauntea and is an attractionthat interests many other folk because ofthe macabre associations it has acquired.

In the failing days of the holy houses,several unscrupulous mages led expedi-tions to pillage the monks� riches. Theywere fought off by the last few Knights ofTempus and Tyche, who fought side byside against these defilers. Six of thesedevout defenders met their ends besidethe well. Its present name, Lost Knights�Dance, commemorates their horribledeaths. They were transfixed with arrowswhile helplessly shuffling about in thegrip of Otto�s irresistible dance spells.Their shadowy, fully armored forms stillappear here on some moonlit nights,dancing silently about the gardens. Theyare said to point out secret ways into theholy houses and the location of buriedtreasure (or its former location) to livingfolk they encounter who bear the holysymbols or devices of Tyche or Tempus.

Some 300 folk call Monksblade homethese days. Some of them have undoubt-edly followed up these spectral direc-tions. Any treasure that can easily bereached has already been recovered, butthere are persistent rumors of deep cel-lars in these monasteries that haven�t yet

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been opened up. Some, it is whispered,even contain a temple dedicated to anevil cult that may still survive. There arealso many legends of holy swords, dedi-cated to Tyche and Tempus, hiddenaway deliberately in the vicinity ofMonksblade by dying knights who strug-gled back from secreting their blades tofall dead in the consecrated inner court-yards of the monasteries they�d served sodiligently. Certainly the teachings of Tem-pus identify Monksblade as a placewhere sacred swords still lie, awaitingthose who�d find favor with the Lord ofBattles by taking them up and wieldingthem for good.

To most visitors, all this history ismerely a succession of pleasant stories tohear as they relax by the fire at thefamous Firedagger Inn, having a lastmulled cider and a plate of hot butteredmushrooms. Thea, my serving maid, tellsme these mushrooms are picked in theruins. The caps are thrust into a coveredpan of melted butter and fried with salt, apinch of basil, and just a sprinkle of fire-fruit or lemon juice until they are full oftheir own brown broth, and then theyare served hot. The mushroom stalks areadded to chicken stock for morningsoups. Simple fare but fit for the gods!

In addition to the cozy inn, Monks-blade boasts Hunting the Knight, a supe-rior tavern (another allusion to thehamlet�s monastic past), and the Old Oys-ter, a superb restaurant. The Oyster isbetter than any dining house in Suzail!The hamlet also features a swap-horsestables, a tack and ironmongery shop(both adequate but average), and Wen-deira�s Wondery�a shop worth seeing.

Places of Interestin MonksbladeShopsWendeira�s Wondery

Oddments and Minor Magical Items

This strange, cavernlike shop iscrammed with a tumbled mess of thespendidly odd and unusual. Many of thisshop�s wares bear minor enchantmentssuch as kindling canisters that keepeverything within bone-dry, uprightwardrobes whose doors open on verbalcommand, or rings that glow brieflywhen twisted, for example. The propri-etress is fully as odd as any of her wares.

The lithe, beautiful Wendeira sings softlyas she dances and glides endlessly throughher shop, caressing her goods as she duststhem, her dark eyes startlingly large in abone-white face. She wears only darkgowns of fashions long forgotten in thecourts of Inner Sea realms. Many folk thinkher some sort of undead and don�t tarry,but her shop is truly a cornucopia of won-ders. Wendeira buys up all the real odditiesher good friend Aurora16 can find.

For instance, Wendeira offers glassfishbowls in the shape�and full size!�ofvoluptuous women; chairs whose armssport brass castings of hands whose fin-gers can be manipulated to grasp yourfavorite pipe, open book, or lamp; mir-rors that sing a cycle of songs whenuncovered; and a full line of glow-in-the-dark domino masks, fashion accessoriesnow much favored in Sembia, Westgate,and even in distant Waterdeep at thewilder nobles� revels!

16She of the growing Faerûn-spanning chain of catalog establishments.

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These last can be had in various sizesand hues or emitting randomly shiftingradiances. They can be yours for a mere250 gp for the smallest and simplest to2,900 gp for the one that once per tendayenables its wearer to fly for as long as ittakes a person to breathe thrice, expedit-ing romantic liaisons from midnight gar-dens to balconies high above.

RestaurantsThe Old Oyster

This charming place consists of twocrumbling turrets joined by a long, lowkitchen. Windows (real glass, and clear ascrystal!) look out south over the over-grown forest gardens that once graced theLady�s House. People looking through

them can watch foxes trot by and firefliesdance and swirl of an evening.

Here one can get (of course) good oystersthat have been brought up the Wyvernflowfrom the fishing village of Moonever (at themouth of the river) and the freshwater eelsfavored by coastal Cormyreans�who�rewelcome to them! The Oyster also has alarge, good cellar of ales and wines. Bewarned, though, that the local fern-and-mint wine is an acquired taste. �Tis so clearand cool that it burns the mouth and admitsof no other tastes for the rest of an evening!

Visitors can also get more usual fare:stewed hare, pork and beef roasts, andgrilled pheasant. Yet all of that can be hadelsewhere, and I urge every traveler toflock to the Oyster for the best wyvern tailto be had in all Cormyr. If you�ve never hadwyvern tail, a treat awaits you!

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Real wyvern tail is seldom available thesedays, unlike earlier days when theStonelands were infested with the beasts. Ican tell you it�s a hard white meat reminis-cent of the finest succulent pork; it is to beseized if one ever has the chance. The sameseasonings and recipes originally created forreal wyvern tail have often been applied toan artful chopped mixture of pork, turkeymeat, and rabbit, and called �jack wyverntail,� or �Jack�s wyvern tail.� The mixture ofthe three meats somewhat approaches thesplendor of true wyvern flesh.

Here at the Oyster they call jack wyverntail �old wyvern tail,� and their secret recipeincludes chopped roast almonds andasparagus broth. Old wyvern tail is servedon a bed of mushroom-creamed coins offried potato. It is stuffed into a crisped skin ofpork crackling that�s been sewn into an arc

as thick through as a large man�s thigh,aping the shape of part of a wyvern�s tail.The dish is simply fit for the gods them-selves! I�ve seen men gorge themselves intoslumber on it, and the portions are enoughto feed four hungry men comfortably orprovide two with two full meals and a lighthighsun chew of sliced cold meat served ina hollowed-out handloaf of dark waybread.

TavernsHunting the Knight

This place is a low-beamed, cozy warrenof dark booths and flagstone-flooredrooms, each with its own fireplace and itsown stone box of cool wine. Wheels ofsalty cheese, bowls of nuts, and�in sea-son�boiled peapods and fiddleheads are

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everywhere, free for the taking. The placeis crammed with comfortable furniture,and patrons are encouraged to loungewith their feet up and chat the night away.

Hunting the Knight seems to be hometo several garrulous old retired farmersand ex-adventurers who happily spin talesof the heroes, hauntings, lost treasures,and colorful deeds of the area�s past, suchas the Looking Lady. The Looking Lady isa tall, gowned phantom lady who glideseerily through the gardens of Monksbladewhen�and only when�sea mists haverolled in. She hurries here and there,searching for something. She has petrifiedmany a resident and visitor with fear bythrusting her silent skull face into theirwindow or room to look sharply allaround and then withdraw it!

Local legend says she seeks the stat-uette that holds her soul. It is part of a hid-den treasure hoard left behind by an evilwizard who enslaved her. If the treasure isfound, �tis said, she�ll follow its finder for-ever as a guardian watchghost, even if sheor he hurls away or destroys the statuette!

Hunting the Knight is my favorite placein all Faerûn to spend a restful evening. If Ihad to wait out the rest of my days in a tav-ern, this would be the one I�d choose.

InnsThe Firedagger Inn

A fitting companion to the other superbestablishments of Monksblade, this houseis named for the flying fiery magical bladethat nearly burnt it down during a wildduel between the Red Wizard Artigaun ofTyraturos and Ondelos the Archmage ofSelgaunt. Both wizards died in the fray, and

the firedagger was left whirling in midairand spitting flames where the dying Onde-los had left it. Banished by a summonedwar wizard, the firedagger reappears fromtime to time in the same place and has tobe banished again. Several enchantmentson it have prevented anyone from control-ling it or removing it from the inn�s diningroom. Attempts to do so cause it to blinkabout, spitting jets of flame.

The inn itself is a delightful sprawl of lux-uriously furnished, wood-paneled rooms.Each room is a suite with attached bathtuband dressing areas, and all suites are largeenough that privacy is total; one shouldnever hear other guests by night. Meals incovered warming platters are placed onto adining table in every room by means of anotherwise-locked serving hatch. They�resimple, light fare, but perfectly prepared,and there�s never a shortage of juices, teas,and warm broth to be obtained at any hour.These drinks can be summoned by pullingon the appropriate bell pulls.

The staff is quiet, discreet, and gener-ously provides extras to guests such assoothing tales for tired or scared childrenor lonely travelers, foot massages andbackrubs for the weary, and even oppo-nents for those who seek games of cards.Two of the young chambermaids�viva-cious sisters, Areele and Baeranthra Mor-lar�even provide opponents for thosewho wish to practice fencing!

All in all, the Firedagger is a delightfulplace to stay�and a perfect place forromance. It even has its own walled bowergarden in which couples can while awayevenings together and a stable capable ofrepairing damaged carts and luggage as wellas bathing or doctoring weary or injuredhorses! Such extras add 10 gp to one�s bill.

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WheloonThis town of some 3,700 folk is the south-ern gateway to the Wyvernwater, a strate-gically located ferry crossing and bargetransshipment center on the Way of theManticore. Increasingly, Wheloon is serv-ing as an alternative to the expensive,overcrowded ports of Suzail and Marsem-ber for the moving of small cargoes to andfrom the heartlands of Cormyr. Bargesfrom Wheloon navigate the Wyvernflow toother coastal ports or cross the Wyvern-water to trade up the Starwater River to itsnavigable limits. This prosperous placebustles day and night, and its stone build-ings grow ever taller and grander. Theirroofs are all of dark green slate from Cor-myr�s largest quarry, a monster-hauntedhole near Marsark�s Grove due north.

Wheloon is a place of money, entre-preneurial excitement, and growth,where skilled craftsfolk are constantlyforming small cabals to invest in newventures. The businesses most popularwith these investors are their own cut-rate transportation companies. Thesetransportation companies must beguarded by hireswords against thedepredations of brigands hired by theestablished costers to try to drive suchfledgling competitors out of business.

Wagons, crates, and barrels are turnedout constantly in the shops of Wheloon, andnew trades such as the breeding and train-ing of ferrets and bluebirds (increasinglypopular as pets in Cormyr) jostle for spacewith the established farming commerce inwheat, pumpkins, melons, apples, peaches,grapes, raspberries, and blueberries. More

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bulk food and grain is shipped out ofWheloon than any other Cormyrean port,and the returns are impressive. An acre ofraspberries can earn as much as 20 sewnacres of wheat when the crops of warmerlands on the southern shores of the Sea ofFallen Stars are poor or paltry.

At least one plant crop from warmerclimes has been imported to Cormyr by aWhelunian �hothands� (entrepreneur): therosecork tree from the Isle of Prespur. Therosecork was brought hence by SarlimanEurdoe, and it is now growing up anddown the banks of the Wyvernflow. It seesheavy use in buildings due to its durabilityand near-invulnerability to fire. It absorbsso much water that most open flames can�tignite a piece of rosecork unless the woodis exposed to hot flame for hours.

LandmarksIn this wealthy, fast-growing town, little ispermanent and less still stands out as grandamong the soaring stone and slate homesand shops or particularly shabby amongthe clusters of sagging timber and thatchwarehouses. The largest landmarks are, ofcourse, the Wyvernflow and the WyvernFerry that crosses it whenever travelersdesire, day or night. A crossing costs 1 cpper head plus another copper for everycrate or bag that travelers can�t carry on intheir hands in a single embarkment andanother copper on top of that per cart,wagon, mount, or pack animal.

Hard by the western ferry dock standsthe Wyvern Watch Inn. Across the riverfrom it, at the other end of the ferry�sroute, is the Lantern Inn and Boat Rental.The western shore is the longest-settledand most prosperous side of Wheloon.

There one can find Wheloon Way cross-ing the Way of the Manticore not far westof the ferry dock. On one corner of theintersection stands the Wheloon WatchHouse, the local jail and Purple Dragonbarracks and armory. Past the butcher�sstockyards (easily located by anyone witha working nose) and a little way north upWheloon Way, the Wheloon Moothousefaces the lush paddock and impressivefacade of Oldstone Hall, the home of theking�s lord of Wheloon, Sarp Redbeard.The Wheloon Moothouse is the localmeeting hall and courthouse.

Other landmarks of use to the visitorinclude the God�s Grove and Rathool�sPool. The God's Grove is a place of wor-ship to Silvanus in a stand of duskwoodtrees just off the Way of the Manticore.The duskwood trees mark the eastern-most boundary of Wheloon. Rathool�sPond is the local swimming hole andtrout fishing pond. The pond was onceused to bury battle dead; its rusty watersaren�t recommended for drinking.

Places of Interestin WheloonPalacesOldstone Hall

One of the grand old manors of the not-quite-castle sort built by nobles in the daysof Cormyr�s early pride, this massive, soot-darkened stone edifice is an intricate mas-terpiece of carved gremlins, gargoyles,satyrs, wyverns, and fanciful long-neckeddragons called �jubbrawuks� by some sages.The gargoyles are said to animate upon thecommand of the local lord or Court WizardVangerdahast. Plinths supporting suchsculptures flank the gates of the Hall and the

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Wheloon Map Key1.2 .3 .

4 .

5 .

6 .

7.

8 .9 .

10.

11.

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15.

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18.19.

Wyvern Ferry routeWyvern Watch InnThe Lantern Inn and BoatRentalWheloon Watch House (jail,Purple Dragon barracks, &armory)Wheloon Moothouse (meetinghall and courthouse)Oldstone Hall (home of LordSarp Redbeard)The Silvery Sembian Snail (tav-ern)Immerhand InnGod�s Grove (shrine to Sil-vanus)Rathool�s Pond (local swim-ming and fishing pool)The Blackbard (boat-buildingand rental storage)Cormyrean Coins Coster wharfand warehouseFalconstar Wayshipping (rentalstorage wharf and warehouse)The Fish House (fishmongerand icehouse)Haerldoun�s Helms & Shields(armor and weaponry shop)Haldos�s Fine Butchery(butcher shop, slaughterhouse,and stockyards)Hanno�s Herbs and Medicines(shop)Rallogar Hardware (shop)Redbeard Rental Storage andShipping (rental space ware-house)Sendever�s Stables (horsesbought, sold, doctored, andboarded)Slowtooth Weaponry (shop)Wheloon Tack & Leather(shop)Woumar�s Wheloon MillThe Sleeping Cat (restaurant)The Scarlet Sheaf (tavern)

2 0 .

2 1 .2 2 .

2 3 .2 4 .2 5 .

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towering stone walls that enclose its pad-dock. The paddock is a rolling expanse ofgroomed lawn out of which rise many oldand massive duskwood, oak, and shadow-top trees. Certain Harpers, war wizards,king�s messengers, and other esteemedguests stay at the Hall, but most visitors canonly gawk at its quiet luxury from outsidethe warning-warded17 gates.

ShopsI write extensively here of Wheloon�sshops because they�re so handy to thetraveler and so eager to please due to theheated competition.

The Blackbard

Barge-building and Rental Storage

This converted warehouse and wharf is acombined boat-building and rental stor-age business run by Shanna �Blackbard�Northgate, a retired minstrel (and, somesay, thief) who claims to have abandoneda colorful past as a fence and smugglerafter several heated interviews with LordRedbeard and various vigilant war wiz-ards. Her vocabulary, sharp-edged singingvoice, and skills as a mimic are legendary,but she never skimps on the quality andseaworthiness of the barges she builds.Just don�t expect any grander a boat out ofthe Blackbard than a large river barge.

Despite her professed renunciation offencing and smuggling, Shanna rents outspace with no questions asked and turnsa blind eye and ear to its use as a holdingarea for bound and/or struggling cap-tives, spellcasting, experimentation, andthe like. Such temporary afflictions of the

senses�and a semipermanent oneaffecting her tongue and memory forsecrets despite the searching spells of theauthorities�have made Shanna North-gate a lot of gold coins over the years.

Cormyrean Coins CosterMerchant Coster

One of the small, fast-growing shippingconcerns founded locally, the Coiners havetheir own wharf and warehouse in Whe-loon guarded by Coiner mages and vet-eran warriors. This proud and aggressiveorganization commanded by a formeradventuring band uses small, fast coast-boats to run cargoes to Westgate, Ilipur,Teziir, and all ports in Cormyr and Sembia,and it also operates wagons throughoutthe Forest Kingdom and the neighboringLand of Fat Merchants (er, Sembia).

The Coiners have been caught smug-gling cut gems in hollowed-out producetwice now and are operating under a �vigi-lant watch� status mounted by Wheloon�sPurple Dragons. They make a lot of legiti-mate money speedily transportirg perish-able foodstuffs to restaurants in the tworealms they operate in, but they have beenknown to slaughter those who try to ham-per their trade�notably agents of theZhentarim and of larger, older costers.

Falconstar Wayshipping

Warehouse

To date, Falconstar Wayshipping comprisesthe southernmost extension of Wheloon onthe Wyvernflow�s east bank. The driftglobe-

17They bear ring wards; for details, see Appendix III.

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lit wharf and warehouse south of the Coinercompound is the establishment of Mhaer-nos Falconstar, a slim, cultured, black-bearded man with pretensions to nobility.Mhaernos rents storage space to caravanmasters and ship captains transshippingcargoes between land and water. He guardshis wharf with two ettin zombies, and some-thing worse aids the warehouse guards�something that has twice slain pirate raidingbands to the last person and devoured allevidence of the unpleasantness.

The Fish House

Fishmonger and Ice Dealer

This ramshackle, reeking old wharf andwarehouse are slowly crumbling andsagging into the river. Until they�re actu-ally swept away, however, fishing boatsfrom both the Wyvernwater upstreamand the open sea to the south will tie uphere daily to sell their cargoes.

Old Ascalan the fishmonger is a ratherportly retired wizard who ices the fishwith the help of his ring of frost18 andsells both fish and ice to the townsfolk ofWheloon�and to anyone else who hap-pens by. He�s also been rarely known tosell magical potions for very high fees. Heloves to talk endlessly about the lost trea-sures and adventurers� lore of Cormyr.

Haerldoun�s Helms & Shields

Armor and Select Weapons

The proprietress of this shop, the fiery-tem-pered Albhaera Haerldoun, plunged eagerly

into the life of a chartered adventurer untilshe saw her first beholder in the ThunderPeaks. She fled frantically as the eye tyrantslaughtered all of her companions, and sheretired forthwith to this wharfside shop tosell armor and a few select weapons fromthe Inner Sea lands to passersby. (Once asmuggler�s haven, the shop had been pur-chased by the band as a sideline invest-ment.) She succeeds admirably her trade.She specializes in selling knives that aremade to rest in sheathes built into the backsof shields and into greaves, bracers, breast-plates, and such. The shop generally has asuperior selection of shields, gorgets, andgreaves, a few pairs of gauntlets, and a smat-tering of secondhand armors.

Albhaera is one of the most stunninglybeautiful women I have ever seen, and shealways wears flattering cutaway armor. Onmost days, a small crowd of smitten war-riors hangs around the shop, bantering withher and trying to impress her with theirmuscles and tales of their prowess. Fromtime to time, one of the warriors demon-strates knife-throwing expertise, or two ofthem stage a mock joust and such activitiesattract business to Albhaera�s shop. PurpleDragon patrols have been known on occa-sion to mount daily inspections of the place.This has led to townsfolk calling out to themin the street, �Better check my basket here,look ye�mayhap Albhaera�s hiding in it!�

Haldos�s Fine Butchery

Butcher

Much to the annoyance of his neighbors,some of whom never grow used to the

18Treat this as a wand of frost with endless charges. Ascalan�s sons, who also do the loading and unloading,pump river water in large tanks and thence into pans that Ascalan can easily freeze once they�re full of fish.

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sounds of Haldos cheerfully wrestling acalf to his chopping block and beheadingit, this huge, spade-bearded giant of a manhas his slaughterhouse, shop, and stock-yards right in the center of town. Not thatanyone would dare to argue with Haldosabout the placement of his business�orfor that matter, about anything.

Although most prefer their meat smokedand hung, Haldos is one of the few butcherswho can slaughter on the spot and providemeat as fresh as it be gotten. This ability isvaluable to certain cooks, alchemists,priests, and mages for varying purposes.

Hanno�s Herbs and Medicines

Herbalist and Physic

The always-smiling Hanno Minstrelsongwas once, under another name, a thief sosuccessful that he had to flee Amn withmagical aid to elude no less than six sep-arate pursuing would-be assassins. Nowhe�s settled down to a good-natured lifeof dispensing physics to passersby andselling bulk powdered and bottled herbspurchased from halfling hamlets in thecoast and east reaches farm belt to cara-van merchants headed for markets inSuzail, Westgate, and Sembia.

One of the mixed remedies Hanno sells isa short-duration but almost absolute slayerof pain. Warriors who�ve just lost limbs inbattle have been known to fight cheerfully

on after it was administered to them.Another secret mixture puts humans, half-elves, or elves into a sleep so deep that theycan be wounded or even tossed downflights of stairs without awakening them.

The rarest and most valuable ofHanno�s wares is the spellbane herb. Hetypically has only a small live plant or ahand keg of dried leaves in stock. He onlyparts with the plant for 100 gp or more.Pieces from it are 40 gp or more, anddried leaves are 25 gp each.19

Rallogar Hardware

Hardware and Rope

Across the street from the Wheloon WatchHouse, at the intersection of Wheloon Wayand the Way of the Manticore, ZendarosRallogar runs an old-fashioned hardwareshop, the sort that still looks like the old,dusty stables it once was. It�s even com-plete with a hayloft crammed with oldjunk�and occasionally patrons who�vepaid hastily but handsomely to hide frominquisitive Purple Dragons or to eaves-drop unseen from above. Here one canbuy all manner of old, rusting junk andnew nails or select from a huge array ofhooks�from the sort that hold high-fash-ion masks to ladies� hairdos, right up tomonster-sized hooks designed for towingone barge by another.

The other equipment Zendaros takes

19Spellbane is a plant that apparently grows only in Cormyr in spots of deep shade, where it can cling to rocks�that is, in rock clefts, on forest rock piles, and in cave mouths. Chewed and swallowed, it affects, so far as is known,all living creatures in the same way: Any spellcasting abilities are deadened (effectively lost) for 3d4 hours. Duringthe same time the creature that consumes a piece receives a magic resistance or an augmentation to any resistanceit may already possess. The ability of a being to wield and command magical items is unaffected by spellbane.

Consuming a sprig or dried remnant of spellbane increases a diner�s magic resistance by 5%. Devouring an entirefresh plant benefits magic resistance by +10%. If a total amount of spellbane larger in volume than a human head isconsumed at one time, magic resistance is created or improved by +2O%; this is the maximum possible known bene-fit from eating spellbane. These benefits supersede one another; they�re not cumulative.

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care to keep in around is rope and wire. Hestocks lots of it, in all sizes and lengths, fromthin, black, waxed stranglers� cord to cablesas thick as a brawny warrior�s forearm usedfor ship-towing. The fiercely mustachioedRallogar sells several gross of wire twistsdaily to merchants seeking to fix loose cargodown, and lengths of good hempenspunrope up to a thousand feet long can be hadhere on drums that fill a small cart. Ral-logar�s store is a browser�s paradise.

Redbeard Rental Storageand Shipping

Warehouse and Goods Handler

This three-floor warehouse stands hard bythe public wharf on the west bank of theWyvernflow. Shaped like an arrowhead,

with two converging wings, it is the tallest,most massive stone structure in town andis steadily being improved to make it moredefensible and fireproof. The uppermostfloor was converted from timber to stonebarely three seasons ago, and the thatchwas replaced by a new roofpeak and tiles.

Owned by Lord Sarp Redbeard, thisestablishment is the cleanest, most heav-ily guarded, and best kept storage facilityon the entire Way of the Manticore. It is agreat example of how the wise merchantinvests heavily in his business to makeslow and steady money rather thanpulling out as many coins as possible andletting the business sink into squalor.

Trained war dogs aid veteran warriorsin guarding the place against rats, snakes,and larger, two-legged vermin. A rooftopwatchpost guards against surprise pirate

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attacks or raids from the air, and the entirecompound is designed to give fire�evenincendiary missiles�little to feed on. Eventhe loading dock is the best I�ve seen any-where. It is covered from the weather,amply equipped with flatcarts, and fittedwith overhead rolling-beam hoists.

The guards here have been speciallytrained in vigilance, and the warehousecrew takes care to give all cargo the besthandling possible. The crew covers thingsthat must be kept from the light, movesthings about that should be moved fromtime to time, and uses handbarrows of fire-heated rocks to heat cold corners of thewarehouse during winter storms so thattemperature-sensitive cargo is not damaged.

Redbeard�s Rental Storage is superiorbusiness; Lord Redbeard is to be com-mended. Those whose trade involvesstorage would do well to tour this facility.

Sendever�s Stables

Stables, Equine Trainers,and Horse Physics

On the east side of Wheloon Way one blocknorth of the Moothouse stand the amplepaddocks of this large and efficient opera-tion. �Horses Bought, Sold, Doctored, andBoarded� read the signs at the gate, andIllumor Sendever does all of those things,assisted by an expert staff of over a dozenhostlers, trainers, and horse-husbanders.Their specialty is in quickly and correctlydiagnosing and treating ailments andinjuries of horses, mules, and donkeys.Most of them can tell in a breath or two if amount�s been drugged to kill pain and sodisguise lameness. By the same token, themerchant who leaves his mount here can

be sure that it will be in good health, wellfed, and properly exercised on his return. Ifit�s not so prepared for any reason, a betterbeast will be waiting in its stead.

Such service has won Sendever�s anenviable reputation for reliability. The facilitydoes a brisk trade despite its stiff fees.Thieves in want of a few good horses woulddo well to look elsewhere. Hired watcherspatrol the compound, armed with handcrossbows that fire sleep-venomed darts.

Slowtooth Weaponry

Weapons Shop

The retired Purple Dragon officer Nym�Slowtooth� Nindar runs this popularhouse of arms, which stands in thesouthwest corner of the intersection ofthe Way of the Manticore and WestbankMarch, the farm road that follows theWyvernflow from the heights aboveWheloon down to the coast. As befits ashop bristling with polearms and arrows,the Purple Dragons mount an armoryguard on this crowded shop.

Many adventurers, hireswords, andpossible brigands show up to drink Slow-tooth�s mulled cider and swap stories ofbold and brave battle while they watch oldNindar demonstrate the proper use of andcare for a blade to bright-eyed younglings.Axe-hurling is Nindar�s private sport, andhe often demonstrates how a well-thrown�biter� can shear through the thin, lightmodern shields popular in the Inner Sealands. Thieves are warned that Nindar canhit any spot he cares to in and around hisshop and can pull open several shutteredwindows�including one in the shopdoor�from afar by using cords under his

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desk. The axes he hurls through the open-ings then bite deep into fleeing flesh, notintervening wood!

When business is slow, Slowtooth�sbeen known to teach the use of particu-lar weapons to warriors willing to pay;he�s skilled with a wide variety of types ofarms. He leaves shop duties in the handsof his five sons while he�s instructing.

Wheloon Tack & Leather

Tack, Leather Armor, Scabbards

This aromatic shop sells not only ridingbreeches, gloves, and belts, but a fullrange of scabbards and harnesses, too. Itstocks everything from light thief�sarmor up to full studded leathers andfrom a bareback bridle to reins andtraces for a wagon team of up to 16horses or oxen. The proprietor, an old,white-bearded and limping wizard by thename of Landon Bhentyl, prides himselfon having everything in stock at all timesso as never to leave a customer in need.

Landon is a staunch defender of lawand order who retired from the ranks ofthe war wizards after almost dying of poi-soned wounds. He is known as �Wonder-wand� because he defends his shop witha brace of wands kept at his belt and isalways pulling out his wand of wonder bymistake when he wants to blast thieveswith a wand of magic missiles or a wandof paralyzation.

Landon is known to wear boots of lev-itation. If attacked by strong foes, herises up out of their reach and hurlsspells or fires wands from on high. Hecan maintain his balance aloft whendoing such things through long practice.

Woumar�s Wheloon Mill

Grist Mill

Leahon Woumar runs his large, impos-ing stone grist mill for the farmersaround Wheloon as his father did beforehim. A cheerful, jovial fellow, Leahonchats with everyone who drops by andserves many townsfolk as a confidant.Though he never betrays who said whatto him, he is a good source of local gos-sip, rumors, and opinion. The local Pur-ple Dragons go to him to find out howWhelunians really feel about royal edictsand decrees and Lord Sarp�s judgmentsin local legal disputes.

Leahon has improved on his father�sbuilding. His mill now has separate runsfor simultaneous handling of corn,wheat, barley, and pulp (vegetablegreens, bones, and scraps to be grounddown into meal for spreading on fields).

Often a busy, noisy place, Woumar�shas an upper room that looks down theriver a long way. People sit in the roomand game late into the night. Several Pur-ple Dragons are of the opinion thatthey�re watching for the stealthyapproaches of smuggling boats.

RestaurantsThe Sleeping Cat

This former tavern has become moreand more of a quality eatery since it wasbought by the retired warrior Whelgar Taerncole, once a member of the EasyBlades Adventuring Band. (The EasyBlades was chartered in Suzail but hasoften been suspected of smuggling exten-

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sively along the Sembian coast.). Growingtired of nightly brawls, Whelgar did awaywith the wine cellar and the taproomand now serves only a little brandy,mead, and clarry to accompany a steadilyimproving menu of roast venison, friedeel soup, pork pastries, chicken andpheasant pies, stewed hare, wine-sim-mered goose, and aged brandycake.

Whelgar�s cooks are wisely sticking toa small menu and mastering it. Theyremember if a particular patron likesmeat rare or well-done, or if she or helikes horseradish poured on or prefers asoft and bland gravy.

The Sleeping Cat is favorite stop ofmine. Were the menu larger, I�d give it atop rating.

TavernsThe Scarlet Sheaf

This rather seedy spot is the local drink-ing hole. It is frequented by weary farm-ers and passing merchants alike. Run bya onetime thief from distant Mulhorand,the tall and dark-eyed beauty Anthara�Softangles� Shalymarr, the Sheaf wasonce an abandoned ruin. One can tellthis by looking at it.

The sinuous but fire-temperedAnthara, who�s buried many a throwndagger in overamorous patrons, believesthat firmly nailed tapestries can serve tocover all manner of holes and unsightlyburn scars, so the Sheaf is beginning tolook like the dusty interior of a ratherrundown harem. Zhentarim agents have

slain more than one foe by thrustinglong blades through gaps in the walls�and the tapestries that cover them�from outside.

On the other hand, Anthara believes incomfortable furniture for weary anddrunken patrons alike to lounge in andin swift service. Call for a drink, and it�sin your hand in short order, brought byshapely waiting maids who always have asmile and a friendly wave for any patron.All the regulars rise to defend them if acustomer grows unpleasant.

Anthara also firmly believes that a tav-ern is a place aside from everyday con-cerns. If you want to loudly discuss darkmagic, unlawful deeds, or slavery, noone bothers you. Purple Dragons andothers may listen in, of course. But byagreement with Lord Redbeard, what�ssaid in the Sheaf won�t be hurled in theface of whoever said it, out on the streeta day or two later. In this way, the ScarletSheaf serves as both a gray market meet-ing place and a fire flume20 for local soci-ety. I like the place, but the fastidious orfearful traveler may want to give theSheaf a miss.

The Silvery Sembian Snail

This luxuriously furnished house is theclosest thing to a festhall in Wheloon. Itstands at the most important Wheluniancrossroads east of the Wyvernflow. Runby a former priest of Sune who left thefaith because of disagreements over hisovertly hedonistic views,21 it�s a cozy

2OElminster says we would use the term safety valve.21According to Elminster, the owner, Roond Asmyrk, is a CG hm C16 of Sune whose prayers are still answered by the

goddess. He�s merely outcast by the priesthood, and he cares not a whit about it. Several of the girls employed at theSnail are even learning Sune�s teachings from him.

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place whose wine cellar outstrips manynobles� palaces in Waterdeep andshames those of local lords of Cormyrand rich Sembian merchants alike.

The Snail�s chief attraction, however, isits staff of beauteous and very friendlyescorts. They not only serve wine andhelp customers drink it, they make a lot ofit, too. The owner (he prefers the title�Housemaster�), Roond Asmyrk, hasworked for many years on spells that canalter the scent and smell of fermentedbeverages so as to make them resembleother vintages. These shadow wines cost afraction of what the true vintages do, butthe discerning drinker can buy both at theSnail and sample them side by side.

Lord Redbeard has on several occa-sions reprimanded Housemaster Asmyrkwhen drunken revels spilled out of the

Snail into surrounding areas, disturbinglivestock. Asmyrk now takes care to cast�sober-up� spells on both his escorts andtheir not-so-gentle partners when thingsthreaten to get out of hand. Recent indoorinstallations of gallery swing ropes, heatedtubs of scented water for soaking, and aroom of haystacks with spellglow �moon-light� have also contributed to keeping thefun�and the noise�indoors.

This joyous place is rapidly gainingfame. Loyal Cormyreans are advised thatits name doesn�t derive from any Sem-bian ownership. Rather, the name com-memorates a famous Sembian nightclubdancer, the Silvery She-Snail. She retiredseveral years ago to marry a powerful butreclusive archmage who devised the fly-ing illusions spells that made her actsuch a success. The mage became so

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smitten with her that he kidnapped�andthen successfully wooed�her.

InnsImmerhand Inn

This little-known establishment deservesits place as Wheloon�s third inn. It�s aninferior roadhouse most used by droversand caravan merchants who don�t wantto venture into the crowded streets ofWheloon. Run by the retired mercenarywarrior Chalthos Immer, the Immerhandis a dark, rustic building that stands at thenorthwest edge of Wheloon at a waymootjust north of Rathool�s Pond.

Chalthos doesn�t provide anything toeat or drink, and guests must pump theirown wash water, stable and feed theirown beasts, and use an outhouse acrossthe muddy wagonyard out back. The fur-nishings are a fascinating mix of bought,scavenged, and clumsily home-built beds,stools, and sitting chests. Each room is litby a massive storm lantern of the sort thatnever failed Chalthos during his fightingcareer, and each room has just one touchof luxury: a painting looted by the propri-etor from somewhere in Faerûn!

The Lantern Inn and Boat Rental

The Wyvern Watch commands the westside of the ferry route, and the Lanternstands at its eastern end. The bluff, good-natured proprietor of the Lantern,Staephon Gylesman, is something of ascholar of old ballads and literature ofthe North. He makes most of his coinsrenting barges and small boats to guests

who�d like to take to water here with aminimum of fuss, delay, and publicity.

The inn is the closest thing in Wheloonto an average roadhouse, and the prices area trifle high for what the traveler gets�cer-tainly much more than those at the Wyvernacross the river. So on most nights, thewyvern fills up first, and everyone whocan�t get in there grumbles and then makesthe trip here. Large parties of travelers oftenprefer the Lantern, however. It has largesuites of rooms with their own hearths andbaths; the suites can be barred from within.Overall, the Lantern is not a bad inn.

The Wyvern Watch Inn

The largest, busiest, and most handsomeinn in Wheloon, the Wyvern is a successbecause of its location (hard by the ferryslip on the Wyvernflow�s west bank) andbecause of its owner�s generous nature.The cynical, red-faced, stout ex-warriorBuldegas Mhaerkoon keeps his priceslow. Rates are as little as a silver piece anight, with drinks, meals, and a bathincluded! (Stabling and feed is 2 cp perbeast extra.) Some horse stalls in Suzailare thrice that!

Mind you, the beer is watered, the winemore so, and the food coarse bread andsalty vegetable stews�but you can live onit. The rooms are private, warm, and fur-nished with fresh linen. Most are simplecubicles with a chamberpot, a side shelf, arow of hanging pegs, and a rope-and-strawmattress woven from wall to wall. There�sno bed; the ropes are tied to rings set rightinto the wall. But the door bolts, and thewindow can be opened. What more do youwant for a single silver falcon?

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Wormtower There�s another reason this little-known place should be in any guide to

This village of 450 or so is unknown to Cormyr: Many bards are drawn to itsmost Cormyreans, since its folk don�t travel tower ruins to gaze and pen ballads.or boast much. Named for a mage�s tower Even more dwarves come to look long-largely destroyed a century ago when a ingly at all the gold. Some, driven mad bydragon tore its upper floors apart, slew the goldlust, perish trying to reach themage, and took up residence in the ruins, hoard. Others, ancient and failing, delib-Wormtower fills a small, secluded valley erately choose to totter toward the gold,north off the Bluemist Trail and about a and find death by the guardian light-half day�s ride west of Dawngleam. nings. What hoard? Read on . . .

Wormtower�s citizens include some ofthe best coopers, carpenters, and potters Landmarksin Cormyr. From this vale of cottages,winding lanes, tiny gardens, and manytrees come everyday useful items widelyused in the Dragonreach: coffers, chests,folding chairs, shelves, lanterns, ladders,and carved trim for doorframes, stairs,

The tiny valley that holds Wormtower is amaze of crowded, steeply sloped holdsdivided by hedges, rubble walls, and flag-stone and gravel lanes. Finding one�s wayaround is hard enough, let alone distin-

and tavern booths. guishing anything as a landmark.

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There are exceptions: The road south its fingers pointing forever at the stars.that leaves the Bluemist Trail beside a These fingers are the pillars and remain-placid pond known as Wyrm Pool pro- ing fragments of stone wall. The skeletonceeds up the valley arrow-straight to end of the dragon who destroyed the towerat the gates of ruined Wormtower. There can be clearly seen inside, sprawled atopit opens east into a small market square its huge hoard of gems and gold coins. Itflanked by the village�s tavern, inn, and perished decades ago of some unknownthe Tower Shop�a trading post where but nonviolent cause, probably a disease.travelers can buy selected merchandise Beneath the dragon�s bones and thefrom most village craftsfolk or meet with hoard lie the dead mage�s bones andthem to order more goods. whatever magic from the tower that may

yet survive.

Places of Interestin WormtowerUnique Sites

The place is shunned by locals, andfew adventurers survive any attempt toapproach the tower closely. To venturewithin 10 feet of its walls invites a lightning

Wormtower bolt strike from the tumbled stones.This spectacular stone ruin stands in the Those who persist and enter are seen toheart of the vale like a giant stone hand, change into beast shapes and then vanish.

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Thrinn that bears his rune can freelyenter Wormtower.

A painting of such a passagestone hangsin the local tavern, but the original used bythe forgotten limner was shattered to dustin a duel between greedy wizards. It�s notknown if any other specimens still exist,though it is certain that Nendar had a hid-den refuge somewhere in Cormyr, com-plete with potions, spellbooks, and magicalitems for emergency �presumablyincluding a spare passagestone22.

ShopsTower Shop

Furniture and Local Crafts

This sprawling, cluttered shop burrowsinto and climbs the side of a smallknoll. It is made of a series of small,crowded rooms linked by short, steep

No one is known to have successfully stairs and unexpected archways. Lit bypenetrated the ruins and emerged cages of glowmoss, the rooms areagain with any treasure. The wards laid crammed with a wide variety of furni-down by the mage and twisted by the ture and other items made by localdragon�s own mastery of magic remain craftsfolk.strong and effective. Local legend says The proprietress, Bruima Shalut, canonly someone possessing a passage- arrange business meetings by bringingstone crafted by the dead mage Nendar villagers to her back room to meet with

22Any living being approaching within 10 feet of any part of Wormtower�s walls from any direction (in otherwords, cellar floors and uppermost spires are included) is struck by a 14d6 lightning bolt. Victims who make a suc-cessful saving throw vs. spell take only half damage.

Any solid organic mass, alive or dead, that moves within Wormtower�s walls must make successful a saving throwvs. spell each round or be affected by a shape change spell, turning the fungus, plant, or creature into a random lifeform not of its own choosing. The shape a transformed being assumes is, however, a shape able to survive in the con-ditions prevailing in Wormtower�in other words, not a waterbreathing aquatic form or one requiring extremes oftemperature for survival. Dead organic forms change shape but do not regain life.

Whenever something within the walls of Wormtower is so transformed, it is teleported without error to a randomlocation in Faerûn on the following round and then changes shape again. The transformed being receives no savingthrow against being teleported or transformed once more, but the second shape it assumes is again one that can sur-vive in its new surroundings.

These defenses have caused the disappearance of many adventurers over the years. The war wizards long agodecided to expunge all records of Wormtower and quell tales and rumors about it to stem the flow of disappearingyoung adventurers. It is thought the presence of a passagestone turns off all of these defenses in a 90-foot-radius areaof effect around the passagestone for as long as it is present.

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patrons by means of several swift- fons or hippogriffs apart from the horsesfooted errand boys. She can also tell vis- of other patrons.itors where in the valley they can buyused goods and trophies: remnants of Innsdefeated monsters and pieces of old The Dead Dragon Inn

This house is a little too rustic for mytastes. There�s only one hearth outside ofthe kitchens. That and the ill-fitting shut-ters on the windows make for a chilly

Bruima is said to defend herself withseveral enchanted flying daggers thatcan zip about invisibly, pursuing thievesuntil they can strike to best advantage.Other locals say she runs the shop in and drafty stay at any time of year and aleague with a family of leprechauns positively frigid visit in winter. The win-who dwell in hidden rooms and pas- dows lack glass, mica, or any other cov-sages at its heart. Armed with their own erings save a few cloaks nailed up byneedlelike knives, these leprechauns desperate travelers who presumably per-are themselves the flying daggers that ished of cold before morning and so didothers think Bruima commands.23 not reclaim their clothing.

TavernsThere are no chamberpots, and the

Ten Tankards Todaylone outhouse tends to be a long, longway across the stable yard when there�s

armor and weaponry once borne by theformidable and the not-so-famous.

snow on the ground. I guess that�s whythe windows open so easily.

This place is a roadhouse of the sort On the other hand, the food is deftlyfound all over Amn: That is, it is as good spiced, expertly served, and plentiful.in cellar and provender as anywhere else The inn�s staple fare is a constant supplybut possesses many modern, clean of fresh-baked bread, roast spitted fowl, abooths and multiple taprooms rather plethora of soups and stews, and specialthan a single smoke-filled venue. Thefare here is light and salty; it is designed

additions provided by local hunters. Thenonstop bread-baking makes the inn

to make one drink ever more. smell wonderful.Because of its modern multiple booth- Named for the impressive draconic

and-taproom design, Ten Tankards has skeleton its upper windows overlook, thisbecome the meeting place and common inn is staffed by several semiretiredbusiness office of all Wormtower. The bands of adventurers. They are ready forsignboard, a circle of ten upended, suds- and capable of dealing with rowdiness.dripping pewter tankards, is unmistak- They are also quite proud of the fact thatable, and the hitching trough out front is King Azoun and Wizard of the Courtusually crowded with all manner of Vangerdahast once stayed here and pro-mounts. Visitors are asked to tie up grif- nounced the inn �delightful.�

23This is true, Elminster asserts. That is, Bruima does share the shop with leprechauns rather than having mag-ical daggers under her control.

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The Heartlandshe heart of the Forest King-dom is the King�s Forestand the villages and townsin and around it. TheKing�s Forest is an old,

deep, beautiful woodland of ancientmoss-cloaked trees, deep and hiddenravines, magnificent stags, and endlessfirewood. Most folk picture the green vast-ness of the Ring�s Forest when they thinkof Cormyr. Its presence makes Cormyrwhat it is: among other things, one of themost beautiful realms in all Faerûn.

No travel writer could say too muchabout the huge, glorious Ring�s Forestthat almost entirely covers the heart-lands. It�s large enough to spend a life-time wandering around and holdsmany communities of satyrs, pixies,korred, and even elves and halflings notcovered in this or any human guide-book. At least one such territory locatednot far east of Waymoot, the dryadrealm of Aloushe, considers itself anindependent, sovereign realm. Itsqueen, Radanathe, told Vangerdahast sowhen his questing surveillance spellsdiscovered her and he issued a long-range challenge.

Cormyrean legend abounds withtales of crumbling, forgotten ruinsburied under the greenery and leafmold of the depths of the Ring�s Forest,and some manors of long-ago nobleshave certainly been found over theyears. Who�s to say what secrets theheartlands may yet hold?

SmallSettlementsMost named places in the heartlands are worthy of full entries in this book, but thereare some I�ve slighted because of lack ofspace. For travelers� reference, here arenotes on a few of these communities:

Gray OaksOnce known as Black Oaks, this village of400-odd halfling folk was almost entirelydestroyed by fire and fell magic during theTime of Troubles. It was then decimatedagain on one dark occasion when (accountsdiffer) a powerful priest of Cyric attackedseveral war wizards, or a Zhentarim mageand a priest of Cyric struck at some war wiz-ards, or a force of war wizards tried todestroy a party of Zhentarim mages and oneof them turned out to be Cyric himself!

About all that�s left of the communitytoday is blasted ruins inhabited by somehalfling woodcarvers and a few hardyhuman families who eke out a living gath-ering the mushrooms and glowing mossesthat grow on the rocks hereabouts.1 OnceGray Oaks was known as the �breadbasketof Northbank,� the halfling-settled farm-lands on the north side of the Starwaterand south of the King�s Forest. It was thelargest farmers� market in all Cormyr.Today, a few new storage sheds have beenbuilt to shelter foodstuffs waiting for cara-van wagons to pick them up, but Jester�sGreen farther south has usurped the status

1A distillate of the glowing moss is used in many spell inks and in various magical items concerned with luminescence.

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of being first among markets that GrayOaks once enjoyed.

Aside from the ruins, there�s also a smallinn here, the Trailswatch. It is used by Suza-ilans of middling means who�ve purchasedone of the few hunting licenses granted tocommoners each year. Guides trained andthemselves licensed by the Crown (andwidely and rightly believed to be undercoverPurple Dragons) dwell more or less perma-nently at the inn and operate out of it. Theyguide licensed hunters on well-used trails.The guides have a deepspawn hidden in aforest cave about a dozen miles north of theinn that produces deer, boar, and bear forvaunted hunters to bring down.

If you get the idea that I�m not thrilled bythe quality of the Trailswatch, you�re right. Despite the snarling-headed pelts of gigan-tic forest owlbears and wolves that adornevery wall, floor, and ceiling of the placethat isn�t covered by a tapestry showing aking of Cormyr hunting boars, wyverns,and even lions from horseback in thedeepest forest, it has the look and the foodof an institution. Even the squirrels proba-bly report back to Vangerdahast. Hmphh.

HilpThis bustling town stands at the meeting ofCalantar�s Way and the Way of the Manti-core. Hilp is named for a long-ago courtjester of Cormyr who was granted exten-sive farmlands at this site. The town is acrowd of tall, narrow, slate-shingled shopswith homes above them that keeps out-growing its defensive walls and stragglingalong the two major roads in all directions.

It�s a boring, business-bent place ofgrasping folk trying to gouge every last cop-

per out of customers and each other withnary a shop of interest save for two places:the Slipper Shop and Handiber�s Stelk Farm.The Slipper Shop is run by a kindly old�and I mean old — elf crone who talks ofMyth Drannor as if it were built yesterday.She sells cosmetics, herbs, scents, poman-ders, medicines, and even magical potions(if asked nicely and properly) all packed incomfy embroidered cloth slippers.

The gruff, dry-humored Handiber actu-ally only has a sale outlet in Hilp. His farm,where he grows stelk in three well-fencedfields, is at the edge of the woods nearby tothe west. Stelk is a shrub about the size of alarge man�s fist and looks like a cluster oftiny brown or bronze cabbage heads. It is anoily, bitter, skunky plant according to the fewhumans who�ve tried it, though a few dwarffamilies have a frybread recipe that uses it.

It is, however, the best sort of fish baitgoing. All aquatic freshwater and marinecreatures, from tiny streamflicker min-nows to dragon turtles, love it. Coinciden-tally living things that eat it lose anycapacity to generate or discharge electric-ity they may have. It�s thus extremely valu-able in the control of electric eels, as it hasproven at Nesmyth to the southeast.2

Stelk commands high prices. The plantsHandiber grows are staying effective inattracting fish longer and longer as hebreeds ever-stronger varieties, allowingmerchants to transport the stelk farther andkeep it longer. Stelk grows on the shores ofthe Lake of the Long Arm and at a few otherlocales around Faerûn, but Handiber�scrops, thought to have been transplanted bya mage teleporting from the Long Arm yearsago, are the best and the closest to easytransport and large markets.

2See the chapter in this guidebook on the coast.

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Some call Handiber the �Father of AllFarmed Fish� and credit him with feed-ing and fertilizing many remote northerncommunities with fish transported fromDragon Coast net-fenced bay hatcheries.But I ask you: Just how excited can youget about a plant only fish love to eat?

Minroe Before the gem lodes ran out and medusaemoved in, this small village was a bustlingmining center. Hidden in the foothills of theStorm Horns due west of Waymoot, it�shome to a few families who keep goats forthe milk, meat, and cheese, and collect pixiecap mushrooms for sale in Suzail.3

The mountain caves and old mine delv-ings where the mushrooms grow wereadopted as homes by medusae about 20 win-ters ago. Things quickly got deadly for themushroom hunters and, soon after, for allthe villagers. Various tactics failed to neutral-ize the medusae, until someone discoveredthat hedgehog shriekers growing in the deep-est of the caves screech only when medusaeapproach. (Hedgehog shriekers are a speciesof the giant shrieker mushroom that are cov-ered with sugary hedgehoglike fur.)

The ambulatory fungi are now carriedalong by Minrovan mushroom hunters,and most of the houses in Minroe now haveshrieker gardens. These gardens are walledenclosures filled with aromatic rotting veg-etables and dead fish mixed in the richestblack river muck the Minrovans can bringin. A small freshwater pool is created ineach of them, using magic to seal the banksagainst seepage, if necessary, and a stone

trough is installed and filled with a paste ofcrushed beetle larvae. Two or three cap-tured hedgehog fungi are perfectly happy insuch an environment and warn effectivelyof a medusa attack.

As a consequence of the hedgehogshrieker usage, the medusae are dwindlingin numbers. Without human meals to usefor primary sustenance, there just aren�tenough rock rats and cave snakes to feedthem. The grisly vale of petrified villagersthat used to stand west of the village is nowempty; the remains were stolen by Zhen-tarim agents for use as spell components.There�s now nothing exciting about thesmelly cottages of Minroe or the wary,always armed folk who dwell there, asidefrom pixie cap mushrooms and hedgehogshrieker fur. (The �fur� is now gaining favoras a dessert garnish on nobles� tables. A lit-tle spread on a biscuit is a delightful treat.)

PlungepoolAsk most Cormyreans how many rivers runthrough the King�s Forest and they tell youjust one�the Starwater. Foresters, elves,and a few Purple Dragons know there�s asecond river, the Sharragh (pronounced�Sh air -a�). It rises in the rocky woodlandseast of Espar, runs southeast through denseforest for several miles, and plummets inthe depths of the earth at Plungepool. Thiswell-like natural limestone shaft swallowsthe River Sharragh in an endless, spectacu-lar waterfall whose roaring never fades.Mists always fill Plungepool, and a rich gar-den of ever-drenched mosses and plantscarpet its slippery crumbling walls.

3Pixie cap mushrooms (sometimes known as fairy cap mushrooms) melt on the tongue and taste like buttery,nonbitter walnuts. Sun-dried specimens sell for as much as 50 gp each to gourmands and gourmets. For more onMinroe, see the Monsters chapter of The Settled Lands booklet of Elminster�s Ecologies.

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The Sharragh�s punishing descent endsin a free fall through the darkness of a hun-dred feet or more through the upper air ofa gigantic natural cavern and into a vastunderground lake. This is Lake Thalmiir,named after its discoverer, a half-elvenexplorer and miner of Immersea. The roil-ing violence of the falling water makes thewaters of Lake Thalmiir rich in oxygen.The waters are home to many fish and towater fungi that glow weirdly in the darkdepths. I�m told by recent explorers thatThalmiir in turn drains into another,deeper lake, Daerbraun, which is fished bydrow who dwell in a subterranean citynearby and who consider Daerbraun theirprivate territory.

Most travelers never see the wonders ofPlungepool, but it�s one of the most breath-taking locales I�ve ever observed. Be warned:Stirges inhabit the skypines that grow thicklyaround the damp verges of the shaft, andthe shaft�s slick sides make climbing downfor a good look or to harvest some of therare flowers and plants that grow so pro-fusely here extremely dangerous.

ZundleThe now-vanished village of Zundle ismarked only by a pump and a sagging,open-walled cowshed used by many travel-ers on the Way of the Dragon. The pumpand shed stand on the west side of the roadat the southern edge of the Ring�s Forest.

I mention Zundle for two reasons. Thepractical one is the prevalence of garnets inthe rocks here. Many an idle or poor way-farer has spent a profitable day or two pry-ing gems out of the rocks to sell them innearby Suzail. Gemhunters should beware,though, since a mimic or other creature

able to hide has taken up residence amongthe rocks and begun dining on humans!

The other reason I mention Zundle isthat it is famous�or infamous�inCormyrean lore as the fabled home of dull-witted bumpkins. �A real Zundle party� isoften used to describe a disorganized orboring event, dinner, or affair. �He�d cutquite a dash in Zundle� or �All the boys�d beafter her in Zundle� are terms used todescribe someone very dirty, disheveled, ordressed in ridiculous costume. �Are ye sureye�re not from Zundle?� is used in place of�Are you crazy?� or �Do you really believethat? Well, you are an idiot!�

The folk of Zundle are believed to havebeen a bit slow-witted. The village was ulti-mately destroyed after an unusually brighttroll who�d mastered a smattering of thecommon tongue by eavesdropping oncamped wayfarers convinced Zundle�s lonecattle sentinel to douse his fire one night,since it was hurting the troll�s eyes. Theobliging idiot did so, and he was promptlyswarmed by two dozen trolls. They didn�tquite kill him in their haste to get on anddevour the rest of the sleeping village. Thesentinel fled to tell his tale, and the PurpleDragon patrol he met galloped to Zundlejust in time to find a village elder obliginglytelling the bright troll all the hiding places,cellars, and suchlike that he could remem-ber while other trolls scrambled to checkeach one in turn.

Rumors have circulated that years later arenegade priest of Waukeen once buried atemple treasury he�d stolen from Westgatein a Zundian paddock shortly before pursu-ing temple agents caught up with him. But,in truth, this could never have happened,since after the trolls were slaughtered, thevillage of Zundle wasn�t rebuilt.

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AunkspearThis village of 670 or so horse breeders andcabbage farmers stands atop and between acluster of three hills northwest of Immersea,just off Calantar�s Way. It�s named for itsmost famous son, a long-dead common sol-dier who was born there, lived throughmany battles, and finally retired there. Hegained fame for his laconic utterances suchas: �Horses eat better than soldiers�and areissued more clothes to wear, too� and thewidely known Faerûnian saying �Any battleye survive is a great victory.� Few folk, evenin Cormyr, know the full, dry context of thatlast remark, which is as follows:

KING GALAGHARD III OF CORMYR: �Only threehundred of us left? What a disaster!�

AUNKSPEAR: �Nay lord, �tis a great victory.�KING GALAGHARD: �A victory?�AUNKSPEAR: �Aye. Any battle ye survive is a

great victory.�

Several Obarskyr kings came to admireAunkspear�s plain speech and fearless headin battle, and he became an unofficial battlegeneral in northeastern Cormyr. Today hisresting place is marked by a stone that bearshis name, his arms, and an inscription. Thearms were granted to him by King Bryn-tarth II and consist of a two-headed flyingfalcon and the motto: �I see both sides, andsay so.� The inscription reads:

Here lies a man who served Cormyr wellAnd spoke with kings as a friend.And when at last his death befellHe went contented to this end.

Though it�s pleasant enough to the eye ofa traveler undemanding of amusements,Aunkspear may seem unimportant andunimpressive today but it was once an

important place, though it was just as smallas it is today. In the reign of Pryntaler,Aunkspear was the site of the royal mint.Jathos the Bold, the local smith, wasempowered to strike coins for the realm.Just why this privilege was granted to himhas always been a mystery, though courtgossip of the time�and local lore today�whisper about Pryntaler and Alaethe, thesmith�s beautiful daughter. She neverwanted for money and over the years hadsix sons who all looked like the king. To hergrief, they grew up, went off adventuringand were never seen again.

When Jathos grew tired of slaying would-be thieves and too old to enjoy swinging hishammer all day, the mint was removed toSuzail, and soldiers took apart the smithy tobe sure that no coins had been forgottenover the years. They found nothing, butevery year in Aunkspear some fortunate folkfind a few �free coins� when tilling.

The local inn is named after a lucky plowused by a local farmer that turned upburied pots of coins at least three times,allowing its owner to retire young and rich.That farmer Thallos Indemeir, died some20 years ago under mysterious circum-stances. He was found sitting in his favoritechair, pipe in hand, but his mouth andlungs were full of water, as if he�d drowned!No trace of his savings were ever found. TheIndemeir fields, now owned by a close-mouthed farmer by the name of Chryth, arenowhere near the site of the former mint.

Alaethe also had a daughter whom shekept hidden after her sons vanished. Thatdaughter, Crownhilde, later married intothe Korvan family. Today the Korvan car-pentry shop is called Royal Blood Carvers &Carpentry in her honor.

Aunkspear is also the place to buy gray

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geese, if you�ve a mind to. Local breeder and chests, and whittle hideous little dancingAmbratha Suren rears the largest, tastiest, dwarves as ornaments to the be sold to theand most heavily feathered such birds in tasteless and given as gifts to the unwary.all Cormyr. She also smokes a truly fiercepipe, and I saw her hurl a pranksome Innsfarm hand twice her size over a fence and The Golden Plow

into the duck pond with my own eyes!

Places of Interestin AunkspearShopsRoyal Blood Carvers & Carpentry

Carpenters and Woodcarvers

This sawdust-choked mess of barns and tim-ber is home to the ever-busy eight Korvanbrothers. They make adequate stools, chairs,

The plow is an adequate roadhouse, thoughthe roast goose is�as might be expected�excellent. The taproom is pleasant andserves good ale, but neither the atmospherenor the drink challenges the eye nor excitesthe mind. The Plow is a good place for a restful sleep if you get lodgings at the back,away from the road. Beware taking south-ern rooms where the rumble of carts andother noises from late arrivals can be heardmost nights through.

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Blisterfoot InnThis inn stands east of the grassy ruins ofCrownpost, a fortified stable on the roadbetween Immersea and Arabel. Crownpostwas once a base for Purple Dragonsdefending the grasslands of the realm andlater a staging stable for war wizards, king�smessengers, and Purple Dragons ridingCalantar�s Way in haste. Here tired mountswere swapped for fresh ones andexhausted travelers could find a safe bunkfor the night. Crownpost consisted of tworings of grass-covered earthen banks witha ditch between them and a palisadecrowning the inner ring. The palisadeencircled a well, a barracks, and stables.

The fortress was abandoned 20-odd win-ters ago after a violent lightning storm thatmay not have been born of natural causesraked it with repeated lightning strikes. Thelightning burned down and blasted apart allthe buildings to reveal hitherto-hidden irondoors of ancient and massive make that hadbeen hidden in the stable cellars.

The doors led into a subterranean wiz-ards� lair of vast size but unknown loca-tion�one chamber is linked to the nextby means of gates. The lair was the homeor prison of many enchanted creatures,and they erupted into Cormyr. Only a des-perate whelming of the war wizards savedthe realm from becoming a mass grave-yard roamed by killing things.

In the titanic battle between the war wiz-ards and the enchanted creatures, the firstknown wild magic area in Cormyr was cre-ated. Its perilous effects govern Crownpostto this day, and strange monsters of all sortsroam the area Flying chimerae seem topredominate, but all shapes have beenreported. All of the creatures are able to

phase into or out of visible, solid existence.The lair beneath the ruined fortress is so

vast that after over 20 years of diligent workthe war wizards have still not finishedexploring it. A staff of power and a staff ofswarming insects are known to have beenbrought out of this place by war wizardexploration teams as well as many chests ofgems and gold coins to bolster the royaltreasury. It�s also confirmed that several warwizards perished in traps in the under-ground lair, though exploration teams arestill sent down there every spring.

All of this has made Crownpost ashunned place. The farmer who owned thenext hill to the east, one Buer Eltagar, hitupon the idea of opening an inn to housethe traffic Crownpost had serviced and theexplorers now coming to search the ruinedfortress. Despite several lean early years, theBlisterfoot Inn has been a success. Its popu-larity took off after Eltagar journeyed toSuzail and Arabel to advertise it, handingout free maps with offers of hall-pricestopover bills to the first 40 mapbearers toshow up at his doors. Today traffic onCalantar�s Way hurries past the monster-haunted hill, warned by signboards tellingof the raiding monsters and by numerousgrave markers that show the fates of somewho scoffed at such things. A side trailswings around the haunted heights ofCrownpost in a wide loop and links the Blis-terfoot Inn with the main road.

Eltagar�s original inn was simply hislargest and best barn, but the innkeeper hasproved brilliant at promoting his establish-ment over the years. First, he gave it itsmemorable name. �Blisterfoot Inn� sticks inpeoples� minds. Merchants from as far awayas the Vilhon and even Amn and Chessentawho hear of it remember it. Next, Eltagar hit

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on the map advertising idea and has sinceused more recent poster campaigns innearby cities, portraying the Blisterfoot as aplace at which young folk in love meet andfrolic. Then Eltagar came up with his bestpromotional scheme ever. The farmer hitupon the idea of luring artisans fed up withthe high costs of living in Suzail andMarsember to his inn by offering to buildthem free accommodation and give themfree access to water and grazing land. Elta-gar sold the artisans their shops for 1 gpeach long ago but has always refused to sellany land to a potential rival innkeeper.

Over the years, a little walled village of

the artisans stays at the inn and drinks atthe Wizard�s Pit tavern, which is run by Elt-agar�s sons, Orbril and Brendeen, andnamed for the dangerous Crownpost lair.About 80 folk dwell at the Blisterfoot Inn vil-lage year-round. At the height of trade sea-son, minstrels, horse dealers, and portersshow up and are hired on, and the residentpopulation increases to 130 or so.

Eltagar�s daughter Arlareene, posingas an agent for a variety of shadowy mer-chants (whom I suspect are all Eltagarhimself), has been quietly buying up allthe farmland she can around the Blister-foot and using it to grow food for the inn.

artisans (silversmiths, potters, armorers, Not only does this bolster the inn�s foodcarpenters, and glassblowers) has grown supply, it prevents any competitors fromup around the inn and attracted trade to it. building an inn, stables, or shops outsideEveryone who wants to do business with the village and undercutting the slowly

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but steadily rising Blisterfoot prices.In recent years Eltagar has been hiring

mages of minor power to instruct him inthe rudiments of magic with an eye to pro-tecting himself. There are rumors that he�sbeen making deals with the war wizards todefend his moneymaking inn. In return,they are to be given lodgings to use forcovert activities such as the continuingexploration of the Wizard�s Pit. I look for-ward with interest to see what this cunningman gets into next.

Places of Interestin Blisterfoot InnShopsThe Arrow in Flight

Bowyer and Fletcher

This tiny shop is the home of an expertarcher, Shargla Quarraen, who retiredfrom Purple Dragon service to become anaccomplished bowyer and fletcher. Sharglaworks each day through, patiently makingarrows from stock cut for her by half-elfpartners. A visitor to her shop can almostalways choose from several score of fullquivers and a dozen or more bows of vary-ing sizes and types. (A full Cormyrean battlequiver holds 21 shafts.)

Shargla defends herself with the aid ofsix enchanted flying daggers. One issheathed down her bodice, and the otherfive are normally hidden among the raftersand shelves of her shop. They fly to strikefoes at her silent mental command andhave laid low several thieves over the years.4

The Black Bottle Pottery

Potter

This dusty shop is crammed with shelves ofpots, jugs, and jars. Most are plain, sturdyeveryday ware, but there are a smattering offine-looking show items. The trademarkblack bottles sold here are triple-thick,almost-unbreakable belt flasks whose out-sides are sealed with a glossy black glazewhose making is a trade secret. At 1 sp, suchflasks are a bargain. They come with corksand strips of sealing gum, as do the largetransport jugs that are the shop�s most popu-lar items. Merchants buy the transport jugsby the hundreds for use in caravan trade ofbulk wine and oil.

Three gnome families own and runthis shop. The working head of the placeseems to be a long-bearded elderlygnome by the name of Tharthose, but heis known to all as �Tar-nose� because ofhis large and dark proboscis. If you�reoffered a delivery date that seems too latefor your purposes, talk to Tar-nose�andtell them Volo sent you.

Borgil�s Bold Buckles

Bucklemaker

This tiny shop is the abode of Alam Borgil, abucklemaker from distant Icewind Dalewho never tires of telling folk how lucky theyare to be in a realm that gets warm some ofthe time. Borgil�s shop is crammed withbuckles of all sorts, from bone toggles toelaborate, curlicued, metal cummerbund

4These animated weapons strike at foes Shargla concentrates on.Flying Daggers (6): AC 5; MV Fl 21 (A); HD 1+1; hp 9 ea.; THAC0 17; #AT 2; Dmg 1d4; SA can strike crea-

tures hit only by +2 or better magical weapons (+2 to attack; no damage bonus); SD Shargla�s control overthem cannot be affected by any spell or psionic means; SZ T (6�); ML fearless (20); Int non (0); AL N; XP 65.

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bosses that conceal tiny knives and coinpurses. Alam and his large family makeeverything and merchants have taken tobuying up fistfuls of his best buckles for salein Sembia. As a sideline, Alam�s wife Halyamakes and sells tallow dipped candles.

The Crystal Wyvern

Glassblower

The Wyvern is a nightmare for clumsyfolk to visit because of the breakablebeauty on all sides. (Watch out behindyourself if you�re wearing a scabbardedblade!) This cluttered shop has only onedisplay, but it�s a spectacular one: anexquisitely crafted and polished 3-foot-long model of a wyvern turns slowly andendlessly in randomly directed stateli-ness in midair in the center of the shop.The wyvern is magically levitated, ani-mated, and lit by an internal blue-whiteglow. It presides over a workplace lit-tered with glittering glass dust and frag-ments. Here Anablasker Thurim and hisdaughter Teska blow glass lamps, fig-ures, candleholders, dishes, and hoodedovals that they subsequently coat with sil-ver to make fine mirrors. If the Thurimspull on one of several fine cords, theycan upend a cage of deadly glass shardson thieves who are leaving by the door.

Erik Longeye, Helms and Hilts

Specialized Armorer

The short-tempered, brilliant armorer ErikLongeye hails from the High Dale, wherehe developed speed and skill in craftinghelms at his father�s armory. He now�for

stiff fees�makes custom helms and per-sonalized sword hilts. The sword hilts arefitted to finished blades brought to him.

The nobles of Cormyr love Erik�s work.The horns, wings, and snoutlike visors ofErik�s helms are quite striking. His worknot only makes an exclusive fashion state-ment, but since it features the badge of thenoble who commissioned it, it makes thenoble seem wealthy and discouragesthieves. Erik gives the nobles swift results,his style is debonair and unique, and hiswork is not only fashionable but hard todispose of if stolen. Where�in Cormyr atleast�would you find a buyer for a partic-ular noble�s weapon?

Hornscars Armory

Armorer’s Shop

This noisy, busy place is a traditionalarmorers� shop adorned with hangingsuits of full plate armor that are widelyrumored to be helmed horror guardiansthat Eldram Hornscars can animate with asingle word. (He actually does so everynight to leave them on sleepless guard.) Astaff of a dozen smiths, most of them Horn-scars�s sons, is kept busy turning outshields, gauntlets, and body armor for thePurple Dragons, nobles, other customerswho show up to place personal orders, andarms merchants active around the InnerSea lands. The Purple Dragons have astanding order for a set number of pieces ayear in accordance with King Azoun�s pre-paredness policies for arms and armor.Hornscars work can readily be identifiedby the Hornscars stamp on each piece thatlooks like a pair of bull's horns. It�s notcheap, but it is good work.

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Jarn�s Place

Woodcarver

A smell of fresh-cut cedar pervades thisshavings-strewn shop. Here Ubargh Jarncrafts stools, beds, strongchests, and otherpractical everyday items, from crutches tobuckets. He even does emergency wagonrepairs out on the road or takes worn orcrippled wagons in trade as partial pay-ment for new carts and sledges of his own

making.Jarn has two stone sheds where his wag-

ons and other large items are stored. Heemploys over 20 woodcarvers. Jarn�s skill iscomparable to the best workaday carpen-ters of Waterdeep and the cities of Amn. Hisspecialties are finely finished hand-carriedcases and stand-up wardrobes.

The Silver Feather

Silversmith

This tall, narrow shop boasts three floorscrammed with silver jewelry, from tinynose rings and snuff boxes to massivechandeliers as tall as a man. Many of thechandeliers hang in the center of theshop�s central stairwell. One is a beckoningmermaid of breathtaking beauty and life-like appearance that I�d have in my ownhome in an instant if I�d 4,000 gp to spare.

Belert Massingham crafts all of thisbeauty on the premises. He specializes inpectorals for ladies to wear on grand occa-sions and in sculpted figurines of ladies insomewhat smaller than life size (which areusually affixed to newels to astonish�andin some cases scandalize�guests). Belert

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protects his wealth by undisclosed means.I suspect that he�s purchased an expensivespellweb or similar magic to link severalwands that are mounted at various loca-tions around the shop to his command sothey can be fired simultaneously and with-out being touched by him.

TavernsThe Wizard�s Pit

This rather dull, overly clean and brighttavern is divided into curtained booths. Itis that rare thing: a drinking spot that it�ssafe to take prudish folk and small chil-dren into. A bored-looking trio of min-strels play soft background musicceaselessly to mask the conversations, andI swear the barkeeper slips sleep-inducingpowders into the �last drinks� of overlyaggressive drinkers to sink them into quietslumber.

This somnolent atmosphere makes thePit a great place to relax or to meet andtalk business, for which purposes I highlyrecommend it. For hearing lively tales orgossip, enjoying a sing-along, brawling, orrelishing the company of ladies who likeevenings out, it�s a disaster. I heard oneadventurer say to another as they bothleft: �I felt like I was in a temple. Let�s gosomewhere where we can roll in the dirt.�

InnsThe Blisterfoot Inn

Eltagar�s pride and joy has come a longway since it was his best barn. Now it�s ahuge, recently built stone building ofmany shuttered windows, corner turrets,

and splendid canopied beds. Glowingglobes fitted with their own pullcord cur-tains to darken the rooms for slumberilluminate the best rooms. Fireplacesadorn every third room, and the chim-neys rise up the outside walls of the Blis-terfoot like a row of stone spears.

The kitchens serve superbly preparedbut rather bland fare. Roasts or geeseaccompanied by rice-and-sauce dishesthat are heavy on the diced carrots, pota-toes, greens, and mushrooms are a typicalmeal. I took refuge in the garlic butter andbasket of hot crumbly rolls that�s served toeach diner. Expect no culinary delightsand no disastrous meals and you won�t besurprised.

You can eat in your room or in one offour small, cozy dining rooms rather thanin a single cavernous common room.When I was there, visiting Purple Dragonshad taken over one such dining roomentirely, but I did notice that one of theother dining rooms held quiet, solitarydiners and the loud and hearty were gath-ered in yet another.

The professional escorts missing fromthe Wizard�s Pit tavern can be found here,on an upper floor of their own that�s fur-nished with huge hanging red and ambercandle lamps shaped like giant diamonds,lots of curtains, fur rugs, and large cush-ions. There are even two back stairs toallow guests to visit the escorts discreetlyand a third that avoids the escorts� apart-ments and leads only to a private meetingroom that can be rented (and the doorbarred) for long and sensitive negotia-tions. (There are rumors that the innrents seats in a secret passage that allowseavesdropping on the meeting room forvery high fees.)

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DhedlukThis village of 370-odd folk stands at themeeting of Starwater Road and Ranger�sWay, a short trail through dense forestthat links Dhedluk with Waymoot to thesouthwest. Some upcountry folk stillrefer to this community by its formername of Dheolur, which it was calledafter the noble family who once dwelthere. That clan no longer exists after sid-ing against the Crown once too often.Dhedluk is the surname of a local wood-cutter who stood against them and wasmade king�s lord of the place in recogni-tion of his loyalty.

Dhedluk today is a pretty place of logcottages nestling in the trees, tiny fern

expansion of cleared land is strictly regu-lated (in recent years, that really means�forbidden�), and the village is sur-rounded by bogs, so Dhedluk remains awaystop community of skilled wood-carvers and herbalists. Three small quailranches and another that rears importedboobries operate in the village. Some ofthe boobries wander freely around thevillage, keeping it clear of snakes andother vermin.

LandmarksMost travelers know Dhedluk for its onlyvisible industry: the Blushing Maideninn. It�s run by the affable if hard-nosedking�s lord of Dhedluk, the retired adven-

gardens, and small crop allotments. The turer Thiombur. I like to chat with the

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man; he�s always good for one more col-orful tale about his days in the Fair For-tune Freeswords, who seem to havetamed most of Tunland and theStonelands in their day�though bothareas have regrettably returned to a per-ilous state since. Be aware, though, thatevery word said to Thiombur may find itsway forthwith to the ears of King Azoun,Vangerdahast, or one of their agents.Moreover, I suspect there�s a gate linkingthe Royal Court with Dhedluk. In severalcases I�ve heard of, senior court officialsappeared on the scene, seemingly out ofnowhere, when Thiombur needed theirauthority to deal with rather antisocialThayan and Zhentish trade delegations.

Dhedluk is truly beautiful, a place ofdappled sunlight, flittering and callingbirds, and gigantic trees girt with mosses.A lot of dreamy nobles and seasonedPurple Dragons alike seem to retire here.With the shortage of available homes,prices of cottages here tend to be higherthan those of prime-location shops inSuzail�I�ve heard of small stone andtimber huts going for 16,000 lions! Dhed-luk�s beauty also seems to captivateCormyreans with odd ideas: It is homeboth to the Women of the Woods and asinister underground cult known as theHigh Hunt.

The Women of the Woods are outlawswhom King Azoun tolerates and evenbefriends. They�re under royal protec-tion, but Vangerdahast has obviouslyissued orders that they be constantlywatched and harried�in contradiction

of the king. These women believefemales should rule Cormyr and allrealms. They have eluded the clutches of

locals, who long ago wearied of theirraids, because they inhabit the ruins ofMeliyekur�s Magical Museum, a crum-bling old manor house that was turnedinto a museum of magic by its last owner,an eccentric noble. It stands in thedepths of the forest west of the village.

The Museum is protected by magicaltraps that levitate and paralyze intruders.Their motionless bodies float forever ondisplay in midair, freezing in winter, rot-ting the following summer, and persist-ing as skeletons thereafter. One of thereasons the authorities tolerate the con-tinued existence of this dangerous semi-ruin is that it gives foes of Cormyrsomething to explore. It has slain many ayoung and ambitious agent of the Zhen-tarim, the Cult of the Dragon, and theRed Wizards of Thay.

The Women of the Woods have madefull use of the Museum�s magical items,and at least one of them is a mage ofsome prowess. From a safe distance, Isaw one bathing in a forest pool. When aPurple Dragon burst upon her withdrawn sword, intending to capture her,she calmly crushed him with a huge treethat she uprooted and hurled with onewave of her hand!

The Women of the Woods steal food,drink, clothing, jewelry, and useful itemssuch as axes, pots, pans, and knives dur-ing their raids on Dhedluk. It�s thoughtthey have a captive deepspawn5 in theMansion; certainly the Women neverlack for venison and don�t bother to huntanything. Purple Dragon patrols cau-tiously skirting the Mansion often reportencountering the smell of roasting veni-son wafting through the trees.

5See the MONSTROUS MANUAL� for a discussion of deepspawn.

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The Women are at least two dozenstrong and are led by Vandara �the Vixen�Thulont, a lass of wealthy Suzailan mer-chant birth who once loved Thiombur.The breakup of their romance droveVandara to recruit other women dissatis-fied with their men and found theirwoodland fellowship. The traveler iswarned that Thiombur doesn�t takekindly to queries or talk about Vandara.Further, Purple Dragons regard ques-tions about King Azoun�s relationshipwith the Women as some sort of secret ofthe realm to be sharply guarded! Is Van-dara of royal blood? Is Azoun her sire, aswell as her sire? I�d be interested in hear-ing from anyone who learns or is willingto talk about this matter further�in theinterests of updating this entry for futureeditions of this guidebook, of course.6

The other notable outlaw organizationactive around Dhedluk does not enjoyroyal favor or protection. The High Hunt isa decadent cult embraced by certain oldfamilies in Cormyr. It numbers some hon-ored nobility among its members. Cultmembers firmly believe the vitality of theland can only be renewed by sacrificialslayings of Cormyreans of noble blood�at least one annually. A sacrifice need notbe a willing victim and is hunted like astag through the King�s Forest by the cultmembers on a moonlit night.

Such hunts traditionally begin inDhedluk. To stop Thiombur and the Pur-ple Dragons from discovering them,recent victims have been treated withsilence and repulsion magics to drivethem forth from the village speedily with-

out raising an alarm. In former times,more than one victim tried to hide in thevillage, and the hunt soon became abrawl through the night streets as PurpleDragons and travelers or adventurersroused from their sleep in the inn foughtcultists. King Azoun outlawed the cultearly in his reign, when it became appar-ent that certain unscrupulous nobleswere using it as an excuse for murderingrivals. The severe penalties for kidnap-ping and confining nobles for any reasonalso date from this judgment.

Some High Hunt members use masksdecorated with stag antlers, and the cultsymbol is a point-down vertical daggertrailing three drops of blood off in an arcto the left. Fanatical cultists prick eachother to draw at least three drops ofblood whenever they meet on cult busi-ness, which is usually to discuss who is tobe the next sacrifice. Travelers arewarned not to consort with folk theybelieve to be cult members and never tolet on they�ve seen any cult rituals ormeetings. The first is a crime, but thesecond usually brings swift death at thehands of cult members bent on protect-ing their privacy.

Places of Interestin DhedlukInnsThe Blushing Maiden

The Blushing Maiden is the sole land-mark of Dhedluk. This rustic wayhouse

6Before Elminster took an editorial cleaver to Volo�s original text, it was liberally studded with these not-so-slyreferences to later versions of the guide. Volo obviously believes in selling the same work over and over again. TheOld Mage merely lifted an eyebrow and then winked when asked if Azoun might be Vandara�s father.

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sprawls through the trees, its (sound-proofed!) private rooms offering breath-taking views of forest scenery. Each roomhas its own fully equipped bathroom asluxurious as those of some inns in fabledWaterdeep, and pelt rugs of (mostly) owl-bear and wolf fur are everywhere.

One of the long, dark passages in theinn has fully a hundred paces of one wallcovered with a single huge forest hunttapestry of exquisite workmanship. Thishanging, reputed to be elven in origin,glows with its own enchanted light. Somefolk say distant stags woven into thescenes move about from time to time.Others, the good mage Elminster amongthem, say the tapestry holds many gatesto and from other places in Faerûn andeven other worlds!7 These hidden doorsare usable only by those who know howto evoke their magic and are accessed bystepping into (through) the weave at theright spot.

The Blushing Maiden is named for thenow-dead leader of the Freeswords, thesorceress Aradaera �Ravensong� Tinshar,Thiombur�s first great love. Her phantomimage�crafted by the best Sembian illu-sionists whom Thiombur paid over50,000 gp!�appears in the entrywayfrom time to time, dark-eyed and smil-ing, in a pearly gown that leaves little tothe imagination of the viewer. In life,Aradaera was a fighting mage of greatskill and even greater boldness, and sheonce fireballed her way into a beholder�slair, coolly debated with the eye tyrantuntil her fellow Freeswords were in posi-tion to attack, and then charged themonster!

Aradaera�s nickname comes from herfavorite alternative shape: a singing raven.She adopted it after seeing the Simbul,Witch-Queen of Aglarond, swoop intoAzoun�s presence in raven form to con-front the astonished monarch over a mis-taken interpretation of a trade treatybetween Cormyr and Aglarond. The Sim-bul explained her own view curtly, dra-gooned the young king into acceptingadditional clarifying wording on the spot,and departed, pausing in raven form tocorrect a minstrel who�d been singing allthis while by singing the selection herself.Thiombur was also present at this inci-dent since Aradaera and he were securingthe Freeswords charter at the time, andhe never tires of telling this tale. One awedservant told me that several winters agohe was telling it to a group of travelerswhen one of them said softly, �Aye, that�sjust how it befell. You have a good mem-ory and an honest tongue,� and thenturned from the shape of a fat merchantto that of a raven, sang a snatch of songwhile Thiombur turned white, and flewout the door and away into the night!

Thiombur is good for more than sto-ries. He knows the woods well and candirect interested guests to good berrypatches and clear springs, warn them ofdryad locations and where the Women ofthe Wood are most active, and evenmount rescue parties if patrons requestthem before setting out on trips.

The Maiden is a good inn and justlypopular. Many merchants take the Star-water Road rather than Calantar�s Wayjust so they can stop here and at theTankard in Eveningstar.

7Elminster: Aye, this time he�s the telling truth. One can reach other planes, continents of Faerûn, and evenlocales in the Underdark. Elves did make the tapestry, but who they were and for what purpose it was made, noneof ye need know. Like Volo, I�ve now said rather more than enough.

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EsparThis village of 460 or so citizens is home toStormhaven House, a secret college of thewar wizards,8 but is known to mostCormyreans as the home of Quiral o� theBlades, a swordsmith of renown.Stormhaven House is a fortified manorhouse that stands overlooking all Espar onits own wood-fringed meadow plateauwest of the village. Hippogriffs are stabledthere for the use of war wizards and courtofficials, and the college is said to beguarded by both formidable creatures andby wards of deadly power.9 This college iswhere fledgling war wizards receiveinstruction in the history of Cormyr and itscurrent problems and politics, practice theuse of spells newly taught them and themagical items used by many war wizards10

(an astonishing number of which seem tohave found their ways into homes andshops in the village), and are disciplinedwhen necessary by Vangerdahast.

Few Cormyreans realize Espar iswhere the famous Battlestorm Beer isbrewed by the aging brothers Thorl andBuirylagh Battlestorm. These two mensee to the kitchens and cleaning aroundthe college. Villagers refer to the collegeas the Brewery because they think thekegs of bitters bearing the Battlestormname are the best thing it produces.

In recent years, a chance find byprospectors operating in the Storm Hornswest of Espar created a rush of minerseager to hew emeralds by the cartloadfrom the peaks and grow rich. Few foundanything worth the taking, and their num-

bers attracted monsters that still roam thefoothills, making this perilous territory forlightly armed travelers.

LandmarksEspar is a quiet farming community thatvenerates Chauntea and Helm. Its locallord, Hezom, is a priest of the GuardianGod. Sentinel Rock is an impressive shrineto Helm. The god�s altar, adorned with asword of dancing that animates by itself todefend any faithful of Helm who are pre-sent as well as all offerings left at the altar,is located in a cave in the heart of the rockitself. Pilgrims have been known to jour-ney here to touch the Vigilant Blade, whichwon�t attack a true worshiper of Helm, andask for the god�s blessing on their ven-tures, unborn children, and the like.

Most folk come to Espar to see theretired adventurer Quiral, who survivedservice in several adventuring bands�most notably the Company of the BoundDragon�before settling here to a life offarming, reading, and crafting blades ofoutstanding quality. Quiral particularlylikes the romantic novels penned in Amnand pays highly�up to 20 gp a book�forthem. He can be found at his home,Everswords House, on a duskwood-cloaked knoll just west off the Way of theDragon, at the north end of Espar.

Quiral�s bladecrafting hobby, however, iswhat attracts most of his visitors. Beforeseeking his services, be warned that Quiralonly makes a blade if he likes the personwho wants it, if that person agree to Quiral�sprice and conditions for construction, and

8Elminster: Well, I guess it�s not secret any more now, is it? (Ye dolt.)9For some powers of Cormyrean wards see Appendix III. Previous guidebooks in this series have folly set forth the

usual spells used to create and the usual side effects of wards.10For more details of such items, please refer to Appendix III of this guidebook.

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11Everbright keeps a blade from rusting or tarnishing and also helps it keep its edge much better.12This description is the in words of the now-dead sage Hurdiver of Arabel. The quotation about the crowns� func-

tioning that follows is also his.

if the project interests Quiral. The pricesQuiral charges are stiff: typically 4,000 gpand up per blade. He�s mastered the ever-bright dwarven magic11 and can prepare ablade to exacting specifications for a mageto enchant. Everyone who does manage toprocure a weapon Quiral has made reportsthat the balance and weight are perfect, theweapon feels like a part of them, and theyprefer his blade to all others.

Espar is also notable as the birthplaceof several of the famous Knights of MythDrannor, including the widely respectedFlorin Falconhand. And just as Espar waswhen Florin was young, the village is thehome of many rangers, half-elven folk,

and human elf friends, though the num-bers of elves dwelling in the King�s Forestto the east has dwindled steadily.

Another well-known legend of Cormyrfew folk realize is associated with out-of-the-way Espar is that of the Four FloatingCrowns. These are �four circlets of gold,bedecked with emeralds as large as aman�s thumb�12 that appear in midairabove the Way of the Dragon just south ofEspar at random times. Anyone whotouches any of the crowns, which usuallydrift in a lazy circular orbit at about chestheight above the road, vanishes. Legendsays such people are snatched away to�far, strange, and perilous places.� This

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gate resembles the work of the SwordHeralds13 but is far older, and its originand purpose are in fact unknown. Sageshave written that it transports folk to awide variety of locales in Faerûn.

One lady who fell afoul of this gatewhile riding on the road some centuriesago was Aglara Spurbright. That�s why theminor noble family of Spurbright, whose20 or so miles of small tenanted farms liealong either side of the Way of the Dragonjust north of Espar, has a circle of fourcrowns at the heart of its arms.

Places of Interestin EsparShopsOndrar�s Scroll Shop

Scrollseller

This small, dusty cottage is the only shopof interest and value in Espar, though thevillage also features a smith of indifferentskills and some farmers who can man-age wagon repairs for stricken travelers.The presence of the war wizard collegeexplains this unlikely locale for a shopselling scrolls. Its proprietor, the old sageOndrar Middlefast, was once servant to apowerful Sembian merchant family erethey offended the wrong rival and werespeedily made extinct.

Ondrar collects all sorts of writings andsells them. In his shop, the traveler canfind diaries of old Cormyr, spell scrolls,alchemists� notes, priestly orders ofprayer, instructional chapbooks on every-thing from how best to cook an ettin�s footto how to make a golem, musical scores

Though the village is too small to have arestaurant or tavern, Espar is proud of itslone inn, which is a good enough road-house for such an isolated backwater.The name of the inn comes from the signof the god Helm, and a visitors find it asorderly and careful inside as most tem-ples to that god. It�s also a trifle plain andsparse in decor, with plain linens, notapestries or paintings adorning thewalls, and simple, solid furniture.

The staring eye on the signboard

13See Appendix II of this guidebook.

ensures that the traveler won�t miss theplace. The stable care is superior, and thedining room serves too-bland but gener-ous portions of good food. On the whole,the Eye is safe and adequate, if unexciting.

from a dozen kingdoms, almanacs fromlost and forgotten cities, old maps of theDragonreach lands, and more. Ondrargladly guides customers through the con-tents of his shop�and believe me, heknows precisely what�s on every scrap ofvellum or parchment in his shop. He canfind it without delay, too. However, youmust buy to read�period. There�s nobrowsing without buying.

Thankfully, everything is fairly afford-able, though Ondrar has little magic ofany real consequence. Writings typicallycost 5 sp per page, maps 25 to 50 gp each,and scrolls usually run 500 gp per spellor more. Spells of 6th or greater level arebought up by the college�to keep themout of the hands of honest folk, Ondraroften gloomily observes.

InnsThe Watchful Eye

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EveningstarThis picturesque farming village of 400 orso folk stands where the Starwater Roadmeets the High Road and the latter crossesthe Starwater River by means of a broadstone bridge. Small and quiet, Eveningstaris a prosperous farmers� market and travel-ers� waystop. It lies across the mouth of arocky gorge that carries the Starwater Riverdown into Cormyr from its source.

The Eveningstar Gorge provides theonly easy route up into the dangerousmountains north of the Forest Kingdom.It�s the only major break in a craggy lime-stone escarpment that stands like a wallalong the High Road from Tyrluk to nearArabel and bars easy northward expansionfor Cormyr. There are many tracks and

scrambles up and down the Stonecliff, butno other routes by which mounted peopleor livestock less agile than goats and sheepcan pass from Cormyr to the high moors ofthe Stonelands and vice versa. The gorgeitself is thickly grown with thickets andscrub woodland and is the favorite play-ground of bolder local children, who inseason pick many baskets of berries there.

Eveningstar itself is full of trees and gar-dens. The village rises out of the surround-ing farms �like an orchard with buildingsin it,� as Elminster says. It is dominated bythe Stonecliff and the prosperous fields ofthe House of the Morning, a handsomespired temple of Lathander that sprawls inthe mouth of the gorge. No other templesor shrines exist in Eveningstar, but the locallord allows temporary shrines to be set up

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in the market for up to three days (dawn ofthe first to sunset of the last). Eveningstar isone of the bucolic beauty spots of Cormyr,a place of soft, glorious sunsets and sun-rises and gentle, starlit summer skies.

Eveningstar is ruled by Lord TessarilWinter, a mage turned warrior who wieldsmuch magic.14 She is perceptive, consider-ate, and utterly loyal to Azoun. Some folk inCormyr say she�s a little too friendly withhim, but although Azoun often visitsEveningstar when he wants to cast thecares of ruling aside for a time, I�m assuredby senior war wizards that the time whenAzoun and Tessaril were paramours pre-cedes the king�s wedding. These daysthey�re just good friends.

Evenor farmers keep sharrada15 andsheep in the walled common land of theHigh Pasture on the edge of the Stonelandsplateau. The farmers gather once every sixdays for a market, bringing produce that isoften snapped up by visiting caravans.Eveningstar produces wine, parchment,wool, milk, cheese, eggs, poultry, mutton,beans, carrots, and parsnips.

The village is a favorite stopover foroverland caravans. Most caravan mastersare good friends of Dunman Kiriag, ownerof the Lonesome Tankard, one of the bestinns to be found anywhere. On many softsummer evenings, dozens of caravan mas-ters can be seen fishing from the Starwaterbridge, enjoying a pipe or two, or strollingthe evening streets. Even more caravanguards are often seen bathing in one of theStarwater�s swimming holes to drive off thedust and sweat of the road, then putting ontheir best and slipping out to the Low

Lantern tavern, dance hall, and theater forsome late-night fun.

Eveningstar remains one of the favoritehaunts of King Azoun, who comes herecloaked in magical disguise by Vangerdahastto relax. Vangerdahast usually accompanieshim. The king enjoys a stroll, a quaff or twoat the Lonesome Tankard, and an eveningof dancing at the Lantern. More than oncehe has been moved to shed his disguise,usually upon finding Tessaril dancing, too.

The locals regard Azoun as a fellowEvenor villager with respect and affection.Zhentarim agents with poisoned steelonce attacked Azoun in the Lantern butwere set upon barehanded by everyonethere. The patrons rushed to form ahuman shield ring around the king untilTessaril and her Purple Dragons, alertedby excited youths up past their bedtimes,arrived to rout the intruders.

Visitors used to the late or all-nighthours kept in many cities are often disap-pointed to find that, except for the inns, theLow Lantern, and the temple, Eveningstarcompletely closes down soon after dusk.Farm folk hereabouts eat heavily and go tobed early in order to rise with or before thedawn and get out into the fields again.Many nap at highsun, making the earlyafternoon another quiet time in the village.

LandmarksAn oddity found on occasion in the treesand streets of Eveningstar are tressym:small, fluffy, winged cats. These cute, mis-chievous little terrors are semiwild andthought to be the result of long-ago wiz-

14She once pretended to be a man called Tessar the Mage.15Sharrada are long-horned, hardy beef cattle covered with shaggy fur. They can survive in harsher cold than

humans.

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Eveningstar Map Key1. The Lonesome Tankard (inn) 17. High Pasture (common grazing land)2. Eveningstar Hall (meeting house, Purple 18. The Iron Hand (smithy)

Dragon barracks for visiting forces, jail) 19. The Golden Unicorn Inn3. Ruldo Stables (horses bought, sold, 20. Baskar�s Nook (print shop)

rented; stabling space for the Tankard) 21. Mother Tethos/Cordials, Herbs, Gentle4. Market square Cures (physic shop; local midwife)5. Ashnairn�s Fine Clothing (shop) 22. The Low Lantern (tavern, dance hall, theater)6. Ebbard Highsong, Butcher (shop) 23. Tethyr Hardware (shop)7. The Old Boot (wagonmaker and harness 24. Tethyr�s Court (rooming house)

shop) 25. Uldar the Potter (home and shop)8. Residence of Auldo Morin, village clerk 26. The Silver Branch (shop)

and purser (also Purple Dragon barracks 27. Olff�s Rest (rooming house and carpentryfor 9-man local detachment) shop; proprietor Roarel Olff)

9. Tessaril�s Tower (Lord�s residence) 28. Eveningstar Bakery (home and shop; pro-10. Orsborg�s Adornments (home, shop) prietress Urda Malo)11. The House of the Morning (temple to 29. Ruin of the Welcoming Hand (inn)

Lathander) 30. South stables of Ladian Ruldo (see 3)12. Temple Granaries 31. Old Meg�s Hut (ruin of dead crone�s13. Temple �Home� Fields house; favorite children�s play spot)14. Pillar Rock (local landmark; old tomb 32. Eveningstar Gorge (route to Haunted

cave in base) Halls)15. Redhand Pool 33. Residence of Syndair Thorn, Weaver and16. Deltar�s Mill Dressmaker (also mage)

ardly experimentation. Villagers feed themand try to prevent the worst of their van-dalism and aerial catfights, and the localfarmers value their owl-like rodent controlin the fields. Most of these flying cats lair inthe gorge and hunt the farm fields nightand day, avoiding local cats and dogsrather than fighting or tormenting them. Afew mages have come seeking these crea-tures as familiars; Lord Tessaril has one.

Eveningstar currently features twoinns, the Lonesome Tankard and the

rumor says that the fire that burnt theplace down was caused by a fell beastfrom another plane summoned by nightto the cellars of the Hand in a dark ritual.Other locals say the fire was caused by acareless manservant who shoveled livecoals into the kindling bin when he wasslinging ashes out of the hearth.

Of old, many mages dwelt nearEveningstar in the woods or in small,now-ruined towers or caves in or justnorth of the Stonecliff. Their spells and

Golden Unicorn Inn, and two rooming magic are still sought by many with highhouses. A third Evenor inn, the Welcom- hopes. Aside from Lord Tessaril, how-ing Hand, burned down a decade ago and ever, the only other mage now living instill hasn�t been rebuilt. It was formerly Eveningstar is Syndair Thorn. She makesEveningstar�s best�and best-known� her living as a weaver and dressmaker.inn. Its ruins stand across the High Road Part of the way up the west side offrom the Lonesome Tankard, so visitors Eveningstar Gorge is the entrance to themistakenly seeking it won�t have to go far Haunted Halls, a subterranean strongholdto find alternative accommodation. One built by dwarves long ago for the human

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bandit-lord Rivior and since home tokobolds and worse. At least one adventur-ing band each summer comes to try itsluck at gleaning treasures from theHaunted Halls; notably fewer stalwartscome to explore the Halls in winter.

Rivior was slain over 200 winters agowhen Enchara, warrior-queen of thefledgling realm of Esparin (since absorbedinto Cormyr), knowing Rivior�s bandits tobe short of food, tricked them out into thewinter snows with a false caravan publiclyrumored to be burgeoning with food andcoins. Desperate for what they saw as easypickings, the bandits swarmed from theirlair and were slain to the last one. Thedeserted hold was soon home to mon-sters that were rumored to have beenbrought by evil Zhentarim mages whotook up abode in the Hall to discourageintruders. The hold was often visited byadventuring bands seeking to win experi-ence and fortune. The undead remains ofsome of these intrepid unfortunates gavethe former bandit hold its present name.

Among the more famous tales of theHalls are the titanic battle between theyoung, unproven Knights of Myth Dran-nor and the evil mage Whisper. Exploringthe Halls was the Knights� first realadventure. Another famous encounterplayed out at this site was the explosiveconfrontation between the Company ofthe Unicorn and a circle of nine levitat-ing, fireball-casting, black-robed magesbefore the entrance to the Halls.

Despite continuing patrols, the HauntedHalls are still home to many dangerousmonsters. The area near Eveningstar alsohas a continual problems with trolls, par-ticularly to the east, in the troll caves tradi-tionally known as the Caverns of the Claws.

Places of Interestin EveningstarTemplesThe House of the Morning

Under the leadership of Patriarch Charis-bonde �Trueservant� Belon, this wealthyand influential temple complex to Lath-ander farms and invests in the new busi-nesses and bold ventures of others withvigor and enthusiasm. The 28 priests underBelon include the wary sarcastic JeldeAsturien, a retired Knight of Myth Drannorwho serves as the temple�s secular liaison.Among his other duties, he tries to uncoverfraud and misuse of Lathander�s bounty bykeeping an eye on folk who�ve taken templemoney to aid them in their ventures. Jeldeand his fellow senior priests command sev-eral powerful magical items and a willingwork force of 170 resident lay followers.

They run a very successful farm thatproduces herbs, nuts, plants for use inscents and medicines, and enough foodto see to all village and temple needs. Thetemple feeds and houses guests of mostgood and neutral faiths for a nightly fee.Healing services are performed unstint-ingly, but the fees are steep enough to seethe entire temple through a lean decade,not just a bad year!

ShopsBaskar�s Nook

Print Shop

This dusty crowded shop (a former gra-nary) in the back streets of Eveningstar is thehome and shop of Baskar Lendo, a tall butstooped, thin, nervous man whose failingeyesight makes him peer at everything like

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an inquisitive bird. Baskar is a sage in thefield of the history, folklore, and genealogiesof the heartlands of Cormyr. He is a greatfont of knowledge about Cormyr�s past andhas made a special study of the deeds andmisdeeds of nobles and adventurers.

In his print shop, Baskar makes andsells inks and parchment and produceshandbills for hire. A sample of one of hishandbills reads:

FOR HIRE: One Adventuring BandBold and capable.No job too small.

Discretion guaranteed.Proud of our charter!

Contact Thorl at the Low Lantern.

Baskar also produces a broadsheetpaper, the Cormyr Clarion. This single-sheet paper makes fascinating reading forthe visitor. It lays bare the current gossipand doings of the folk of Eveningstar, fromwho�s been interviewed by Purple Dragonsrecently to who won the last game of jacksat the Tankard. It also features both newsof upcoming local sales and events and arather salacious rumors column whosesnide comments are alone worth the 2-cpcost of the Clarion. For a fee (typically 5 gpper message), Baskar slips false or crypticmessages into this column, enabling folk totip each other off about things withoutrevealing their business to all. A sample ofthis might read: �Randor says the silver-beak�s flown from its nest at last.�

Deltar�s Mill

Grist Mill and Baker

Most northerly of Eveningstar�s build-

ings, this large mill stands on the Starwa-ter�s west bank below Redhand Pool (themill�s millpond). The mill is surroundedby the house, vegetable garden, andgrain warehouse of its proprietor, DeltarTummarlin. He processes all grain andflour crops for surrounding farmers andbakes his own justly famous onionloaves. These foot-long, grub-shapedbread loaves are liberally spiced withgroundroot, leeks, and onion. They�reyours for 1 cp each, and they�re besteaten with drippings while hot.

The Mill is also known for its ghost:It�s haunted by the phantom of a noblelady drowned here long ago. She�s givento following one man each night who�srecently visited the mill. Dripping, shewalks up to him, embraces him�report-edly a damp and chilly experience�andthen says, �You�re not my lord!� and van-ishes.

Several subjects of this unusualhaunting touch have said that they wereaware of any undead around them16 fora month or so thereafter, and some alsoreceived useful warning visions. Whythese effects occur remains a mystery,but Deltar, whose wife died a decadeago, refuses to have the ghost eradi-cated and becomes furious with anyonewho attacks it or attempts to destroyit�though the ghostly lady seems toignore such efforts from most priests.He says he�s grown quite used to herembraces. (If no man comes to the millin a day, she appears to Deltar.) No oneseems to recall who the lady�s lord was,but local legend hints that her deathwas foul play.

16By this, they mean the type, number, and distance and direction away of each undead creature for some con-siderable distance.

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Ebbard Highsong, Butcher

Butcher

One of three shops whose rears abutthe market square, this brick buildinghas a magnificent facade backed by analmost tumbled down smokehouse.Ebbard Highsong is widely respected asa generous man whose skill is such thathe can butcher and hang something aslarge as a bull in a matter of minutes.He can also identify all sorts of oddcreatures from bones, a handful of hairor scraps of hide, and sometimes even abit of meat. How he came to be familiarwith manticore meat and leucrotta liv-ers is something he declines to discuss,but many adventurers and Crowninvestigators17 have found his talentsvery useful. Ebbard works like a fiend atspring lambing and the fall slaughter.

The Iron Hand

Smithy

This busy smithy is the abode and prideof Master Armorer Dhurthal Ironhand,a man of few words, mighty thews, andmagnificent flowing blond hair andmustache. Dhurthal works quickly,crafting gorgets, greaves, gauntlets, and

shields when he hasn�t orders to fill.Unless Azoun has whelmed a PurpleDragon army, he has a selection of suchitems for sale at all times. He�s knownfor his gleaming everbright - treatedplate armors, which are worn by manynobles of Cormyr, and his sideline:pewter pots. The pots are cast by his�prentices whenever they�ve idle time.

At a word or sign from Dhurthal orany of his staff, several gleaming swordsthat hang high on the smithy walls fly tohis defense. On several occasions, thieveswho�ve tried to make off with theseblades, even with magical aid, have beenfound dead when Dhurthal was nowherenear. Word is spreading of a possibleguardian curse on the blades or on thesmithy itself.18

The Old Boot

Wagonmaker and Harness Shop

This wagon-making and harness shop isone of three local businesses run by the fat,greedy merchant Arbold Tethyr. (He alsohas a rooming house and a hardwarestore.) Arbold�s prices are steep, but hisskilled workers can do very quick wagon orharness repairs and fashion a custom con-veyance or harness rig inside a tenday.Modifying an existing wagon for a new, per-

17Oh yes, Cormyr has investigators into crimes and murders, and very good ones, too! Lord Aramael is particu-larly competent, following in the footsteps of Lord Dlarsea.

18According to Elminster, the four enchanted long swords have only three properties: They fly at MV Fl 14, in ran-dom point-first flights designed to circle any heat sources�such as living things�they encounter, turning their tipstoward such sources. They glow with a blue-white faerie fire. They also hum or sing at random times and pitches.

They are powerless decoys. The real defenders of the smithy are four animated battle axes and an anvil. Theseweapons strike at anyone Dhurthal directs them to. They fly at MV Fl 16, are +2 to attack, and deal 1d8+2 points ofdamage (battle axes) or 2d8 points of damage (anvil). They can be commanded to trace, follow, and strike any beingscarrying or wielding a decoy sword (at +4 to attack). The swords draw the anvil and axes unerringly to their presence.All of these animated items are AC 0 and can sustain 33 points of damage before they shatter. The anvil can shatter intotwo smaller, remnants with 10 hp each that continue to function separately until destroyed. The anvil fragments eachcause 2d4 points of damage per successful blow.

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sonalized look takes them four days or less.Many merchants have grumbled at paying25 gp for a minor repair or 40 gp for some-thing a little more serious, but they bright-ened when the work was done overnight orin the space of a few hours.

Arbold wisely leaves his workers to geton with things, confining himself to the roleof grand financier. His staff includes twomen who are experts in the making ofwheels and runners of superior strengthand durability. One is also the acknowl-edged expert in fashioning new axles andputting them in place on wagons withoutunloading or destroying all the cargo inside.

For an extra fee, Arbold�s employees cre-ate hiding places in a wagon by hollowingout small cavities in posts or boards in sucha way that only someone who knows theirwhereabouts is likely to find them. Typi-cally, an adjacent board or bar must beremoved to reveal the niche. This servicetypically costs 25 to 50 gp per niche,depending on its size.

Orsborg's Adornments

Barbering and Tattooing

Vilnar Orsborg provides body adornmentservices to Evenor citizens and visitorsalike. His shop is situated in a prime loca-tion between the Lonesome Tankard andTessaril�s Tower. The shop is also hishome; he lives upstairs.

Orsborg is a fat, waddling, cheery manwhose loud clothes and louder speechconceal a calm competency at moneymatters, barbering, and the applicationof tattoos with some artistry. His skillwith the money he earns is surprising.He�s grown very wealthy through buying

and selling property all over Cormyr, andhe owns almost an entire street in Suzail.(My Harper informant declined to iden-tify which one.) He has an amusing man-ner of accentuating every third word orso as if scandalized at its utterance: �So ofcourse I had to take the man�s word!Ridiculous, I know, but what can one do?I repeat, what can one do?�

Ask local ladies to show you their Ors-borg adornments and you�re likely to getslapped. Their husbands, however,proudly display their own smaller depic-tions of gauntlets, family arms, crossedswords, and purple dragons�and tell youabout whatever of Orsborg�s work theirwives sport. Orsborg�s work has smooth,swirling curves and vivid hues and haseven attracted the attention of distant Cal-ishite satraps, who send a few of their folkevery year to be tattooed.

Orsborg is also an expert perfumer. Heis often called upon to identify obscurescents by Purple Dragons, outraged hus-bands, and curious adventurers. He typi-cally charges 6 gp for this service butrefunds the money if a smell baffles him.

The Silver Branch

Objets d’Art

One of the shops on the main run alongthe north side of the High Road, the Sil-ver Branch features a helmed horrorguardian constructed only from thetorso up. It floats above the shelves ofmerchandise to minimize damage.

This small, elegant establishment is ashop of quality that is increasingly popularwith passing merchants looking for priceygift items they can resell in Sembia, Iriae-

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bor, or Amn. The shop stocks a wonderfulselection of jewelry, art, glasswork, andfine silks from Mulhorand and localeseven farther east. Among the jewelry, thedelicate, locally made ladies� pieces ofeverbright silver, set with sapphires, areparticularly nice. The art is a mixed bag. Itseems to consist mainly of romantic paint-ings of gallant plate-armored Cormyreanknights hacking at each other or fearsomemonsters at dawn or at sunset some-where in a deep forest that sports crum-bling ruins and a chained, shrinkingmaiden or two. The glasswork is particu-larly exquisite, though. Fluted blown glasspieces are the order of the day, and theyare almost worth the 40-gp-and-up prices!

The proprietress, Amathaea Arryn,can identify most gems and fake gem-stones at a glance. She and her twodaughters make some of the jewelryand can skillfully retouch paintings toadd a customer�s face to a knight orblushing maiden figure, a particularcharge of arms to a shield, and the like.

Syndair�s Cloth Fancies

Weaver and Dressmaker

Some folk come to Eveningstar to learnmagic. The village�s only known magebesides Lord Tessaril is the kindly Syn-dair Thorn, who is also a weaver anddressmaker. She uses her minor magicsto entertain and to tutor wizards.19 Whileshe is not averse to short-term tutoring,she takes on no long-term apprentices.She prefers to make her living throughher clothworking skills, and is locallyrenowned for her good eye for custom-

tailoring gowns and her ability to pickcolors and shades that exactly compli-ment the wearer of her designs.

Taverns/FesthallsThe Low Lantern

This establishment is a tavern, dance hall,and theater all in one, and it is often noisyand crowded enough that it seems to be astockyard, too! The Lantern is run by thepretty and spirited Maea �Iron Eyes� Dul-gussir, who apparently keeps some discreetmagic to defend herself and the Lanternwith. The place is popular because it�s socozy and welcoming, from the dark-eyedescorts to the crackling fires by the gamingtables. Traveling minstrels stop here oftento provide music for dancers and melan-choly midnight drinkers and often leaveladen with extra coins thrown their way byappreciative listeners.

The Lantern is thoroughly enjoyable. Ifthis place served any food beyond smokedoysters and overly salty garlic-buttered bis-cuits, and if it were a little less crowded, it�dbe top-rated. It is a pleasant surprise for thetraveler in such a small village. Lovers ofwine should ask Shareen to show them thecellars. They hold some pleasant surprises,ranging from ruby-and-gold elverquisst toalurlyath from distant Undermountain. Iheartily recommend an evening out here.

Rooming HousesOlff�s RestTethyr�s court

Eveningstar has two rooming houses:

19Syndair is a CG hf M5 and an informant to the Crown.

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Tethyr�s Court and Olff�s Rest. Tethyr�s restaurant. Inside, it�s warm and invit-Court is owned by the busy Arbold ing in a rustic roadhouse sort of way.Tethyr and run by his wife and eight live- Most of the villagers gather here to dinein maids. It is cheery and clean but unex-citing. Olff�s Rest is even less inspiring.

Guests can rent rooms at either houseby the tenday or month for 1 sp pernight, stabling included. No meals arecovered in this fee, and there�s no single-night rate. Travelers unable to get intothe Tankard or Unicorn have to pay for atenday even if they only intend to stay onenight.

InnsThe Golden Unicorn Inn

This cozy, quiet, back-street place runby Selda Imyara takes the overflow fromthe more popular Tankard and is oftenused by nobles who desire discretion. Ithas separate entrance stairs for some ofits suites that open directly to the out-side, and it offers its own privatestables.

Prices are slightly higher here thanat the Tankard, and no provender is tobe had beyond melted cheese sand-wiches, ale, minted ice water, andhouse wine. But this is a pleasantenough place, quiet and luxuriouslyfurnished�a hidden gem.

every night or to chat over a quaff of alelater in the evening.

The Tankard�s fame is increasingsteadily as more and more caravan trav-elers discover it. It�s famous as a pastbase of the Knights of Myth Drannorand the former favorite stopover of theRing�s Men when Azoun was a youngprince-adventurer in that band.

The Tankard is run by DunmanKiriag, a jovial, kind man who�s deadlywith a hurled dagger but seemingly afriend to everyone. Dunman hasbetrayed great strength from time totime: Regulars love to tell the tale ofhow he somehow sensed a brigand wasoutside with a crossbow. He raised atable to use as a shield just instantsbefore a bolt burst in through a win-dow, then hurled the table clear acrossthe taproom and out that window to fellthe foe outside in the night!20

The Tankard has two floors of guestbedchambers, a rentable private meet-ing and/or dining room off the maintaproom, and no stables. Dunman rentsstalls in the stables due west, across theroad for the use of his guests.

The Lonesome Tankard is an enjoy-able�and very reasonable�place to

The Lonesome Tankardstay in pleasant surroundings that isstrategically located at the juncture oftwo major trade roads. As many cara-van merchants have found, it�s an idealstop. Caravans can camp due east of theinn, across the river, and use the Star-

This busy and at times overcrowded inn water freely for bathing and wateringand tavern also serves as Eveningstar�s their beasts. What could be better?

20For more about Dunman, see Appendix I.

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ImmerseaThis town of over 600 folk stands at thewesternmost tip of the Wyvernwater, at thehead of what�s generally known as Mist-fisher Bay. The bay had many many namesover the years, most of them related to thespectacular sunrises and sunsets visibleover the water from the town. Anotherpopular name is Immer Bay because theImmer Stream joins the Wyvernwaterhere.

Immersea is a waystop on Calantar�sWay, where livestock and beasts of burdencan be easily watered. The Starwater Road,Immer Trail, and Blister Trail all link upwith that paved way here. Immersea is alsoa fishing village. The local fleet of �mist fish-ers� fares forth onto the Wyvernwater daily

to catch freshwater eels, silverfin, trout,crabs, greenbacks, and other fish from therich waters of Cormyr�s largest lake.

Immersea is one of the few places inCormyr whose citizens seem openlyunhappy with their government. They arenot unhappy with King Azoun but with hisdo-nothing, lazy overly cautious local lord,Samtavan Sudacar. Samtavan is a Suzailaninvestor and landlord of large holdingswho spends his days fishing and readingold books in Redstone Castle, where he�sbeen given his own apartments. His work isdone by his herald, Geldroon, one of themost weary men I�ve yet seen.

Samtavan�s inattention has madeImmersea a somewhat free and easy tradetown in recent years. Weapons are wornopenly by some, Purple Dragons are rarely

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seen in uniform�though they patrol dili-gently in plain dress�and local noble fam-ilies finance and provide manpower formuch of the work of street-cleaning andkeeping order.

Immersea is the ancestral seat of theWyvernspur noble family the Cormaerilclan, and the Thunderswords. The visitoris advised to respect anyone who looksarrogant, is richly dressed, or is clad in liv-ery. Such people are probably associatedwith one of these three powerful old fami-lies and aren�t to be crossed.

LandmarksImmersea is shaped like a fan.21 It fills theImmer Stream valley as the valley runs dueeast and opens out to meet the Wyvernwa-ter. Farms surround the town; sheep, cattle,barley and corn are major local products.The most built-up area of the town centerson the waterfront and the arrow-straightStarwater Road running to meet it.

An impressive stone statue of King AzounIII, armored and with sword drawn in thesaddle of a rearing charger whose hoovesare trampling a mound of dead brigandsand foes, stands in a wagon turning yardbehind the docks where the major roadsmeet. The sculpting of Azoun Triumphant isfine, but the eminence is much beset byincontinent local fowl. Azoun�s statue is oneof the favorite meeting spots in Immerseaand is easily found by newcomers.

The other good local meeting place isGaesthund�s Tomb, located at the meeting

of the Starwater Road and Immer Street.Gaesthund was a local giant of a man whoonce lifted an excessively proud king of Cor-myr up in the air and shook him. Thiscaused a stir among the knights at handbecause the king was on horseback.Gaesthund didn�t bother to separate theking from his saddle and hoisted bothhorse and full-armored man into the airwith a growl!

The resting place of this huge man ismarked by a massive boulder that has beenmuch scraped and scarred by the uneasypassage of poorly driven wagons. The boul-der bears this charming inscription:

IMMERSEA EARTH LIE HEAVY ON GAESTHUND, FOR HE

IN LIFE LAID A PASSING HEAVY LOAD ON THEE.

Immersea is an important stopoverand boasts many rooming houses andprovisioning shops. The most popular ofits inns are the pricey Immer Inn and themore casual, but better, Five Fine Fish.The Five Fine Fish is the home of Elmin-ster�s Choice, a dark, bitter, smoky beerbrewed there almost daily.22 Its reek oftenfills the place and can guide even a hope-lessly lost traveler to the inn door.

The most prominent local building isRedstone Castle, the lofty castle of theWyvernspurs. It is a fortified sandstonemanor house perched on a high hill justsouth of town. It frowns down overImmersea from among its woodedlawns, its geographic prominence mak-ing it seem far grander than the larger,

21A map of Immersea can be found in the revised edition of the FORGOTTEN REALMS Campaign Setting box in thechapter on Cormyr or in the Cormyr game accessory.

22Elminster: I�ve forgiven the impudent wretch who was so bold as to borrow my good name for his second-rate ale.Eighty years as a stone toadstool is enough, I think. He sees things my way now and even lends a hand with things bet-ter not spoken of, but don�t make the mistake of believing I prefer this stuff. Never serve it to me unless (a foolish tactic,to be sure) you mean to insult me.

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taller, many-towered pile of High Towers,the Cormaeril family home, which standson a lower hill due east of it.

The seat of the third noble family Thun-dersword House, is southwest of theWyvernspur lands and hence remote fromthe town proper. It is newer and larger thaneither of the other castles but dominatesonly its own small valley surmounting asmall knoll at the heart of the wooded basin.

Interestingly the sons of both the Cor-maerils and the Thunderswords all closelyresemble King Azoun. All of them have alsobeen quietly approached in their youths byveteran Purple Dragon officers who madethem handsome offers of career sponsor-ship in the army ranks! Save for a few whotried adventuring careers, all of the ladsaccepted. Most remain in service to this day,posted all around the edges of the realm.More than one local citizen has remarkedhow curious it is that so many lads look justlike the king and yet never see anything ofthe realm closer to Suzail than Immerseaitself! I leave readers to their own conclu-sions on this delicate matter of state andcontinue my survey of Immersea�s sights.23

Prosperous farms and close-crowdedtownhouses are the order of things inImmersea. Growing things are valued�flowering vines are everywhere�and themists keep everything lush. The woodedheight of Spring Hill, where the ImmerStream rises, is just west of Redstone Castle.It is adorned with both a beautiful series ofcascades, known as Selûne�s Stairs, and theHouse of the Lady, a temple to Selûne.

West of that height is the wooded emi-nence of Graveyard Hill, topped by the

Wyvernspur Crypt. The hill holds a complexnetwork of catacombs. Brazen adventurersand thieves took to trying to loot the tombsso often that guardian spells and magicaldevices were installed. Visitors are advised tolook upon the crypt gates from afar unlessaccompanied by a family member.

Places of Interestin ImmerseaPalacesRedstone Castle

This small, diamond-shaped fortressconsists of a gate house, two outlying endtowers, and the main manor house. Thegatehouse contains stables, a carriageshed, a barracks used to house the watchcontingent under the command of LordSamtavan (and a private army in theyounger days of the realm), dungeoncells, an armory, and granaries.

The seat of the Wyvernspurs is a two-story house with a full basement belowthat is given over to servants� quarters.The house is surmounted by a tower withanother four floors. It contains a many-pillared reception hall big enough to holdthe entire population of Immersea andstill allow one to hold archery contests!

To see this grand house, one has onlyto arrive and ask for an audience with thelord. While waiting for the servants to findor awaken the lord, the visitor can admireSamtavan�s collection of fishing rods.

TemplesThe House of the Lady

This open-air temple is a clearing in the23Elminster: Azoun has always been concerned about making proper opportunities available to other noble rel-

atives in his family tree�if ye know what I mean. He remembers with fondness the fruitful and carefree days of hisadventure-filled youth and feels that other noble youths should be given the chance for such glorious martial pas-times.

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duskwoods and shadowtops that isringed by an unbroken, circular stoneseat graven with many prayers to thegoddess. At the center of this ring standsa stepped pyramid whose every stone iscarved with a prayer. The pyramid istopped by a large statue of Selûne. Thestatue depicts the goddess as two back-to-back women: a dusky-skinned, white-tressed maiden and a matronlymiddle-aged woman.

The temple is tended by a priestess ofSelûne, a middle-aged, kindly womannamed Mother Lledew. She�s a skilledstonecarver; the temple is her creation.She dwells in a cell-like stone-lined roomunder one edge of the ring. Her roomopens out onto the hillside below, andthere�s a stark stone room beside hersfor visitors. The guest room is fitted withits own hearth and chimney. MotherLledew keeps firewood ready near theguest chamber�s chimney and a springseeping through one wall provides visi-tors with drinking water.

ShopsImmersea�s shops hold a bustling arrayof weavers, netmakers, cordwainers,coopers, cratemakers, and hardwareresellers who cater to every possibleneed of the traveling merchant. All oftheir shops are useful, unlovely places lit-tered with broken crates, handcarts, andbroken crockery. Everyone always seemsto be too busy to tidy anything away,though there�s a fence of trash along thenorth edge of the High Common, thegrazing fields on the northern edge oftown that are left for the use of visitors.Exceptional among local establishmentsare the following:

Alzael�s Cleaver

Slaughterhouse

This local slaughterhouse ends the lifeof many a cow and ewe. Alzael wieldsan expert cleaver and has both shearersand smokers on staff. He can convert ananimal to bailed wool and smoked meatfor a customer or buy the beast outrightand send the results on to other localbusinesses. When King Azoun whelmedan army to fight the Tuigan Horde,Alzael slaughtered 600 cows in one dayand over 400 on the next to get the meathung in time for army quartermastersto pick it up and take it with the armedhost. That feat earned Alzael the localtitle of �Thousandslayer� and made hisname known in Sembia as well as allacross Cormyr.

Alzael�s trade has flourished sincethen. He�s bought an entire pig farm, andfolk now travel to Immersea just to get awagonload of his aged, smoked hamscured in cherry brandy. A wagonload isenough to last a year and have some tosell to one�s neighbors.

Alzael, a beaming giant of a man witha nose that has been broken many times,loves his new-found wealth and dreamsof being ennobled by a respectful kingsomeday soon. Women who think theirdaughters would make the perfect matefor such a successful man have rapidlybecome numerous, and Alzael is quitewilling to consider the merits of eachprospective mate. None of the candidateswho have shown up yet swing a cleaverto his liking, though, so if you�re a comelywench with a good sharp blade, a keeneye, and a strong arm . . .

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Chalasse�s Fine Clothing Nelzol's Notions

Clothing Shop Hardware and Modes of Transport

The lovely Chalasse is a graceful, soft-spo-ken woman almost 7 feet tall! Her heighthas made her a shy outcast, but in truthshe�s so beautiful that I�ve seen youngnobles literally lose their breath at thesight of her. She grew up in Suzail andalways loves to hear news of what�s hap-pening there.

She runs a shop full of fine gowns,sashes, cummerbunds, pantaloons, half-cloaks, gem-bedecked hose, ruffs,slashed-sleeve tunics, and similar garb forthe richest and haughtiest folk.She tries to bring in the latest fashionsfrom Sembia and Suzail as swiftly as herbuyers can send them, and locals andpassing nobles alike are beginning tonotice the selection she offers. After yearsof scraping by, this huge woman looks tobe on the road to riches at last.

This sprawling barn (well, former ware-house actually) of a hardware shopdeserves mention here because it boasts ahuge selection of goods: wagons, closedcoaches, sleighs, and even boats standready in various corners of the shop. Thevisitor with coins enough can literally buya ship to sail across the Wyvernwater tobuild a house and fill the ship with everylast thing needed to do the building!

Chalasse has also begun to deal in sec-ondhand finery because so many Immerwomen just can�t afford her wares. SomeSuzailans bring in their wives� discards tosell off for a quick handful of coins as theytravel through the town, and Chalassealways persuades them to pause a momentto give her news of her childhood home.

From kettles to ladders, rope to coils offine wire, kegs of nails to kegs of pitchpaint, this is the place that has everything instock. Want a siege ladder? Several can befound here; name your preferred length.Would you like to arrive in Suzail in a grandcoach? Name your preferred color, seatingcapacity and number of horses to draw it.Would you like a barn erected overnight? Aready-to-be-assembled structure awaitsyou on its own cart with roof trusses andwall panels preassembled. Simply drive inthe support posts, link them with the pre-cut beams, raise the structure, and applythe shingles. With a crew of four or more, itcan be done in a day!

Chalasse�s purses have been filled forher over the years by two adventuringbands who looked upon her shop as agood investment. She can call on their aidby some secret magical means if robbedor attacked. They come to help her withall due speed because they�ve hidden sub-stantial sums of coinage in and aroundImmersea, and she knows where some ofit is. Thieves be warned!

Nelzol�s isn�t cheap, but it really doesseem to have everything needed forbuilding things or going places. It�s amust-see shop.

TavernsThe Horn and Spur

This is a welcoming, easygoing sort of fam-ily drinking house, well lit and clean, with aquiet atmosphere and discreet booths at

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the back for those who wish to meet forromantic purposes or to talk business. Thehorn from the tavern�s name is a giant rackof peryton antlers over the bar, and thespur was a famous local stallion whosestuffed head now stares down impassivelyat diners with eternal calm.

This is a great tavern in which to relaxand watch visitors and nobles drop in.Some of the Cormaerils and Thunder-swords, I�m told, come here regularly intheir finery to dine and drink. They then godown to the Runner to get drunk and enjoya good tussle with their own farmhands.

The Mist Runner

This sparsely furnished, well-worn dock-side establishment is where the fisherfolkcome to drink and engage in fisticuffs.The windows no longer have any glass,just shutters, and the tables are nailedsecurely to the floor to prevent them frombeing hurled�well, most of the time.

Named for the local term for a smug-gling ship,24 this tavern is only safe forthose who can defend themselves andknow how to avoid having to do so. Oth-ers�finely clad visitors in particular�aredirected to the Horn and Spur instead.

Rooming HousesThe House of NetsMaela�s Rooming HouseNulahh�s Rooming House

Besides its inns, Immersea also has manyrooming houses, most offering rates for a

three-night stay, a tenday, a two-month�stretch,� or a four-month �long stretch.�They�re very much alike and have noth-ing to either recommend them or causeme to warn visitors away from them. Allare large converted houses. The best-known, perhaps, are Maela�s, Nulahh�s,and the House of Nets.

InnsFive Fine Fish

No longer a true tavern, this wayhousenow serves only its own beer, and that onlywith meals. The dining room has takenover the former taproom, and rowdydrinkers are encouraged to go elsewhere.

This change of services has made thelow-priced Fish the stopover of choicefor families, the timid, and those carryingvaluable and breakable goods. Its tradehas soared, prompting two expansions ofthe inn in the last three years. Gableshave been added fore and after, a newwing has been built, and the stables havebeen doubled in size.

The Fish is vastly improved over its statewhen I first knew it, two decades ago.Fxpensive but permanent breeze-makingspells have driven both chimney smoke andthe smell of hops out of the inn to driftthrough the rest of town. The Fish�s beer isan acquired taste, but the food is steadilyimproving. The inn sports a menu lackingin surprises and devoted mainly to fried fishin various sauces and roasts in gravy withpotatoes and greens. Nevertheless, with the

24Such smuggling ships have not seen use since the long-ago days when the lands to the east were separate kingdoms.Then, a ship on the Wyvernwater could make a hefty profit evading taxes with runs of spirits one way and pelts in the other.

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ongoing improvements in atmosphere,fare, and service, I recommend the place.

Halaband's Inn

Halaband�s is the least-known ofImmersea�s inns. It�s a dark, drafty oldplace of gray-haired servants and fine oldwood paneling. Its dining room offers awider selection of food than the Fish. This isa good thing, because the place is otherwisea sad second to its better-known competi-tor. Everything�s broken and mended orvery well-used, and if you dress warmly orgo in the hot days of summer, you canappreciate the comfortable feel of the place.

Halaband�s offers suites suitable forlarge groups of travelers. The inn�sfounder, long dead, was an adventurer,and he built this place as a base. Oneinteresting feature of the inn is the arrayof halfling-sized laundry chutes thatslope from each floor to the basements.There�s also a dumbwaiter that takes hotfood from the kitchens to each floor.Bells are rung to herald the arrival of the

viands�and to drive off the bats that liketo ride on the dumbwaiter itself.

The staff can recommend local escortsand other locals who provide in-roomservice performing massages, tending toone�s pedicure or manicure, or dressingone�s hair. Halaband�s provides adequateaccommodation, but could be improved.

The Immer Inn

The most snobbish and overpriced ofImmersea�s inns, the Immer Inn is aplace that has to be seen to be believed.It�s a former manor house that�s been�improved� with gilded columns every-where and hanging brass pots bristlingwith ferns. Carved ki-rin wind charmsand little plaster trumpet-bearing spriteshave been worked into every corner. Inshort, the place tries to look like a palace.

The Immer�s wine cellar is superb,the ales less so, and the kitchens herespecialize in inventive things done to fish(trout stuffed with cheese? Why?) and invarious seasoned sorts of cheese. Guestseach have a personal server who waitson them for three meals daily if they wishto partake of food, and there�s a pair ofchambermaids on each floor that onecan ring for if any need arises.

There are no single rooms at the ImmerInn. All suites have a bath chamber andreceiving room linked to a wardrobe off ofwhich opens either one or two bedrooms.Each receiving room has its own fireplaceand window. The rooms are very nice andutterly soundproof. With the doors closed,you never know you aren�t alone in a pri-vate residence. All this luxury, however, eas-ily costs upward of 30 gp per night. Ouch.

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Jester�s GreenThis village of about 600 merchantsstands just north of Suzail. It�s named foran inn that once stood at its center andburned down long ago, killing theinnkeeper. The innkeeper was known asthe Jester; he was a rogue wizard whodefrauded one too many guests with hismagic and was destroyed by a meteorswarm hurled by a Red Wizard of Thaytraveling in disguise.

The Green, a huge caravan campfieldserviced by the inn, survives. It hasbecome the traditional mustering campof the militia and the marshaling groundfor any army called up by Cormyr. It�sbordered by permanent Purple Dragonbarracks. Among the barracks, an open-

air market has been permanently set upfor the convenience of the troops. Once atenday, a horse auction is held on theGreen. Breeders bring their stock here sothat citizens of Suzail, country folk whocan get to the Green without enduringthe crowding and prices of Suzail, andthe soldiery can all bid on the horses,guaranteeing good prices.

If you�ve got something to sell thatwarriors would want to buy, this is theplace to come. The deceitful are warnedthat the troops dispense their own roughjustice to those who cheat them. A Zhen-tarim agent once tried to decimate thedefenders of Cormyr by selling poisonedwine here, and a war wizard inspectordiscovered this before anyone even fell illby using poison detection magic. The

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unfortunate Zhent was literally tornapart by furious soldiers! (The inspectorwas part of a regular duty detail; poison-ers and wine vendors are herebywarned.)

Places of Interestin Jester�s GreenGambling HousesThe Lucky Dragon

This dimly lit establishment rents outchairs at its gaming tables for 1 gp perhour; the time is governed by an intricatewater clock that chimes at the top of thehour. Drinks of bad ale and worse wineserved in generous clay cups are 4 cp perfill. Bets and the company of a few locallasses who cruise the place seeking tocomfort and escort weary gamblers are,of course, extra.

Purple Dragons play at half price inthe Lucky Dragon. Some of the morepopular games played in this house andelsewhere in Cormyr, especially wherePurple Dragons are stationed, aredescribed in the pages hereafter, in ashort essay of mine on games.

ShopsThe stalls in the market change rapidly,but Jester�s Green does have a few shopsof interest:

The Flame of Love Lutery

Lutes and Romantic Trinkets

Yes, this crammed shop does offer lutes,but it also sells love poems for smittensoldiers to send or declaim to their light-o�-loves as well as scented candles, lin-gerie, magically preserved flowers,keepsake gifts, �from a secret admirer�notes, bottles of wine, racy broadsheets,and er, indiscreet romantic pictures. TheMaiden Said Maybe, High Ladies in Love,and The Elf Maiden and the Unicorn are afew of the broadsheets for sale. Thesemasterpieces go for 1 sp each. Theromantic pictures are priced from 1 sp to10 gp; most are 6 sp.

The Old Codpiece Arms & Armory

Armory

Named for the fearsome protuberanceon a fat old suit of armor reputed to haveonce belonged to Dhalmass the WarriorKing, but more likely once the propertyof the �Old Boar,� his stoutest baron, thisshop is crammed with arms and armor.Over a dozen complete suits of armorstand among the goods, and thieves arewarned that both magically animated fly-ing daggers and battle horrors capable offlight guard the place against thieves.

Secondhand arms and armor arewhat this shop deals in. The proprietorsbuy at half price (or less if the conditionof the goods is terrible) and sell at two-thirds to three-quarters the going newprice. For instance, a short sword is typi-cally 6 or 7 gp. Note that the three olddwarves and six retired Purple Dragonswho run the place are expert at hurlingweapons at any spot in the shop.25

25Consider them +3 to hit when throwing any weapon in the shop. All serve as eyes and ears of the war wizards;loose talk among patrons is reported to the authorities.

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Games of Chance

Many similar games of chance andshady skill are played across Faerun.Knowing subtle differences of eti-quette and play from place to place isan essential survival skill for travelers.Here are three gambling games playedin Cormyr alongside chess and morefamiliar card and dice games.

Toss the DaggerPlayed in cruder ways elsewhere, thisgame gets the full treatment at theLucky Dragon: Two daggers arethrown upward simultaneously by A

blindfolded maiden, who then stepsback. She hurls them up into a hangingforest of old scraps of armor, frag-ments of blades, and the like that dan-gles from the ceiling on cords andchains. Both daggers must strikesomething on their upward trip or bothmust be thrown again. The floor of thethrowing area is made of damp sand.

Players bet on whether one, both, ornone of the daggers will strike pointdownward when they reach the ground.Bets are placed before the daggers arethrown and continue until only oneplayer can afford to continue or (byprior agreement) for six, seven, nine, ortwelve bets.

Traitor's HeadsFive dice are shaken inside a skulland then dropped out of it onto a sec-ond skull that has been placed on Alarge dark cloak or velvet cloth. To

count, a die must strike the secondskull and come to rest on the cloth.Dice that miss the skull or roll offthe cloth must be shaken and

dropped again.Casting the dice alternately, play-

ers seek to reach an exact total.Doubles, triples, and quartets can betaken at face value or rerolled at the

caster�s choice. One die or both may bererolled in the case of duplicates, but if

the player chooses to reroll a triple orquartet, all of the matching dice mustbe rolled. Any casting where all fivedice land displaying the same numberwins the game instantly.

Bets are placed per game and some-times modified by the number of rollsrequired to achieve the target total.Players who go over the needed total(usually 36) get A free roll of all fivedice and drop from their over-total thenumber of points the dice show. There-after, they take their turn casting a sin-gle die only. When they approach theneeded total, all rolls that take themover the total again are ignored, andthey must continue to roll in their turnuntil the exact total is met.

Swords and ShieldsThis card game is played with twoidentical decks that may be of any sort,so long as they have at least 20 cards.One player chooses a single card fromhis or her hand and puts it face down

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on the table. The other player puts anarray (called a tableau) of 20 cardsface down on the table with a coin atopeach one. One of these cards must bethe second player�s king or dragon orcrown card, depending on what deck isused. (The sole top-value card of thedeck.)

The player who is dealt one card (a�shield�) tries to find the king by turn-ing over cards. Each card turned overthat isn�t the king costs him or her acoin to match the one atop the card,except the card that matches the shieldcard, which must then be immediatelyshown to the player who laid down the20-card tableau. The match betweenthe overturned card and the turningplayer�s shield card must be exact insuit and type. If so, the turning playerpays nothing for flipping the card over;instead, the player who laid out thetableau pays the turning player doublethe value of the coin on the flippedcard. If the king is discovered beforeonly four cards are left, the player who

dealt the tableau must pay the turningplayer double the value of the mostvaluable coin on any card on the table.

This simple gambling game issometimes enlivened in two ways:�calling the hounds� and �telling.� Call-ing the hounds is the practice of allow-ing the turning player to call out anytwo cards except the king by name,including suit and type, after all coinsand cards are laid out in the tableaubut before any card has been turnedover. If these cards are in the tableau,the player who laid out the tableaumust turn them over at this time. Nei-ther player pays anything at this time,but the turning player�s odds are bet-tered.

In telling, a favorite practice inCormyr, the turning player must tell ajoke, incident, or tale leading up to eachcard turnover. An example follows:

�Tis said that the heroAmbrangarr of Tsurlagol oncefound a mirror in a wizard�stower, boldly stepped through it,and found himself in the lair of adragon. The dragon asked him ariddle: �Fits in my mouth butfills a cavern. What is it?�Ambrangarr, being a hero, andtherefore not overly quick or keenof wit, knew not the answer(�smoke�), so the dragon tried toslay him. Ambrangarr swept upa chest from the dragon�s heaped,glittering treasure hoard, andjammed it into the dragon�s jaws.Then he slew it by plunging hissword deep into both its eyes.The dragon died, crushing thechest as its jaws convulsed, andout of the shattered chest fell�acard.

At this point the turning playerchooses a card and turns it over with aflourish.

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KnightswoodThis tranquil wooded hamlet grew aroundseveral knights� steadings (hence its name),but doesn�t seem to have developed all thatmuch. Today, Knightswood consists of anarched wooden bridge over the Starwater;a sawmill beside it; a woodcarver�s shopwhere strongchests, stools, and chairs aremade and sold; the cottages of foresters;and the Old Owlbear, a good (if rustic) inn.

Local woodcarvers are licensed to cut alimited number of trees from the forest inspecific clearings around Knightswood. Alocal circle of druids dedicated to Silvanus,the Knightswood Nine, ensures that nounlawful felling occurs. The circle�s ongoingefforts have made the forest aroundKnightswood rich in exotic plants, bustlingwith woodland creatures, and beautiful tothe eye. They�re rumored to dwell in anunderground home reached by climbingdown into a huge hollow tree and to culti-vate mushrooms in a vast series of cavernslinked to their abode. These caverns areeerily lit by glowing fungi that grow amongthe �shrooms and afford the druids severalback door exits to the surface. The exitsemerge in the woods all around the village.

The Nine can be contacted by speakingto Aunglar the miller or his assistantJaerith. The Nine are all old men. Theyare led by Draguth Endroun, a white-maned, opinionated man who likes to cul-tivate an air of mystery and is known towield a staff of the woodlands.

Knightswood was home to the masterbard Chanthalas, composer of the famoussong �The Cormyte�s Boast� that is roaredout in many a taproom and fireside whentankards have been emptied several times.I�ve included its lyrics on a succeeding

page for travelers who don�t want to beleft out when everyone else is bawling outthe words more or less in time�thoughseldom more or less in tune.

The tumble-down cottage of the masterbard largely owes its present decrepit stateto the efforts of many searchers who havetried to find his harp of charming in the 50-odd winters since he died. If anyone hasfound it, she or he has spirited it away andescaped detection.

Knightswood was also home to the wiz-ard Cauldigurn the Black, a mild-man-nered war wizard known for the battlespells he devised, all of which combinedharmful effects with an area of conjureddarkness and were the origin of his nick-name. Cauldigurn died in Sembia 22 win-ters ago, and his small cottage standsroofless and empty. Somewhere around it,locals insist, is an invisible gate to his realhome, where his spellbooks, magicalitems, and wealth presumably still lie. Sev-eral war wizards have thoroughly searchedthe cottage and the woods around, but notrace of a magical way to elsewhere�orany magic at all�has yet been found.

The most famous current resident ofKnightswood is Baerelus the Bold, an agingsatyr who�s an expert on the history andhabits of beings of the King�s Forest and aconfidant of many young folk. For 60 yearshe�s been giving wise advice for free toyoung lovers, runaways, and Cormyteswhose problems trouble them deeply.

Baerelus can usually be found near theOld Oak, a huge, gnarled old tree that standsalone in the first clearing north of the mill.He�s rumored to have magical means ofprotecting himself against those who offerhim harm or try to kidnap him. At the OldOwlbear, they often tell of the time he was

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drugged with doctored wine, caged, andsmuggled to Sembia by merchants planningto sell him to a college of learning in Sel-gaunt. The second night of the journeyfound the captors camped near the HullackForest. They fled for their lives when theywent to feed Baerelus and found no sign ofthe old satyr. The cage was open and anangry gargoyle was waiting for them in it.

Places of Interestin KnightswoodShopsAunglar�s Mill

Sawmill

This cluttered old shed has a placid, duck-

haunted pond and three small wheels in itsmillrace rather than the more usual singlelarge one. Here Aunglar, his assistantJaerith, and a half-dozen less skilled helperscut timber into blocks, boards, beams, andspars. They�re not very skilled woodcutters,but they don�t charge much either.

InnsThe Old Owlbear

The Owlbear is old, rustic, and comfortable.It is a relaxed place run by graybeards with atranquility to match their pace. Bewaretheir parsnip wine, as it is far stronger thanit seems. This inn sports nothing spectacu-lar and is simply a solid, honest place idealfor rest and recuperation.

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The Cormyte�s BoastWhen Purple Dragons first rode the ways,Swording every monster seen,Then did adventurers� mighty playsHearten all in this land green.But now with farmer and merchant bothI hearken more or lasting peace,And find myself increasing loathTo welcome the weapons charter wreath.

Chorus

I�ll still be a Cormyte brave, sir.

And in this land I�ll proudly standUntil my dying day, sir.For whate�er king o�er all command

Now Sembian gold it piles up high,And men show the price of their hides.But there stand here folk you cannot buyWhate�er changing fortune�s tides.So let all dandies prance and preen,Doing anything for coins tossed their way.Here in this pleasant kingdom greenI�ll steadfast unbending stay.Chorus

Now other lands sing prouder songs,And their folk come swaggering our way.But if those lands are so free of wrongs,Why do their folk from home away?Oh, many boasts are empty boasts,And distant shores our hearts recall,But among all other glittering toastsThere�s one that beats �em allChorus

And in Cormyr none shall starve or thirstFor so the fair law demands.But of all fair folk we are the firstTo strike down bad laws and commands.Some folk may live in layer hallsOr wear cut gems on every toe.Such folk take greater and grander fallsAnd so find harder rows to hoe.Chorus

(Repeat the chorus if the company demands.Usually the last chorus is sung once and thenagain a second time at half speed and twicethe proud, emphatic volume!)

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Mouth o� GargoylesThis village of 460-odd folk stands on theStarwater Road between Dhedluk andImmersea, where the road fords the Star-water River. Its name comes from a mage oflong ago who dwelt in a cave here and useda flight of gargoyles to drive folk away andmount night raids on both cargoes passingon the river and encamped travelers. Thesefearsome flying monsters terrorized theregion for years until mages could be hiredin numbers enough to destroy them andconfront their master. The resulting battleblew apart the cave, which had beenknown as the Mouth of the Gargoyles, andonly its name remains today.

The battle also left a more lastinglegacy: a wild magic curse that makes thewhole village an unreliable locale forspellcasting. Spells almost always go awryhere, and magical item effects go wildmost times they are invoked. Signs areposted to prevent magic use by theunwary. They clearly state that it is againstCrown law to try to cast or unleash magicwithin the area bounded by the signs,which is the entire village. War wizardsand Crown officers are exempted fromthis law, but they have their own rulesagainst breaking it.

The mere presence of magical itemsdoesn�t awaken the curse, but any visitorwho tries to activate even the most minormagic creates an immediate spellstorm ofwild magic effects that spirals off in alldirections. For example, trees turn blue,shrubs begin to levitate and drift about,leaves turn to glass and metal shards andfly about in all directions, stone turns to

water, earth is hurled up into wavelikeimmobile shapes, and birds explode intofireballs here and there.26

The damage that such wild magicstorms can do is considerable, and folk caneasily be slain. Miscreants who willfullycause such effects are typically imprisonedfor a tenday and lose all carried goods as aforfeit. If such storms are caused by adven-turers, they have their charter revoked orsuspended for a month or more. Thosewho accidentally cause wild magic surgespellstorms and can prove that their actwasn�t willful (not an easy thing to do)receive lighter sentences.

Mouth o� Gargoyles today is a village ofwoodcarvers, furnituremakers, and mak-ers and sellers of oils. The oil producersare known as lighters. They glean flamma-ble oils and less viscous amberglow27 byprobing deep into rock fissures near thesite of the now-destroyed wizard�s cave,where natural oils well up. They pump upthe oil they locate, allow it to settle, andthen filter it. From time to time, a sponta-neous ball of fire or jet of flame bursts upfrom beneath the earth, hurling an unfor-tunate lighter or two into the air, and theair around the rocks has a heavy reek thatmakes most folk ill.

Over the years, many folk have mysteri-ously disappeared around the village. Somelocals believe the vanished folk have beenswallowed up by magical gates opened upby the wild magic. Others credit a madmage who uses gates to kidnap folk. Stillothers blame the disappearances on drowraiders stealing up from beneath the earth.The true cause of the disappearances is stillunknown.

26The FORGOTTEN REALMS Adventures and Tome of Magic sourcebooks contain additional wild magic effects.27Amberglow is used as a lubricant and to keep blades from rusting.

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Places of Interest inMouth o� GargoylesShopsBendagar�s Barrels

Cooper

The hearty, beer-swilling owner of this shoplooks rather like a barrel himself. In this cav-ernous former barn he makes and sells bar-rels of all sizes, from tiny herb kegs that fit inyour palm�made for wearing around alady�s neck to provide scent in odoriferoussurroundings�to tuns that one can fit anintact horse or monster carcass into. Thosevery small kegs cost 1 gp each, and thelargest cost 65 gp. The standard sizes varyslightly in price according to what woodsthey�re made of, how they�re sealed, if theyhave an inner liner or not, and how many

bands hold them together, but they averageas follows: A hand keg costs 2 sp and a cask3 sp. A barrel of the size most folk are usedto runs 4 sp for a simple sample and 1 gp fora heavy-duty banded one. A butt costs 12 gpfor a plain sample and 20 gp for heavy-dutyworkmanship.

At these low prices, merchants can affordto buy in bulk, and they do. The shop is usu-ally a steam-filled madhouse of workersbending wood, clamping bands, and rush-ing hoops or semifinished barrels here andthere. It�s not unusual for Bendagar and hisstaff to turn out 80 barrels or more in a day.

Bendagar�s never without a pipe andtankard near him, and he likes to gossipabout Cormyr�s politics and nobles. Bringhim some good ale and you�re likely to hearsome frank observations about the highand mighty of Cormyr that would shocksome ears greatly!

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Thaelin's Finework slightly larger coffers. They cost 6 to 200 gp,

Small Boxes and Finework Coffers and they come with latches and rings forlocks to be fitted to them. They are ideal forstoring papers, coins, and the like. Exquisite!

The quiet, careful Thaelin Althor is a retiredwarrior from Chessenta. He stands fully 7feet tall. Two crossed two-handed swordshang near at hand on his shop wall. Localstell me he used those swords to fell 17 orcsthe last time a raiding band burst out of theforest and fell on the village. Apparently thegoblinkin know about the wild magic condi-tions in Mouth O� Gargoyles, and once ortwice a year they take advantage of the forestcover and the fact that they�re unlikely to bemet by defending magic.

Thaelin makes and sells a wide variety ofsmall, delicate, ornamentally carved boxes.Most of them are hand-sized boxes or

Tavern/Inn/FesthallThe Gargoyle's Perch

Run by a dozen friends who hire out asescorts to interested guests, this old,sprawling, and ramshackle roadhousehas a poor wine cellar, a good selection ofales and stouts, and a rather poor diningroom of the �we keep it dim so you can�tsee what you�re eating�and for good rea-son� sort. Its sleeping facilities are a seriesof similarly dim, seldom-cleaned bed-chambers. I was not impressed.

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Stag SteadsOnce a druid�s home, this isolated localehas been an ogre�s den, a brigand'sstronghold, and finally a hunting lodgeforfeited to the Crown when the lastGoldfeather noble was executed for trea-son by King Dhalmass in 1191 DR. Eversince, it�s been used by the royal family,the three royal noble clans (the Crownsil-vers, Huntsilvers, and Truesilvers), andby others (by invitation only).

Some 70 years ago, lesser nobles foughtfor a chance to risk their necks huntingstags and boar through the trees withspears. A rare few had the pleasure ofdoing so from the enchanted flying saddleof Thamos before that useful item disap-peared�stolen, �tis said, by an impover-ished noble hired by a Sembian mage,who hoped to make many of the thingsbut failed. Now all the fashion conscioushave already gone hunting. The rush ofhaughty folk has slowed to a trickle,though a hunting tour is still a coming-of-age ritual of sorts for young male nobles.

The PlaceThis luxurious hunting lodge has been duginto hillsides, planted over with mosses,and bulwarked with saplings that havesince grown into respectable trees untiltoday it seems to grow out of the forest likea turtle half-hidden in a puddle. It�s hard tosee the place until you�re almost at itsdoors. Inside, it�s cool, dim, and dampexcept in the circular dining room where agigantic hearth suitable for roasting three

whole deer or boars at once warms thechamber. If one�s not given to bone-achefrom the damp, the Stead can be a secureden in the depths of one of the most beauti-ful forests humans can easily reach.

The ProspectAttendance at the Stead today is still by invi-tation only, but since Vangerdahast beganholding war wizard conferences here, andAlusair Nacacia and the wilder youngHuntsilver nobles started to use the place asa retreat for trysts, many an untitled guesthas hunted out of the Stead for a few days.It�s unusual to stay more than six or sevennights or a tenday at the outside. Nobleswho try to take up residence here forlonger are politely asked to leave�if neces-sary, by the Royal Magician himself, sum-moned for the purpose by message stone.(A teleport gate that links the place with thePalace of the Purple Dragon in Suzail is hid-den somewhere in the dark back rooms ofthe Stead. It whisks royals, war wizards,their retainers, and flat stones with messageparchments wrapped around them backand forth whenever necessary.)

Despite the lodge�s continuous use forover two centuries, hunting in the area isstill good. Local rumor has it that war wiz-ards magically restock the King�s Forest inthe vicinity.28 Bards�especially elves andhalf-elves�like to stop at the Stead becauseof its verdant surroundings. However, if roy-als or senior war wizards are in residence,bards arriving unannounced can expect toundergo a magically assisted interrogationby a war wizard, to find out just who they

28Elminster says this is true. A cavern south of the Stead is home to one of two deepspawn whose captivity isknown to be sanctioned by Vangerdahast. The other is in a secret cellar of the Palace. Both have been fed on anexclusive diet of boar, stag, grouse, and pheasant.

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are and what unadvertised powers theymay wield, before they�re allowed to stay.

The ProvenderFare at the Stead is fern-and-fiddleheadsoup, morels, and other forest vegetablesflanking roast boar, venison, and grouse.Though the menu seldom varies, the winecellar is excellent, the cook is a master ofsauces designed to add a little variety tothe meat, and�best of all — everything�sfree. That is, it�s free to a guest.

Bards aren�t paid for their entertain-ment, but they also stay for free. Travel-ers not allowed in can camp at a forestclearing not far from the Stead and buymeals from a serving window on oneside of the Stead for a single night only.Purple Dragon hunters assisted by warwizards who dress like their fellowforesters firmly move all squatters on.Travelers who think to camp and sneakto the Stead later to eavesdrop arewarned that concealed war wizards (per-haps magically using the eyes of localanimals) keep watch over encamped folkto prevent just such unauthorized visits.

The PlacesTravelers buying their meals through thewindow can expect to pay 1 gp per plat-ter. A platter, a simple oval of metal with araised edge to hold in sauce, holds a gen-erous serving for a single hungry person.Wine is 4 gp per bottle, and ale�not thebest�can be had for 2 gp for a hand keg.The platter, which is stamped with a full-face, heavily antlered stag�s head, is yours

to keep. There�s a brisk trade in thesesouvenirs among socially climbingCormyreans. Drinks are served in theircontainers, with nondescript clay cupsprovided on request.

Travelers� LoreGuests at the Stead can wander the woodsby themselves, but unless they�re frequentvisitors or of one of the royal houses,they�re strongly encouraged by the staff tohire one of the local hunters as guides.The strongest encouragements comefrom Bald Jhawn, the head huntsman, amassively muscled master wrestler with aplentiful fund of tall tales about huntingmishaps and �weirds of the woods.�

The best of the badged foresters29 isgenerally acknowledged to be one Tlum-bel Droun, a half-elf of pranksome ways.Calmer and more easily located for hireare Bald Jhawn himself and several taci-turn individuals who go by the names ofIthaglor Bruensal, Dreth Milyntyr, andDoalogh Dultor. Their fees vary from 1 to6 gp per day, depending on who one hiresand what game the hunter is told to seek.

All of these guides are expert hunters,trappers, and skinners, and all of themknow the local trails, including the way tosuch landmarks as Oadal�s Stand and theMushroom Dell. Oadal�s Stand is an eeriehollow ring of massive shadowtop trees,named for the mage said to have perishedin its center in a sorcerers� duel somecenturies ago. The Mushroom Dell is asmall, bowl-shaped depression in thewoods where no trees stand. Always mistyand shaded by huge trees around it, the

29Elminster: They wear a badge of 12 tiny green stars encircling a white mushroom on a brown field that signi-fies acceptance of their skills by war wizard inspectors.

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damp dell is carpeted in mushrooms(many edible) and mosses. Some of themosses and �shrooms, locals insist, coverthe bones of brigands slain here in a fightwith Purple Dragons long, long ago.

For an extra coin or two, all of theseguides can take you off the trails to someovergrown ruins that are said to be theremnants of early, long-fallen noble fami-lies� keeps. Local lore says they�recrammed with ghosts and treasure andliberally provided with monster-hauntedunderground catacombs�but then, locallegend in Cormyr rarely says anything else.

Most hunters are happy to leave theStead with several hearty meals, somesalted and barreled meat for their lardersthat they slew themselves (or, in the caseof the more inept or weaker hunters, that

they helped their guide slay), and perhapsa stuffed and mounted head of their kill toproudly display on some wall or other ifthey bagged a stag or boar of respectablesize. Several locals dress these stuffedheads to finished form for 5 to 10 gp perhead, depending on the size of the headand how quickly the finished piece isdesired. The best is Old Martya, two cot-tages west of the Stead.

Some hunters, however, come back yearafter year in pursuit of the elusive GhostStag, a giant white stag said to be able to van-ish when cornered, fading into nothingness.Senior war wizards who often visit the Steadtell me that the Stag is a real beast with a nat-ural teleportation power and perhaps otherpsionic talents that allow it to escape spellsthat seek it and not any sort of undead.

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TyrlukThis village of 270 or so folk doesn�t wel-come visitors except farmers from nearby,who come to market here once a tenday.Folk who must stop in Tyrluk for a night areadvised to call on the local lord, the prodi-giously fat, hard-drinking, roaring-old ripSuldag the Boar, and endure his boisteroushospitality. The villagers are apt to be almosthostile to strangers. Just why folk here don�tlike outsiders is something I haven�t discov-ered, but I know they suffered at the handsof brigands and swindling merchants whowere lords before Suldag for many years.

There�s not much to see in Tyrluk any-way: a smithy, a carter, and cottages. Mostlocals work for Charn the Smith or Oglul�sCartworks. At the south end of the villagesits the pony ranch of Silturr Shadowshield,a producer of top-quality mountain mountsfor the Purple Dragons in High Horn andanyone else with coins enough. His beaststypically go for 36 to 40 gp.

As one can tell, Tyrluk�s businesses canbe very useful to caravans in need of newhorses, horseshoes, wheels, chains, or newwagons. Locals are happy to provide thesethings in return for good coin of the realmbut still say firmly that they don�t like out-siders. Visitors are told to �camp overthere,� with an abrupt arm gesture indicat-ing the location of �there.�

The place indicated is a moribund farmat the north end of town. It has four grassyfields, two good wells, and several oldbarns. Travelers are expected to keep to it.The villagers have provided firepits, amplefirewood kept dry under cover, and privies,so why not humor them? One can goplaces more welcoming on the morrow.

The only landmark of interest in Tyrluk

lies in the trees just west of the camp-ground the Bowshot Run, an arrow-straight track through the forest. This flat,grassy strip of land has been cleared of allshrubs and trees, and it mysteriously staysthat way. It runs from nowhere to nowhere,beginning and ending in the forest withoutvisible ruins, cairns, or anything underground (folk have dug looking) at its endsor along its length.

Its origins are unknown. Some sageshazard it might have been a ritual approachroute to a now-vanished temple. Its namecomes from the use made of it these days,since with trees along it marked for dis-tances, it makes an ideal archery range. Vis-itors inclined to overstay their coolwelcome are warned that most locals arevery proficient with their bows and hunt tofill their cooking pots every few days.

There�s one legend of Tyrluk that bearsmentioning: The village is the reputedhome of the Blue Blade. In Cormyr�s folk-lore, the Blue Blade is a famous gallant brig-and who stole from rich travelers on all ofthe roads that traversed the King�s Forestbut often gave gems from earlier hauls topretty ladies when he waylaid them. If theBlue Blade were a single real man, hewould have to be over 80 winters old bynow. Although every fresh act of brigandryawakens fresh rumors of his involvement,there haven�t been any proven sightings ofhim for more than 25 summers.

The Blue Blade was the original reasonfor war wizards being assigned to localguardhouses and ordered to accompanyroad patrols throughout the realm. Theirseeking magic would make the career of alone brigand foolhardy now.

When I first visited Tyrluk, I assumedthe village folk were trying to hide some

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brigand-related secret or other from me.The more I see of Tyrluk, and of younglingswho�ve grown up and left it to dwell else-where in Cormyr, the more I think the localattitude is one of �the world is an evil placeand, except for folk in need of our goods,brings us only ill.� This encourages the folkof Tyrluk to have nothing to do with theoutside world and to turn their backs on itwhenever it comes seeking them.

Places of Interestin TyrlukInnsThe Old Man�s Face

The best thing about this cold, dirty road-

house is its charmingly carved sign-board, which displays a kindly, smilingold man�s face. There�s nothing kindlyabout the interior unless you�re a local.Outsiders meet flat, unfriendly gazes andare seated at a dark, cold corner table.

The Old Face serves as the villagers�restaurant and tavern, concentrating onbad but strong beer and simple, heartyroasts and boiled vegetables rescuedfrom wretchedness by a variety ofspiced sauces. The inn�s only regularpaying customers are the 14 men andfour women of the local Purple Dragongarrison. The chief amusement of thelocals in Tyrluk seems to be seeingwhich of the male soldiers will catchwhich of their fellow king�s women tobe his wife.

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WaymootThis town30 of 1,100 folk is the largest settle-ment inside the King�s Forest and repre-sents one of Cormyr�s formerly secretdefenses. Originally a muddy meeting oftrails in the trees that was haunted by trollswho preyed on many travelers, Waymootwas enlarged by cutting back the woods tomake a campground, and then a large com-pound, and later a trade center completewith a fortified keep and a cluster of horsefarms that provide the Purple Dragons withquality mounts in plenty. As the local sayinggoes: �Ever seen a host of mounted PurpleDragons lower lances and charge? Well,they�re riding Waymoot!� That saying has inturn led to a Cormyr-wide phrase for amounted charge or thunder of approachinghooves: �Waymoot come calling.�

Waymoot is a busy travelers� town. Itslifeblood is all the folk just passingthrough. Some of them don�t even knowthat Cormyrean legend believes this isthe true heart of the realm.

Cormyreans believe that the Obarskyrkings sleep in some spell-hidden grotto towhich their essences steal after death.There they await the time when the landwill need them again. When that fatefultime draws down, they�ll rise, ghostlyblades in hand, to ride the skies and smitethe foes of the realm they loved and led.

And somewhere under Waymoot iswhere the dead kings sleep. Where? Underthe keep, some say, and point to the ever-present feeling of watchful menace thatmany folk feel in its lower levels as proof.This theory is supported by the occasionalringing clangs heard there, echoing from

the deeps of the earth; folk say these are thestirrings of the restless blades of the kings.Whether this is true or not, there is a spe-cial feeling about Waymoot.

The legend of the Sleeping Kings isoverlaid with another tale, rememberedin an old snatch of song that has becomea children�s rhyme throughout Cormyr:

Bring me the key from dungeons deep,Where undead knights a-rusting sleep,That doth unlock the dragon�s doorAnd we�ll swim in gold forevermore!

This rhyme refers to a collapseddungeon labyrinth under central Way-moot�very real catacombs that wereonce the treasure vaults of a gold dragonthat used its puny human form to storeits gold in the abandoned undercellars ofa long-vanished keep. The dragon wasultimately slain by a beholder who brokeup into the cellars from a cavernbelow�and presumably still lairs there!

Waymootans know these tales, butother Cormyreans and outlanders aremore likely to have heard of the troll raidsthat forced earlier kings to create the greatclearing that now holds Waymoot townand of the hero who almost single-hand-edly held off one troll attack the locallord, Filfar Woodbrand. Though he dis-likes the nickname of �Trollkiller� heearned that day, Lord Woodbrand (now aseasoned warrior) remains prodigiouslystrong. He�s been known to hoist aloft twobenches of seated drinkers at the SilverWink, his favorite drinking spot, and carrythem around the taproom without spillinga drop from anyone�s tankard.

30A map of Waymoot is found in the Geography chapter of the Cormyr game accessory, in the section on smallertowns.

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Folk say Lord Woodbrand halted a wag-onload of fleeing thieves once by blockingthe two galloping dray horses all alone andthen lifting them both off the ground tobring the wagon to a halt. Then the lord setthe beasts down and straightway tore thereins apart like so many cobwebs to severthem from the wagon. The thieves drewsteel and stabbed at him from out of thesides of their wagon, so the lord calmlypicked it up and hurled it across a field,tumbling it end over end until it came to ahalt upside down and the dazed men spilledout of it. In the course of collecting them,Lord Woodbrand bent the sword of onebandit who tied to hack at him into a half-circle before picking the man up under onearm and going on to get the others.

watch their lord show his strength: Afavorite stunt of theirs is to play tug of warwith all the visitors in the place. The lordstands alone at one end of the rope, hisback to the door, and everyone else tugsagainst him. He usually drags everyoneout of the place without any visible effort.

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Once an adventuring band made themistake of drawing weapons in a brawlin the Wink. The lord waded into thefray, plucked up each armed contestant,and hurled them over the heads of thebrawling crowd and out the door. Heneglected to open the door first. Afterthat first brief and involuntary flight, awincing local held the door open for theduration of the brawl, just in case.

Many drinkers at the Wink love toThe fortunate visitor may well witness

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be tricked into arm-wrestling with himor with any Waymootan. (Any Way-mootans asked to wrestle will professweariness and ask a friend�the lord, ofcourse�to take their place.) Needless tosay, Waymootans love their lord. If you�veseen him holding stallions at bay at studsessions or helping with difficult foalings,as I have, you know why.

LandmarksWaymoot today is the town of the horse.A seemingly endless supply of qualityhorseflesh is bred, reared, and trainedhere, and merchants come to Waymootfrom far and wide to buy light, medium,and heavy war horses. All of the localhorse farms are good: Llamskir�s is per-haps the most famous, but Tirin�s andBurilla�s are arguably better. Kryson isthe fourth of the horse farms.

Waymoot also produces wagons ofhigh clearance, sturdy make, and nimblehandling, well suited to bouncing overroots and around narrow bends on for-est trails. These are popular purchaseswith visiting merchants.

Finally, no less than two temples, theSheltering Hand and the Sounds of Joystand in this out-of-the-way manmadeclearing in the heart of the King�s Forest.The Sheltering Hand is a temple of Tymora,and the Sounds of Joy is dedicated to Lliira.

Places of Interestin WaymootPalacesLord Woodbrand�s Keep

This small but soaring walled keep sportsa jail built onto the outside of its north

wall and a small forest of ballistae andcatapults on its battlements. Within thewalls, a stables and a barracks flank thekeep. The lord and his guests inhabit theground floor of the rather damp andgloomy central castle. In winter, windshowl through this place like agonizedbanshees, and Lord Woodbrand goesaround carrying whole felled trees tobreak up as firewood! Few guests see theinside of the keep, but those who do cangaze upon stag�s heads as large as smallcottages that are mounted on its insidethe walls and protected by preservativespells that glow eerily!

TemplesThe Sheltering Hand

This temple to Tymora does a brisk busi-ness in healing and aiding those whorisked danger and came up short, sincethe goddess believes all folk should facerisks. The priests here are quite gener-ous, often charging a stiff fee for healingmagic and then dispensing a hot mealand a generous purse of coins to travelon with. They don�t much care what faiththe folk they�re aiding profess; a personaided is a person who may well turn toTymora again in need.

The tall, dignified ChancepriestGothric looks every inch a king as heleads his small staff of priests in wor-ship or on Tymora�s business. Underhis benevolent guidance, this templehas grown rich enough to purchase aguardian golem whose presence wasrevealed in the last troll raid.

The Sounds of Joy

This temple to Lliira is led by the fey andbeautiful half-elven Queen of Joy (high

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priestess) Jezarai Moonbolt, a bright, cal-culating lady who once led her flock inthe veneration of Waukeen. The festivalsmounted by this holy house are wildevents of nightlong costumed dancingthat are often attended in force by jadedSuzailan nobles and wealthy merchants.

The goddess tells the queen of joythat a festival should be mounted a ten-day hence by means of a vision, and atemple messenger is immediately sentto Suzail to spread the word. At sun-down on festival night, Jezarai liesdown on the altar, and Lliira signals thebeginning of festivities to all by confer-ring a wild, continuous shape changeon her high priestess. The dancing andcarousing at these events often spillsout over all Waymoot, but Lord Wood-brand always keeps a watchful eye outfor thieves, perils of fire or injury, andunlawful mayhem.

ShopsWaymoot has few shops of note; they allseem to sell travelers� gear, thoughthere�s a good local bakery, too. None ofthe travelers� shops is particularly bad,but none of them are particularly out-standing either. Because of the clientelewho like to gather there, the most inter-esting of these shops is:

Nightstar Guiding & Outfitters

Travelers’ Gear

This well-equipped shop sells ropes,cord, wire, maps, boots, and other travel-ers� gear to all. Among the gear it stocksare blankets, packs, chests, candles,

torches, lamp oil in rigid belt boxes, andtents. It is a popular gathering place foradventurers and foresters, who meetover brandy or herb teas here and tell ofwhat�s befallen them. It�s widely�andcorrectly, let me attest�rumored thatthe proprietress, the ranger Liriel Night-star, is a Harper.31

TavernsThe Moon and Stars

This large tavern is a gathering place forall sorts of colorful characters, fromretired pirates who are now local horse-breeders to active adventurers. A smat-tering of centaurs, swanmays, and evenfaerie dragons are apt to be visiting onany given night. It was here that FlorinFalconhand of the Knights of Myth Dran-nor first met his bride-to-be, the rangerDove, and it was here that King Azounwas attacked by a Zhentarim mage whoshapechanged into a beholder. The magewas slain by a ki-rin in disguise who�dbeen quietly playing cards in a cornerwith several old men.

Order is kept in this potentially explo-sive mix of clientele by a veteran staff ofrangers and ex-adventurers who are allallowed to bear weapons by the king�sdecree. They always have a war wizard(or two) on duty to summon more pow-erful aid if need be.

The �Moonstars� serves Cormyr as ameeting ground for the dangerous andthe exotic. It is close enough to Suzail forcitizens of the capital to reach it, and farenough away to avoid frightening themor starting unwelcome rumors. More

31Elminster: Sigh. She�s a 7th-level ranger, if ye must tell the world.

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than once envoys from supposedlyunfriendly realms and powers, such aspirate lords, Blades from Mulmaster, oragents of Thay, have quietly met withVangerdahast or senior Cormyreanmages and nobles of Cormyr here to dis-cuss matters of state and trade that nei-ther side wanted made more public.Needless to say, the Moonstars offers pri-vate gaming and drinking chambers forthose who need or want to be discreet.

If you visit, you may see such exaltedfolk as are mentioned above. More likelythough, you�ll just sit, watch the passingparade, and enjoy the pickles, hot bunsspread with pâtés, diced fruit, andcheese-stuffed fried mushroom capsserved here�all accompanied by yourchoice of the contents of a superb winecellar and a substantial selection ofbrews.

The Moonstars is one of the great tav-erns of the world, worthy of any land orexalted guest. It is not to be missed.

InnsBeruintar�s Hone Warmer

The least-known of Waymoot�s inns, thisis the �overflow� inn where folk whocan�t get rooms at the better places muststay. It�s also the chosen abode of exoticvisitors such as lizard men or minotaurswho�re part of chartered adventuringbands (but are watched suspiciouslynonetheless).

The inn consists of warm but unexcit-ing rooms, a hot communal bath oneach floor, and a small, unvarying menuof soup, hot breads, and teas. Guestsshould be careful in the baths, as several

folk have been surprised while uncladand near-weaponless in these chambersand have been murdered by rivals.

Overall, I�d call this place adequate.

The Cup and Spoon

As its name suggests, this inn aims to beWaymoot�s largest and best dining spot,and it seems to be succeeding. In fact, onsome nights its loud and crowded dininghall can bother overnight guests desiringa restful evening. Many locals come hereto partake of the ever-more-exotic dishesprepared by the halfling chefs of theWhistletar family in their bid to over-shadow the kitchens of the more famousSilver Wink.

Three rentable reception rooms and acommunal hot bath separate the dininghall from the guests� chambers. Theguest rooms are tidy and comfortablyfurnished. The lofty feather comforterson the beds in winter are a nice touch.

The Cup and Spoon aims for a well-lit,clean, wholesome feel, discouragingescorts, adventurers, drunks, and some-times just folk who look dangerous ordisreputable from staying the night. Ifyou like such security, this is the place foryou.

The Old Man

The most traditional of Waymoot�s inns,this is a house of large fireplaces, oldshields hung everywhere on dark, old,wood-paneled walls, and bald-headedmen nearly as ancient snoring againstthem. I felt like I was stepping back in

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time, but many folk love such places. Thefloors, stairs, and furniture are allsmooth with age, no one speaks loudly,complimentary zzar and brandy sit onsideboards by every fire, and the servantsare never seen. While I was there, twoold ex-Purple Dragons were searchingfor secret passages with the excited gleeof young children. They found some, too.

The Silver Wink

The Wink is the most famous of Way-moot�s inns and, as mentioned earlier, isLord Woodbrand�s favorite. Its namecomes from its signboard, which fea-tures a glowing silver sliver of a moon�not a winking lass, as some might think.

This large establishment boasts anexcellent dining room. (I recommendordering the stuffed stream crabs or thesucculent stag.) The inn�s tastefully fur-nished guest rooms vary in size from sin-gle warrior�s bunks to suites of six largechambers, but all quarters, even the sin-gles, have attached garderobes and rob-ing rooms. And the Wink�s taproom hasdrinkables unmatched in breadth andquantity this side of Waterdeep.

Want to try wine from Evermeet? Ifyou�re wealthy, it�s here. Ever wonderwhat they drink in Zakhara or fabledShou Lung? Here too. Thirsty for royalTethyrian vintages looted from castle cel-lars when civil war broke out? Plenty instock. Want to try a precious bottle ofancient blackrun wine wrested from theclaws of baatezu in lost Myth Drannor?

There�s only one left, but for a mere 1,000gp it�s yours. There�s even a ceramic bot-tle of sherry available for a �mere� 3,500gp. It�s from a king�s tomb in Mulhorandand is reputed to confer magical powerson its drinker.

While you�re making do with a far lessexpensive vintage, you can watch some-what inebriated folk trying to impresseach other on the dance floor to theaccompaniment of skilled visiting min-strels or the surprisingly good house trio,the Silvershawms.32 And if you�re lucky, itwill be a day when one of the Waymootanforest patrols has come back with a killfrom the depths of the forest. If so, youcan try a slice of mouth-watering roastwhole boar basted in garlic butter andArabellan dry (or some other ruby winewhen a caravan has brought somethingfrom Calimshan or the Tashalar) forhours. Even if it is not a day for roastboar, the Wink always offers a green ice-rime dessert made of a sweet minty milkjelly that is set on ice in glass goblets toharden. It is fit for the gods!

Festive dance evenings at the Wink endin a last bittersweet song to the gods for abrighter morrow, and then things breakup into little groups of late-night talkers. Awakeful guest who takes care to lookinconspicuous can hear a lot of very inter-esting things about goings-on in the realm.

The floors at the Wink are sound-proofed by thick, soft rugs and manytapestries to prevent late-night conversa-tion from bothering sleepers. When onefinally does go to bed, there�s a warmdrink waiting in a towel-wadded coffernear the bed. In truth, this is a wonderfulplace!

32The Silvershawms are composed of Purple Dragons in the hundred-strong Waymoot garrison.

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The EastReachesn ancient Faerûnian say-ing1 runs: �Every realmhas a frontier, no matterhow crowded or civilized.�

The east reaches are Cor-myr�s present frontier, and, some sagesinsist, its future. Others say the true fron-tier, the lands that Cormyr will look toafter the east reaches are crowded andsettled, is the west reaches. Still othersgive that honor to the Stonelands andGoblin Marches, seeing Cormyr ulti-mately as a realm stretching from the FarHills to the Thunder Peaks, bounded onthe north by Anauroch and on the southby everything on the south shore of theLake of Dragons that Westgate can�t holdagainst the troops of Cormyr.

An East ReachOverviewThere�s a saying in the east reaches: �Weonly have one lake in Cormyr, but it�s abig one.� This reference to the hugeWyvernwater is, of course, false. Cormyrhas many lakes and ponds too small andremote to feature on most maps. In fact,it is hard to get far from the sound ofwater running or crashing on the shorein the Forest Kingdom. Still, the Wyvern-water dominates and divides the eastreaches of the kingdom into the moresettled and pastoral southern regionbetween the Wyvernwater and the Way of

the Manticore and the frontier wilder-ness of the northern region. This north-ern region is where Cormyr is likely toexpand in years to come, filling in theunsettled territories between Tilvertonand Arabel. Two large areas need to betamed for that expansion to be a happyand prosperous one: Hullack Forest, agreat hiding place for brigands andpredatory monsters, and the Stonelands.

Dragons also inhabit the ThunderPeaks. A sizable faction of war wizards,led by Vangerdahast, see the taming of aflight of dragons to be an essential part ofsecuring the east reaches of the realm.They want to create an aerial strikeforce/patrol force of mages armed withwands on dragonback. A more realisticand immediate goal is to catch and tamesome of the hippogriffs found in largewings2 in the Thunder Peaks. They�remost numerous near the source of theImmerflow, where lost mines lie in sev-eral high valleys. These mines wereabandoned by humans and dwarves cen-turies ago after vicious attacks from hob-goblin clans that still lair in the area.

Natural resources may yet drawintruders and Cormyreans alike into theeast reaches of Cormyr. The ThunderPeaks are known to hold many valuableores and some gem deposits. The spicesateris and bentilan can also be gatheredup and down the east reaches3 in thefoothills of both the Thunder Peaks and

1This saying is probably Netherese in origin, as folk in Halruaa use it but can�t remember who said it.2Some use the word herds instead; others prefer the term scraveys.3For more on these substances, consult the Common Life in the Mountains chapter of The Thunder Peaks and

Storm Horns booklet of the Elminster�s Ecologies boxed set.

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the Storm Horns. Bentilan berries areworth 2 sp per pound; the short-livedateris buds bring only about 3 cp apound. Moreover, the trees in the depthsof Hullack Forest hold future mast sparsand roof beams that are growing increas-ingly valuable as monsters make loggingthe untouched parts of the Elven Courtmore and more perilous.

SmallSettlementsSetting dreams aside, it�s clear that theeast reaches just north of the Wyvernwa-ter are fast being settled, and places likeRedspring may soon grow to promi-nence. The land is rolling hill country,with scrub woods and gorse growing inprofusion. Small ravines hold tiny, tin-kling brooks that run down, ultimately, tothe Wyvernwater. Of old, wyverns werenumerous in the area (hence the lake�sname), but they were largely extermi-nated centuries ago. Yet, other perilsremain. Monsters of all sorts raid thearea from the Stonelands and from Hul-lack Forest. They have been bolstered inrecent years by brigands and orc andgoblin bands sponsored by the Zhen-tarim of Darkhold.4

As a result of such perils, settlementsin the reaches tend to be small andstockaded. Though settlements in thisarea are few in number and can be ofcrucial importance to a lost or harriedtraveler, I�ve left significant discussionof several of the less remarkable placesout of this book. For travelers� reference,

notes on a few of these communitiesfollow.

BospirThe quintessential sheep market town,this dusty gathering of cottages stands ata trailmoot in the midst of many sheepand cattle ranches clustered aroundthree deep wells. The only good road to itlinks it with the East Way to the north.The stink of sheep dung is everywhere.

Bospir isn�t an inspiring place to visitunless you love wool, fancy lamb on yourtable, or want to buy and sell the beasts.The Drover�s Inn is the only place to stayovernight, though there are plenty ofrooming houses that let rooms by thetenday. The Nightbleat Tavern is regu-larly rocked by drunken brawls, assheepshearers let loose on each other.The Nightbleat�s name is a shining ex-ample of Bospiran humor.

G h a r s

Standing just within raiding reach of theVast Swamp, Ghars boasts a respectablePurple Dragon garrison. The garrison isregarded by all in the town as an impar-tial and incorruptible police force. Itspresence has led to the growth of this vil-lage into a town of some 1,200 folk. Itserves the farmers for miles around as amarket town, and many a wagon ofradishes or fruit that arrives in Suzail as�Hultail�s best� actually came from thestalls here. Fruits and vegetables fromthe farmers� market must be rushed by

4This long-held belief has been proven through magical questioning. It is also supported by the many �black�rings (amulets of proof against detection and location) worn by the members of such bands, rings they would nor-mally not have the resources or luck to obtain in quantity.

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fast coaches, changing horses manytimes along the way, to get the goods toMarsember or Suzail before they spoil.

Ghars has wells but no plentiful water;its grist mill is ox-driven. Its largestexports are oats, barley, and wheat,which can be shipped slowly to Hultailand thence by barge5 to Wheloon.

The arrival of the Purple Dragonsbrought other services to Ghars, notablya smith of some skill named AunsibleDurn. Folk come for miles to buy histools, plowshares, scythes, and horse-shoes. Its all the rage among the wealth-ier farmers to equip their laborers withhalberds, bills, or pikes from Durn �sothat we can do our bit, if the realmshould�gods on their thrones forbid�be invaded.� Many locals think thesesquires really just want an excuse toparade around in grand-looking armorat every wedding and festival day while�protected� by a ramshackle honorguard.

Visitors should note that Ghars hastwo forgettable, but not dreadful, inns:the Sheaf of Wheat and the Silver Scythe.It also host a rather pleasant, if rustic,tavern, the Bold Bard.

Griffon Hill

This eminence is a rocky height adornedwith little more than an inn that has beenburned down repeatedly by orc raidersand a few fortified cottages inhabited byhardy shepherd folk. The cottages havegood wells, and there�s rumored to be acavern in the heart of the hill that the vil-lagers can all retreat into if necessary, so

folk stay despite the danger. (Legendwhispers that the cavern goes down intothe Underdark and that the villagersknow how to retreat there if in direstraits.)

Three priests of Chauntea dwell atGriffon Hill, and they�re the only healersof consequence for miles around. One ofthe Chaunteans is also now powerfulenough to defend the settlement by con-juring earth elementals or controlling theweather. To bring in extra cash, thesepriests sell holy water and, on occasion,heal for hire. They order needed goodsfrom Arabel by means of several loyalmessengers.

Brigands have tricked the folk of Grif-fon Hill before, and so their initial hospi-tality is rather thin. They leave the worstcottage open for visitors, a faerie fire glowmarking its open door. Within are fire-wood, a bar for the door, straw cots,hitching rings for horses, and severalstoppered jugs of water.

The traveler reaches Griffon Hill byfollowing the Stonebolt Trail. It is locateddue east of the fabled goblin burialground at the spot on most maps wherethe trail is shown changing direction. It�snot a place many nonadventurers eversee, though peddlers make it a regularstop to sell their wares, buy wool, pur-chase travel pots of spiced mutton stew.The griffons the hill is named for arelong gone.

HalfhapHalfhap was located on the edge of Cor-myr until the annexation of Tilverton.

5As always, road transport costs about four times what it does to ship by water, and more if there isn�t much of aroad linking the source with any other important place.

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This walled town is growing in impor-tance as Cormyr expands into the north-eastern lands. It is a no-nonsense, bleakplace that exists to supply prospectors,traveling merchants, and outlying ranch-ers operating in region surrounding theupper Immerflow and the Stonelands.

Halfhap is protected by keeps at eitherend of its oval�well, giant-potato-shaped�ring of walls, wherein PurpleDragons dwell in strength. These PurpleDragons have hippogriff steeds, and theirkeeps sport numerous ballistae that arebacked by a huge subterranean armoryof ballistae ammunition reached by awinched lift.

Over a thousand of Halfhap�s roughly2,200 folk are soldiers. Monsters and Zhent-sponsored forces out of theStonelands have attacked this area often.They still do so, especially each spring,when orcs who�ve grown restless andshort of food over the winter boil downfrom the heart of the DesertsmouthMountains and raid across northernCormyr.

Hillmarch

Patrols out of Halfhap travel theMoonsea Ride regularly as far as Moot-post, halfway to Tilverton, and Gnollpost,in the heart of Gnoll Pass. At Mootpostthe garrison at Tilverton takes over patrolduties, and at Gnollpost, the forces fromCastle Crag assume these duties.Halthap�s patrols do a good job keepingthe road safe, but the town they�re basedin has the feel�and the welcomingcharm�of an armed camp.

Travelers stay here because they musttake shelter while on the road or theyhave dealings with the shops here thatsupply food, tools, remounts, weapons,rope, and other supplies to folk using

Halfhap as a base. (These shops needendless resupplies to keep their shelvesfull.)

Travelers don�t come to see the scenicsites of Halfhap because there aren�t any.For those who must stay here, I recom-mend the Marching Myrmidon inn, theDoffed Cloak festhall, and Eversheld�sEmbers tavern. I hear an enterprisinghalfling clan, the Blacknee family, has setup shop in Halfhap with an eye to build-ing a large inn with luxury baths, a din-ing room to be proud of, and suchlike. Iawait news of so welcome and unlikelyan establishment opening. Travelersthrough Halfhap in the year ahead areasked to keep me posted.

This is the closest thing to a mining townto be found in eastern Cormyr. Copperand a little silver, zinc, and nickel are themetals taken out of the Gnoll Peaks northof Hillmarch.

The old Cormyrean expression �Ye�veas much brass as all Hillmarch� reflectsthe town�s chief product. Though there isa farmers� market here and a PurpleDragon garrison in tiny Hillmarch Keepto guard the vital local brass industryfrom brigands, most of the town is givenover to smoke-belching smelters, theshops and warehouses of brasscasters,and heaps of slag and leavings. An ever-present stink hangs over the town, andit�s not a healthy place to live: The GraveHills, south of the town, attest to howmany locals die young�or just die,period.

None of this stops rowdy miners fromdrinking themselves into a state of rage

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and brawling in, atop, and around justabout every building in town that isn�tshuttered and barred against them ontheir rare days off. It�s a fearsome sight,I�m told. War wizards have often beencalled in to use spells to control thestruggling men. Even the direct threat ofleveled Purple Dragon halberds andblades hasn�t make them falter in theirmayhem on several occasions. Such bolddisrespect for authority is unthinkableelsewhere in law-abiding Cormyr.

Located not far east of Castle Crag,Hillmarch is within easy reach of eitherthe East Way (a day�s ride) or the Moun-tain Ride. However, I can�t recommend avisit to Hillmarch unless you wish to dealin brass castings. Local crafters makeexquisite lamps, candelabras, thuribles,household ornaments, and small, usefuleveryday items.

Those with a taste for adventure areadvised that the mines of Hillmarch tun-nel ever northward�and deeper�intothe Gnoll Peaks, whose gnolls were exter-minated long, long ago. The miners havefailed to turn up anything of more inter-est than an underground river. Its inkyflow�so far unexplored�rises in oneplace and descends in a subterraneanfalls in another, presumably into theUnderdark. No monsters of note have yetbeen reported, though there are persis-tent rumors of the weird creaturesknown as executioner�s hoods attackingminers.

The miners all live in boarding housesor mining company barracks. The miningcompanies all have prosaic names: HighPick Delvings and Motherlode Ores are thebest-known. In truth, the mining compa-nies have all long since been bought up by

the various large trading costers based inCormyr�s cities and elsewhere, and so theyhave little independent identity left asidefrom their colorful names.

Hillmarch has seven or eight tavernsbut only one inn. The number of tavernsvaries, depending on how badly they�vebeen damaged in recent brawls. The innis called the Shovel of Sparkling Stones.It�s a converted smelter that hasn�t beenconverted all that much, if you knowwhat I mean. Those desiring luxuriousaccommodations shouldn�t travel to Hill-march.

RedspringIron in the soil around Redspring colorsthe springs that rise here a rust-red andmakes the water taste like old blood. Thewater does nourish, however, and itnever fails, even in the iciest winterweather, so Redspring is one of the mostreliable sources of water around. TheSunset Stream flows from it to feed theStarwater near its source.

Redspring has always been a shep-herds� moot. Though it was abandonedfor long periods when the Stonelandsmade these northern moors too danger-ous to enter, Redspring is a boomingcenter of expansion today. Like Dawn-gleam far to the south, it�s been chosenby the Crown for new construction. APurple Dragon garrison has beeninstalled in its own tiny keep. It is guard-ing work crews who�re throwing upearthen ramparts as fast as they can in awide ring that will enclose, it is hoped, arespectable town in the future.

Many merchants are taking advan-tage of the Crown boon (moneys pro-

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vided by the royal treasury for thebuilding of shops and establishing busi-nesses) and are rushing up to Red-spring. Most of them have brought theirown hired bodyguards, obviously nottrusting the Purple Dragons to defendthem against raids from the Stonelands.This trickle of traders turned into asteady stream when the Crown installedfour war wizards in a newly built man-sion in the center of Redspring, and thelocals have watched in disbelief as eachday brings new faces.

Redspring is a place of golden opportu-nity, but I can�t recommend it as a des-tination for travelers yet. There�s noinn, the tavern is no more than a serv-ing window where patrons must standout in the weather to place their orders,and there�s nary a building stone to behad for miles. Workers are digging deeppits just outside the earthen walls to getmore construction stone.

Redspring has a muddy morassrather than roads, and many unfinishedbuildings are sited here, there, andeverywhere, so the chaos of transportmay well continue when all building iscomplete. Moreover, a very hard winteror renewed Zhentarim strength may yetsweep Redspring away into rubble.(Folk have reported seeing mages flyingover the growing town, observing theactivities below while mounted on thefearsome beasts known as feywings.)Still, if you follow the way of Tymora ormerely like to gamble, this is a placewhere fortunes may soon be made.Watch for a comprehensive entry onRedspring in a future edition of thisguidebook.6

SlingdykeThis defensive earthworks stands on thewest side of the Mountain Ride at thespot where the Dragon Trail to Hill-march (and thence, the East Way) meetsit. Originally the site of a hilltop fort over-whelmed by orcs in the early days of therealm, Slingdyke has been held by manyforces over the years. It is named for thecourageous last stand of a Purple Dragonpatrol against a huge band of orcs. TheCormyrean soldiers used their slings andthe rubble of the long-destroyed fort toheap the corpses of their foes around thedike by the hundreds ere they fell.

Today, all stones large enough to buildwith are gone, and the steep-sided hill isbare except for a beacon that PurpleDragons light to warn all who see it thatorcs or other invading forces are nigh. Adeep well of clear water is set into a clefton the side of the hill that faces theDragon Trail (the southeast side), andbelow it stands a lone duskwood tree.

An inn once stood on the northeastcorner of the trailmoot here, but itburned down almost a decade ago. Ithasn�t been rebuilt by royal decree,which is something of a mystery. Thereasons for the decree are rumored tohave something to do with a curse orunresolved peril lurking in or above theburnt, tumbled stones of the inn. (Onetale talks of an invisible door high in theair.) A Purple Dragon guardpost islocated in a rather ugly little walled com-pound, complete with a small keep, justeast of the ruins, but they refused to dis-cuss the demise of the Slingdyke Armswith me. The guard I spoke with sug-

6Elminster: Future edition? Ye should live so long!

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gested my curiosity would be �betteremployed poking about elsewhere in therealm.�

Interestingly, the only two farmswithin sight of Slingdyke�s ring of earthenramparts are inhabited by one familythat I�m sure are Harpers and anotherthat look for all the world like a war wiz-ard with a bodyguard of poorly disguisedPurple Dragons. Some mystery sleeps atSlingdyke�and the whole realm maylearn its secrets yet.

Though no inn or tavern remains atthis place, the easternmost farm houses acompetent blacksmith who�s probably aPurple Dragon. He makes a living shoe-ing beasts that pass on the road. The sta-bles and paddock that once belonged tothe inn, located in the southeast cornerof the trailmoot, have been maintainedby the Purple Dragon detachment sta-tioned here as a campground forpassersby to use for free. There�s a hugehorse pond at the back of the stables, sev-eral fire pits, and ample stored straw andfirewood at the ready.

A half-day�s ride south of Slingdyke isthe Laughing Head, a stone marker offorgotten origins that stands just west ofthe road in a thicket of young felsultrees. About 12 feet tall, it is capped by asculpted, mirthful human head andshoulders. Legend says folk present atjust the right time�when the rays ofthe rising moon on a particular night ofthe year first touch the head�hear thehead laugh and speak. Its words aresaid to be a cryptic challenge. They becombined with an inscription thatappears on the front of the marker onlyat that special time. The words and the

inscription combined to give the direc-tions to something or some place hid-den. This thing or place is somethingwar wizards and agents of the Crownwon�t talk about but which legendinsists is far older than the Sword Her-alds.7 In fact, it may have something todo with the dragons who inhabited thelands in the area before there was aCormyr.

Sunset HillSunset Hill is named for its gold tinge atsunset, when it holds the light of thesinking sun long after the lower landaround it. This high, grassy hill east ofBospir is a natural spot for a fortress, butits crown holds only sheep, though longago gibbets stood on the hill.

It is no great surprise that Sunset Hillis haunted. Ghostly apparitions of float-ing, upright, dangle-headed humancorpses appear on its summit on somenights. Local farmers� lore insists thatany sheep on the hill at such times aretransformed into the leathery-wingedmonsters known as dark horrors. Thedark horrors fly off to attack lone folkand livestock all over the countryside,and they change back into their bewil-dered sheep selves in the morning�ifthey survive that long.

Water is plentiful around the base ofthe hill. No less than three ponds arescattered about, fed by springs wellingup from the heart of the hill. Many cot-tages cluster around the ponds, so Sun-set Hill could be said to be a settlement�a far-flung hamlet without any centeror governor�of about 1,000 folk.

7For more about the Sword Heralds, see Appendix II of this guidebook.

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Yeoman BridgeThis hamlet is a cluster of farms centeredon a covered bridge that gives the com-munity its name. Yeoman Bridge carriesthe Immer Trail over the Sword River(also known as the River Arabel). TheSword River flows southeast from therocky height known as Arabel Springs, justsouth of the city of Arabel, to join theWyvernwater just below the bridge.

The bridge itself is an impressive stonestructure adorned with sculpted stoneshields displaying the arms of familiesennobled for their service to the Crown inbattles long ago. The bridge is composedof two 200-foot-long spans that rest on amassive natural plug of rock, an islet oncecrowned by an evil wizard�s tower. Thedestruction of the tower caused a wildmagic area that survives today. It forms asphere englobing the entire bridge.

The north span of the bridge is cov-ered with log walls and a board roof, andthis shelter is often used by caravanswhose wagons must stop over for a nightin rain or snowstorms. The roof over thesouthern span collapsed some years agounder the weight of heavy winter snows,and it remains open to the sky.

Local Purple Dragons disagree withmost locals as to whether this roofshould be rebuilt. They say its presencewould make the bridge a firetrap andprovide invading forces with cover fromthe arrows of defenders on the southernriverbank. Some farmers also oppose therestoration of the south span�s roof. Theysay restoring the roof would allow alltravelers to shelter in the bridgeovernight, bringing the scant businessdone by the local inn to an end.

The local inn does little trade becauseit�s a dreadful, dirty shack whose owner,a retired Purple Dragon called ThormUltigar, is too large and aggressive foranyone to dare to tell him how lousy hiscooking really is. He also hasn�t cleanedout the chimneys since he bought theplace, so smoke from the kitchen firesfills the entire roadhouse constantly.

This stellar house is called the WaterWitch�s Rest. The unmarked grave of alocally legendary sorceress, AierannYurlann, is said to lie beneath the mainhearthstone in the inn�s common room.Thorm takes a very dim view of guestswho try to lift the stone to take a look.There�s said to be a curse on the witch�scoffin that causes anyone touching it toshapechange slowly and constantly, onelimb at a time. Thorm has, however,been known to change his mind whenoffered a sufficient amount in gold coins(several hundred at least).

The witch�s spellbooks are reputed tolie at the end of a flooded tunnel leadingdown from her coffin towards the lake.They are said to rest in the lair of somewater monster that�s slain over 20 adven-turers since Thorm started counting�and burying�them in his yard. Theadventurers keep coming because Aier-arm Yurlann is said to have perfected acontingency shapechange spell that shewore constantly and that saved her life inmany sorcerous duels.

There�s little else in Yeoman Bridge totempt the traveler except fresh eggs andthe occasional goose to be had from localfarmers. The farmers may in turn wishto buy good boots (a constant need onthe muddy Wyernwater shores), tools,and other goods not made locally.

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HultailThis village of 360-odd folk is the largestport on the Wyvernwater. It is the home ofthe Trindar Shipyards, where almost all ofthe vessels that ply the vast Wyvernwaterare made. It is enriched by all the trade thatflows between Cormyr and the Dalelandsalong the Thunder River and through theHigh Dale. (This water route has long beenthe best way to enter or leave Cormyrunseen.) Vangerdahast has been increas-ingly concerned about this, and a war wiz-ard, one Fractus, recently retired to studyin his own tower just east of Hultail. Fewdoubt that he�s in regular spell communi-cation with the powers in Suzail.

Hultail is reputed to be the site of a fairyring atop a hill, where elves dance once ortwice a year. The elves dwell or sleep in theheart of the hill the rest of the time.8

Another colorful local legend concernsthe Ring of Swords: nine black blades thatrise, dripping, from the lake and flash outat Hultail�s foes. It is said only a worshiperof Tempus can call them forth, and onceeach blade slays something, they all sinkdown again and cannot be found or calledforth until at least nine days have passed?

Hultail is both a fishing village and a fishhatchery and it never seems to run out offish. I�ve discovered what few Cormyreansknow: A monster called a deepspawn,which spews forth lesser creatures more orless constantly, is kept close-guarded in theSpawnhall by the docks. It churns out fishfor local tables and to sell in Suzail. Excess

fish are plowed into local farm fields toenrich them. All fish that spoil are milledinto fish meal and sold to Sembian farmers.

Places of Interestin HultailUnique SitesSpawnhallThis imposing structure, with its archedroof, houses Hultail�s fish hatchery tanksand is guarded by no less than 40 PurpleDragons armed with hand crossbows thatfire darts envemoned with sleep poison.The economic prosperity of Hultail is obvi-ously seen as crucial to the Cormyrean holdon the sparsely settled eastern lands of therealm! Visits to the view the interior must bearranged with Lord Redbeard in Wheloonor at the Court in Suzail. Only fish meal issold to private merchants here, at 60 gp perwagonload (wagon not included).

ShopsTrindar Shipyards

Boats, Ships, and Rafts

This famous complex of docks, sheds,cranes, and slipways looks like the after-math of a battle, but out of its noise, pilesof scrap lumber, and reigning chaoscomes boat after boat of sturdy usefulness(if not beauty), used by fisherfolk on theWyvernwater. Surdan is the senior ship-master now, and he can turn out a smallsloop in two tendays at a cost of 500 gp or

8Elminster: They do no such thing. This mistaken belief got its start long ago when Myth Drannan elves chose this site for ahilltop meeting with other elves and arrived via gates that seemed to humans watching from a distance to open into the hill.

9Elminster: This one�s true, but anyone who knows the word of activation can call the swords up. No, I�m not givingit here, but it�s graven in stone somewhere in Hultail, for those who care to go looking. They act as nine separate bladebarriers. They fly up to half a mile from Hultail�s docks and continue to strike until each blade has dealt 66 points ofdamage, claimed a life, or all the foes of Hultail are gone, whichever befalls first. I don�t know why Tempus enactedthis here. I suspect there was once a temple to him where the docks now stand.

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a large raft in half that time but for thesame price. He can complete a good-sizedfishing boat suitable for a crew of two (cansail with up to 12 on board) in a month for1,200 gp or more. The price goes up as thefittings and size increase.

RestaurantsThe Plate of Eels

I�ve never taken to plates of fresh, slither-ing freshwater eels the way coast folk inCormyr do, but this place also servesother dishes that are not quite as revolt-ing: roasted chicken with almonds, cray-fish, clams, and freshwater fish. Theyserve good strong beer here, and thereis not a bad view over the water, either.

TavernsThe Blue Dragon�s Bones

Named for the destruction of a bluedragon on this site at the hands of a long-ago wizard, this is a typical dark-and-dirty tavern. It�s rowdy but has good ale.

I nnsThe Sixcandles Inn

looking a little frayed and worn aroundthe edges. But, it is the only place in townto stay unless you buy�yes, buy�ahouse!

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JunirilThis little village10 of 700 has to be theblandest place I�ve visited. Folk spendtheir days fishing and weaving rushesfrom nearby marshes. Don�t expect tofind excitement, though trade can bebrisk if you�ve useful wares to sell.

I could find only two local things ofinterest: the High Helm and the ruins ofHelm�s Everpresent Shield, a temple ofHelm. The High Helm is a landmarkinn, tavern, and festhall. As one localput it dryly, �They decided to store allthe excitement in one spot so�s we cansleep in the rest.� The ruins of the tem-ple are considered sacred, so don�tenter or disturb anything there.

The High Helm stands at the southedge of Juniril, and the walled stables,barracks, and jail of the Purple Dragonslie at the northern limits. The PurpleDragons keep a seven-sword contingentin the village; most are veteran femaleofficers. All around Juniril are fruitfarms among bogs. The only local perilis doppleganger attacks from the bogs.Officers pursuing the dopplegangersinto the bogs have thus far fallen afoulof mimics and traps.

The temple�s never been rebuiltbecause of the Curse of the Blood Royal.Centuries ago, brigands waylaid the

Princess Kathla Obarskyr here. Pinnedto the temple doors by a sword, thedying princess choked out her curse.The temple erupted in beams of lightthat struck each brigand, and eachbeam became a sword, transfixing itsvictim. The curse kept the bloodthirstyfools alive, writhing in agony. Nonedared touch them for fear of the curse,and they staggered about Cormyr untilwolves, hunger, or winter cold felledthem. Tales are still told by the firesideon cold winter nights of skeletons seenstumbling around the backlands withglowing blades through them, though italways seems that friends of the tale-tellers saw the skeletons, not the speak-ers themselves.

10The location of Juniril and the villages and geographic features that surround it can be seen on the map foundin the entry on Gladehap, in the Coast chapter of this guidebook.

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The High HelmTavern/Inn/Festhall

As one rides into Juniril from either road,one is immediately struck by the sight of ahuge warrior�s helm looming above a bendin the road. As one draws nearer, rustingrivets can be seen holding down a maze-work of edges under the silvery paint.Finally, it becomes obvious that the helm isactually an old glass-firing oven encased incobbled-together scraps of armor just forshow. It�s an impressive landmark nonethe-less, and many a traveler who�s never laideyes on it before finds it with ease.

The PlaceWarriors think of the Helm as home, aplace where they�ll be welcomed and rec-ognized. It�s a warm, strangely cozy placedespite the rough-hewn decor and well-used benches, tables, and chairs. The reg-

ular patrons, who are fighting men fromall over the Dragonreach, love it and tryhard to keep it a neutral, safe groundwhere feuds are set aside and all can relax.

Old shields and scraps of armor arehammered to the pillars and walls tokeep the risk of fire to a minimum, andthe floor is a mix of gravel, marblescraps, and flagstones for the same rea-son. Lighting is by candle and candlelantern, with candle wheels11 overhead.No less than three rather rustic stair-cases ascend from the sprawling, laby-rinthine taproom to the floors above. Iheard several Purple Dragons use therather charitable term �wandering� todescribe the stairs. The taproom iswhere all meals and drinks are con-sumed, unless one pays 5 gp per nightfor one of the private dining/meetingrooms behind the kitchens.

There are two floors above the tap-room, and they are a regular warren ofbedrooms, twisting passages, broom clos-ets, and little bowers or alcoves wherepatrons can relax (perhaps in the com-pany of a professional escort on staff). Onlythe gods know how the staff members findtheir ways around. I know I wasn�t theonly guest to go blundering into someoneelse�s room (interrupting several interest-ing trysts� but those are tales for anothertime) and wander the place for quite sometime, trying to find a stair back down.

The ProspectThe Helm is a good place to settle down fora tenday or so and just relax. No one both-ers you. In fact, talk in the halls is discour-

11A candle wheel is an old wagon wheel fitted with a ring of candles in metal bowls to catch the wax. It hangsfrom ceiling pulleys on chains and can readily be lowered to replace, light, or extinguish the candles. In rowdierestablishments candle wheels are often lowered abruptly down atop the heads of foes as weapons.

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aged; boisterous merrymaking is to be keptto the taproom or behind closed doors.

The rooms and food are simple butdependable. The place feels like home,especially after one traverses an upper pas-sage and sees a man snoring in a chairwith his feet in an adjacent chair and hisboots shucked onto the floor beside him,or when one goes down to the kitchens ofa morning to be passed by yawning war-riors who�re wearing not much more thanboots and sleepy expressions! Like home,too, service is casual and friendly. However,it is only available downstairs. If you wantsomething, you must go and get it, not ringa bell or call for a passage servant.

Priests of Helm and Tempus are on staff(as quartermaster and stablemaster,respectively) to administer to the hurts andspiritual needs of warrior guests. They tol-erate not only each other but a smallchapel to Tymora that opens off one end ofthe taproom hard by the doors to the jakes,behind the unmarked blue curtain at thesouth end of the room.

The ProvenderFood in the Helm is apt to be of the roasts-and-stews variety, with much emphasis onbeer and mustards as marinades. Smallfowl on spits can be had at any time of day,and they are always good. Morningfest usu-ally features frybread (lovely) and bacon(too salty). The rest of the day, ask for thefried potatoes in mushroom broth (superb,even cold). A cold platter of salt fish, strongcheese, and radishes can be had at anytime in the kitchens (3 cp, paid on the spot).

Not surprisingly the drink is plentifuland cheap. The usual ales (bitter black,Elminster�s choice, and suzale) are supple-mented by Vilhon cider, clarry, and a small

selection of wines comprised of whateverthe proprietors can get in from ships call-ing at Suzail. There is, of course, house aleand wine, too. Both are made in the sta-bles, but it�s best not to dwell too much onthis. The taste of both is fine. The Helm fea-tures a thoughtful touch that manygrander houses would do well to adopt: Inevery room, covered clay pots hold slicednutbread, a spreading knife, and jars ofnut-and-berry jam, so that one never wantsfor a bite. Covered jugs of mint water alsostand by every bed. These touches aresimple but satisfying.

The PricesAny meal is 1 sp per platter or 2 sp perskewer. A skewer typically holds three good-sized roast fowl and as many onions orsprouts. Drinks are 4 cp per tankard or 7 spper bottle for wine. A few, rarely availablevintages can be as expensive as 12 gp perbottle. Most guests stick to the house drinks,which cost 3 cp per tankard for the ale(robust and even nutty�not bad at all) and 5cp per tallglass or 4 sp per skin for the wine.

Rooms are 5 gp per person per night, or3 gp per person if one shares a room withothers. This price includes a house tankardor tallglass and a hot bath. Stabling is 1 gpper person extra, and there is an additionalfee if a single person brings more thanthree beasts. The company of one of theHelm escorts is 12 to 16 gp per night.

Travelers� LoreThe Helm has become known as a goodplace to hire or make contact with war-riors. It�s also long been rumored tohouse many hidden caches of foundtreasure or accumulated pay left behindby those who did not live to return.

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ThunderstoneThis village of 900-odd folk swells to thriceits usual size in summer, when travelthrough the High Dale picks up and allmanner of folk arrive to hunt or explorethe Hullack Forest. (In recent years, taleshave arisen of ruins in Hullack�s depths,and one has been identified as the leg-endary Tethgard.) The inns and taverns inthis frontier holding change each season,I�m afraid, and so aren�t spoken of here.

Thunderstone has a 100-sword PurpleDragon garrison, most of them wild boyswho love brawls and monster-slaughtering.The hardened troops are here to standagainst the perils of the forest, the nearbyThunder Peaks, and the Vast Swamp.They�re under Oversword Faril Laheralson,

who largely ignores the local Crown clerk,Hurm Thiodor. So, watch your step aroundthe Purple Dragons. They are the law, andthere�s no chance to appeal to Suzail.

Prosperous local farmer Del Geery,whose lands adjoin the swamp, is making aname as a hydra hunter by sponsoringexpeditions into the swamp. He gleansmany useful wares from hydra corpses.

The infamous Stag Skull Bridge spansthe Thunder River12 here, and a permanentPurple Dragon guard on the bridge pre-vents monster incursions south of theriver. Many foresters owe their lives tothese soldiers. When pursued by monsters,they collapsed�exhausted�on the bridgeas the guard butchered what had been fol-lowing them. Needless to say, soldiers onthis duty are veteran monster slayers.

12Old maps call the Thunder River the Thunderflow.

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TilvertonThis fast-growing town of 12,900 folk isstill officially a protectorate of the ForestKingdom. It is ruled by a Cormyreannoblewoman, Lady Regent AlasalynnRowanmantle,13 and a nominally inde-pendent, locally elected Council. No onein Faerûn expects to see Cormyr�s gripon Tilverton loosen voluntarily, however,and the town has a standing PurpleDragon garrison of 850 swords. Theypatrol constantly against monsters, brig-ands, and Zhentish forces.

A typical Purple Dragon patrol consistsof 40 seasoned warriors commanded by aveteran officer. All ride medium warhorses, wear field plate, and wield lances,maces, long swords, crossbows, and dag-gers. They are accompanied by one tothree war wizards and 10 to 20 archers.The archers practice firing from the sad-dle and wear leather armor. Each has along sword, throwing daggers, a long bow,and four quivers that each hold 21 flightarrows.14 The wizards each carry full spellcomplements, several scrolls, and asmany as a dozen potions of healing in steelvials, but they don�t bring their spellbooksout on patrol.

Tilverton�s streets are policed by footpatrols of 10 to 20 Purple Dragons armedwith slings (instead of bows and lances)and accompanied by one or two mages.No archers accompany these patrols, but26 are always on call at one of the threecity gatehouses.

When Tilverton is threatened by anattack in force, the Council may vote to callout the militia. (The lady regent and Purple

Dragons lack the authority to do so.) Itsmaximum muster is 470 members, includ-ing local adventurers, trappers, andhunters who know the countryside well.The militia is trained in riding and arms.

If all this seems more like an armedcamp than a settlement, that�s not farwrong. Tilverton is Cormyr�s armed bas-tion in the northeast, shielding the ForestKingdom against unhampered raids fromall sorts of foes. Tilverton is imperiled bythe Rogues of Tilverton, a mysteriousgroup known as the Fire Knives, andZhent agents from within and threatenedby orc hordes, marauding monsters, largebrigand bands, and Zhentilar armies andhired mercenaries from without.

Tilverton�s longtime use as a base forthose prospecting, logging, hunting, andexploring in the wilderness around con-tinues, and it has always been an impor-tant supply center for travelers usingTilver�s Gap. Today, Tilverton exportslocal pottery, gems, furs, and hardy hillhorses. The gems are mined in themountains to the south and (especially)the northwest, and the furs come frombeasts trapped in nearby forests. The hillhorses are medium war horses bred,trained, and doctored locally. The beastsbred by the ex-Purple Dragon BriethTanalar are famous.

Tilverton is a roughly circular walledtown with concentric streets that followthe general shape of the city wall. Thisoverall pattern is transected by the Moon-sea Ride, which passes through the cityeast and west. The overall concentric pat-tern is also broken by the road thatbecomes the Northride, running out of the

13Alasalynn Rowanmantle is also a former Purple Dragon officer.14One quiver is worn, and the other three are attached to the saddles of the horses that the archers ride.

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city to the north to Shadow Gap. It meetsthe Moonsea Ride at a market in the city�scenter. In the market stands the slenderCouncil Tower, a useful navigational land-mark for newcomers. The southwesternthird of the city rises above the rest and isseparated from it by an internal wall. Itoccupies a fortified knoll, where the oldestpart of town stands, and is accessed fromthe rest of the town by four entrances:three staircases and a gate.

Not long ago, Tilverton was a small,muddy town of drovers� stockyards andcaravan campgrounds around a knollcrowned by a few grand homes, a ruinedkeep, and the temple of Gond (thencalled Gharri�s House). Old, batteredstone houses and many leaning woodenshanties ringed the stockyards.

Then Cormyr came. Faced byLashan�s expanding empire and increas-ing orc and Zhentilar raids, Cormyrmoved to secure Tilver�s Gap, sendingunrequested aid to the beleaguered townin the form of a permanent garrison. Thestockyards and grounds were torn downin favor of new construction and relo-cated outside a hastily built earthen ridgeand ditch (which is now a stone wall), theshanties were replaced by stout stonebuildings, and opportunistic Cormyreansby the hundreds settled in.

Locals who grumbled then aboutbeing �stamped under Azoun�s boots�have largely fallen silent as the influx ofCormyrean soldiers, merchants, andtrade has enriched them and the wallhas (at last!) afforded protection against

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raiding brigands and monsters. Other Artur �the Fat Man� (believed deceased).citizens, such as Gharri (of Gond), were Lhaerae, who possesses incredible dexterityunhappy under the iron hand of Duke and acting ability played no open part inBhereu, the cousin of Ring Azoun who the Rogues until recently. Instead she usedwas sent to govern the town, and left. her beauty and wits to infiltrate the localHowever, soon after Lashan�s fall, Bhereu clergy of Gond and then the Cormyreanreturned to his normal duties. A restless garrison to gather information for theSuzailan noblewoman was made regent,and some of those who had left returned.

Rogues�and to gather the occasional goldcoin or magical item for herself.

Tilverton has always been a dangerousfrontier town of adventurers and readymagic, where the lost hoards of adventur-ers who went on one expedition too manyand never came back have been hidden

LandmarksIt is unlikely that most visitors to Tilver-ton will to cross paths with Lhaerae and

over the years. Now, it�s a bustling town offast-gathering coins and growing culture.Two prominent mages call Tilverton home:the respected sage Filani of Tantras andGahlaerd Mossmere, a researcher of newspells who is rumored to aid the Rogues ofTilverton (the local thieves� guild).15

The Rogues are now the only localoutlaw band. The organized Zhentarimand Dragon Cult agents have all beenslain or driven out. In recent years, theRogues did face competition from thesinister Fire Knives, but they have report-edly now all left or been destroyed.

The Knives were linked with the fallen

her ilk,16 and so they can warily tour thiscity-to-be. The most interesting part ofTilverton is the Old Town. In Old Town,things aren�t as crowded as elsewhere inTilverton, and new construction is for-bidden except by special vote of theCouncil. Old Town can be reached byclimbing the Cormyr Stairs, the MarketStairs, the Tilver Stairs or by enteringthrough the Upper City Gate.

The Cormyr Stairs are located in thewest by the Cormyr Gate. They feature acovered landing with an Altar of Shieldsconsecrated as a shrine to the god Helm.The Market Stairs connect directly with the

god Moander and dwelt in the town sew- market in the center of Tilverton and have aers. The Rogues inhabit the sewers now, covered landing containing the Rose Altar,and their group is believed to number consecrated as a shrine to the god Lath-over 70 thieves, aided by local merchants. ander. The Tilver Stairs on the east17 carryThese merchants escape heavy thefts by the Street of the Sorceress into the Oldproviding cooperation and information. Town. They sport a garden-ringed Green

The Rogues have been led by the Gross- Altar landing that is consecrated to Silvanus.man family for decades. At present, their Those who don�t like steps or haltingleader is the beautiful and wily Lhaerae �the to worship can take Gateguard Road offLithe� Grossman, daughter of the notorious the Street of the Sorceress and journey

15Both of these wizards are detailed in Appendix I of this guidebook.16However, one is advised to beware the company of stunningly beautiful women who want to dance at the Flagon

Held High�their fingers may be lighter than their feet.17They are actually located in the southern part of Tilverton but are easternmost of all of these staircases.

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1.

2.3.4.

5.6.

7.

8.

9.

Tilverton Map KeyThe House of the Wonderbringer(temple of Gond Wondermaker; for-merly Gharri�s House)The Windlord�s Rest (inn)Tower of Wits and Work (Filani the Sage)The market (with the Council Tower atits center)Tilver�s Palace (ruined keep)Cormyr Stairs and Altar of Shields(shrine to Helm)Market Stairs and Rose Altar (shrine toLathander)Tilver Stairs and Green Altar (shrine toSilvanus)Upper City Gate and the Hand ofChance (shrine to Tymora)

10. Dundar�s Fine Blades11. Grimwald�s Revenge (inn)12. Whispering Witch (inn)13. The Flagon Held High (tavern)14. Jonstyl�s Banner (rooming house)15. Knights� Ride16. Street of the Sorceress17. Gateguard Road18. Drakar Lane19. Phorn�s Lane20. Haddock Row21. The Northride22. Tanalar�s Fine Mounts23. Undreir Facilitations24. The Cormyr Gate

along the city wall, entering the Old Townthrough Upper City Gate along the southwall of the city. There they can easilypush past the Hand of Chance shrine ofTymora if they�re not of that faith.

Once inside the gardenlike Old Town,the visitor should look at the ruined Tilver�sPalace in the northwestern corner of theheights this district occupies. This formerabode of Tilvara remains undisturbedlargely because of its Medusa�s Garden, aforest of petrified people and monsters thatanimate like gargoyles to attack any intrud-ers. Weird spell lights drift and flash aboutinside the ruins, and few who steal in sur-vive to see the outside of the crumblingwalls again. One warrior claims to havefought off a watchghost to gain his free-dom; he says he also saw beholders orother spherical, many-eyed beings floatingabout in the depths. Powerful wards pre-vent all known divination and scrying mag-ics from penetrating the ruin.

The next street east of the ruined keep,reached by taking the short curving avenueof Knights� Ride, is the wide arc of Gate-

guard Road, which goes around the keepgrounds in a sharp dogleg. On the outside(east) of this bend stand the house of Filanithe Sage, which she wryly calls the Tower ofWits and Work, and the former site of theWindlord�s Rest inn, now a rooming house.In the angle of the dogleg is the House ofthe Wonderbringer, the town�s large templeof Gond (formerly Gharri�s House).

Those who follow Gateguard Roadalong toward the Upper City Gate passthe new Windlord�s Rest inn. Theyshould appreciate that in its new locationit�s about as isolated from the bustle ofTilverton as it can get.

Knights� Ride also links up with theStreet of the Sorceress, which runs in arather tortured loop inside GateguardRoad from the Market Stairs to the TilverStairs. The dead-end spur of Phorn�s Laneruns off the loop just west of the TilverStairs, and on this lane stands the FlagonHeld High, Tilverton�s only tavern�thoughthere are plenty of drink wagons that travelthe streets and alleys each night. Many visi-tors and citizens alike hasten here every

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night for a little roistering and chatter.Handy to the west, in the angle of the

loop of the Street of the Sorceress, isGrimwald�s Revenge inn. The Whisper-ing Witch inn stands on Haddock Row,the next side street off the loop before theKnights� Ride intersects it.

Places of Interestin TilvertonTemplesThe House of the Wonderbringer

This large temple to the god Gond Won-dermaker was formerly known asGharri�s House. It was named after HighPriest Gharri, an elder of the town whowas later lord regent before his disappear-ance. It�s now led by High Artificer BurlanAlmaether. Burlan directs over 40 priestsin devising new inventions in worship ofthe god. One notable recent innovationhas been the float valve, wherein risingliquid levels in an enclosure cause a float-ing item to trigger a switch, typically toshut off the flow of additional water.

This temple attracted many clergy inGharri�s days. He was regarded as animportant servant of Gond who had a per-sonal relationship with the god. There isgreat interest in seeing how BurlanAlmaether performs. People are eager tolearn if he too will develop a close relation-ship to Gond, ensuring the temple�s great-ness and the place of Tilverton in Faerûn.

ShopsDundar�s Fine Blades

Weaponsmith and Toolsmith

Formerly Dundar�s Pine Swords, this shop

has recently expanded its wares to includeaxes, scythes, and saws. Dundar is a war-rior of skill who tutors warriors in the useof blades for fees. At such times, his sisterAndalara takes over the shop, finishingblades and making scabbards. Andalara isa ranger and Harper who roams thenearby wilderness with six half-elf war-riors, collecting prized game and rarewoods. Her band also hunts down orcsand other evils that manage to slink pastthe Purple Dragon patrols.

Tanalar�s Fine Mounts

Horsebreeder

This is the office of Brieth Tanalar, thefamous local horsebreeder. His horsesare bought by folk from as far away asCalimshan to be used as riding horses,for racing, and for stud. He is suspiciousof strangers, and the world seems all toofull of horse thieves to him. He can affordto charge what he likes and to refuse tosell to folk he doesn�t take to. (Merchantsshould take note.)

Undreir Facilitations

Second-hand Goods and Fence

This discreetly signboarded, narrowshop stands across a side lane from theWindlord�s Rest. It is the office of thefat, grasping merchant PhidalparUndreir, a less-than-scrupulous mer-chant and dealer in second-hand goodswhose shrewd operations have madehim very rich. Though not one of theRogues, Phidalpar employs similar tac-tics. He has at least a dozen bodyguards

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armed with sleep-poisoned darts anddaggers in his shop or nearby. He isalways willing to fence �awkward� itemsfor adventurers or hire them for this orthat �simple, little job.�

TavernsThe Flagon Held High

This colorful place is a sort of ongoing fes-tival. Nearly everyone in Tilverton, the highand the low, comes here to buy drinks,laugh at joke-tellers, dancers, and min-strels, and gossip. Professional escorts andthieves work the crowd that spills out intoPhorn�s Lane every night, and each nightamused but watchful Purple Dragons

direct lost, drink-befuddled outlandersback to their inns from the ongoing party.

By tradition, the law looks the otherway a lot at the Flagon, and one can see alot of drunken stunts, merriment, brawl-ing, and amorous flirtation in thecrowded but somehow always light-hearted house. Everything is clean andnew since the recent rebuilding after afire, and the cellars18 boast as good aselection of beers as any tavern of thefirst rank anywhere in Faerûn. It is not,however, the place for a quiet evening.

InnsTilverton has over four dozen roominghouses, with more opening every sum-mer. They quickly fill up in the summer

18The cellars are now loaded via their own winchway that takes huge tuns of beer on rails from the end ofDrakar Lane, below the knoll, into the side of the knoll beneath the tavern.

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with hunters and horse traders. In win-ter they are empty of all but trappers,adventurers come to try their luck in theStonelands, and off-duty soldiers who�dlike a room for a quiet dice game or twoaway from watchful officers. Thoughalley-window kitchens are beginning tospring up, serving soups and hot buns tobuyers passing on the street, Tilverton�sinns are still its only real restaurants. Forthis reason and out of familiarity, mostshort-term visitors to Tilverton still headfor one of the three inns in town.

Grimwald�s Revenge

The Revenge is owned by the Rogues ofTilverton, and it earns them a fairly steadyincome. They use it for meeting caravanmasters willing to bring needed suppliesand to take away booty that would be tooeasily recognized so that it can be soldelsewhere. The Revenge is soundproofedand honeycombed with secret panels andpassages, allowing Rogues to easily robpaying guests. Be warned!

The inn is named for the threatenedvengeance of the wizard Grimwald onthose who transformed an unspecifiedbut beautiful creation of his. The revengethreat was that he would turn his ene-mies into frogs and seize their worldlygoods. The inn�s prices are indeed high,and there are a lot of frogs hoppingabout, but as far as I know there are noknown instances of guests disappearing.

The inn is run by a jovial, cosh-carry-ing thief known as Hasantasser Blood-

shoulder. He keeps caged frogs, releasingone to wander whenever the Rogues pulloff a major theft. Two frogs with largeyellow back-markings have sealed pack-ets of dust of disappearance glued to theirbellies for use by Rogues in distress.

My investigations confirm local rumors:All newel and banister knobs in the inn twistoff in a certain way to reveal handy storageniches. Each of these holds a dagger, a gar-rote, a black silk face mask and a packet ofthe vanishing dust used by the Rogues.

The Revenge is connected to the sew-ers by several concealed ways. I�d hate tobe a Purple Dragon attacking the place,and I must confess I was uneasy just stay-ing there as a guest. Stay at Grimwald�sRevenge at your own risk.

The Whispering Witch

This is a dark, cozy establishment whereunexplained sounds are often heard andspells go off behind closed doors. The Witchis owned and run by two sisters who seemat first sinister enough, but I can be the firstto tell the world that they�re not Rogues orcrazed cultists, but undercover Harpers!19

Aluana and Jhansabella Nithrin areboth mages. Their cook, the balding andbearded Alstigar the Silent, is secretly abard and so is their stablemaster, Khel-drar Ghaudelar.

The Windlord�s Rest

This formerly small, cozy inn has moved

19Elminster: My, ye�re helpful. Why not reveal the true names and locations of the Seven Lost Heirs while ye�re atit? It�ll cut down on the civil wars and the rush of adventurers deluded into rightful claims on thrones. I supposesaving all those lives would be too helpful by half. Aye, everyone on staff at the Whispering Witch is a Harper.

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to a labyrinth of interconnected former most love it and become loyal clientshomes and shops linked by drafty, who send deposits ahead to secure auneven-floored passages. It is now favored chamber or suite and even paylocated hard by the town wall in the extra when Thungor hands them theirsouthernmost spot in Tilverton. Though bill after a stay.even the staff sometimes get lost in this Thungor had to move the Rest largelydimly lit warren, the Rest is still warmed because the old place was too small toby the wise and kindly nature of its squeeze in half the returning guests whoowner, the retired illusionist Thungor wanted to stay there. The old location isTriblane, a gnome of balding head but a now a rooming house, Jonstyl�s Banner,magnificent beard and bristling brows. run by a crippled dwarven ex-adven-

Thungor believes in adopting guests turess.20 Thungor still pays Jonstyl to giveas unofficial family members, dispensing parlor space to a pair of shy gnome run-advice, directions, slippers for damp feet, ners. Their only task is to lead folk whoscoldings, and pocket money as if come to Jonstyl�s door expecting to seepatrons were his errant children. This Thungor instead to the new Windlord�sirritates a few folk beyond belief, but Rest.

20Jonstyl wants readers to know that she caters especially to adventurers. She offers discreet lodging and ser-vices, can obtain potions of healing for injured guests, and can provide disguises, mounts, and meals swiftly and atall hours.

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The West Reacheshis mountainous backsideof the realm of Cormyr (asa long-ago sage called it),is often neglected byCormyrean and traveler

Eagle Peak

alike. The visitor who doesn�t venture tothe west reaches of the realm missesmuch of the beauty of the Forest King-dom. Its mist-shrouded upland meadowsand pine forests are exquisite, if oftendeadly. Despite Cormyr�s ever-growingstrength, this is still monster country.

Mapping the Stonelands and theStorm Horns provides a few trustedadventuring bands with a steady sourceof income. However, many valleys andhigh meadows in the Storm Hornsremain unexplored or mapped todaydespite the diligent work of scrying warwizards and hired adventurers sent tofollow up on what a mage has seenfrom afar.

Waystopsand HoldingsSettlements in the Storm Horns arescarce. Each can be crucial to travelers�survival, especially if they�re being trailedby brigands or orc bands, but thatdoesn�t make these places wildly enter-taining to visit or worthy of detailedentries in this book. A few of these placesare vital waystops, but they still aren�t anyprettier or better equipped than theyabsolutely need be. Such places are men-tioned briefly in this section for the refer-ence of travelers trying to stay alive:

This fortified trade town offers a base formerchants and adventurers bold enoughto enter the Farsea Marshes or Tunland.The more prudent stay here, and theMarsh Drovers of the Farsea Marshescome to them, selling their Death Cheese(made from catoblepas milk) in the mar-ketplace. One-pound blocks cost 2 gpeach in the Peak, rather than the 5 gpthat Aurora�s Catalogue Shops and mostother outlets typically charge. Less well-known, but even tastier, is the delicatelyherbed Deadeye Butter, also made fromcatoblepas milk. The market is alsonotable for the hill sheep, mountaingoats, and furs to be had here, as well asthe usual assortment of tools, hardware,and furniture brought by caravans.

Eagle Peak is home to a PurpleDragon garrison of 600, here �bored inthe back of beyond� as their mournfultrail song puts it. They protect Cormyr�sbackside from Zhent, Tun brigand, andorc horde attacks.

It�s a bleak place, kept all of stone, tile,and slate to prevent fires from beingstarted by incendiary missiles in a siegeand to aid in the resetting of the manywarning wards everywhere when they aretriggered. The Peak�s best-kept secrets areits tiny walled gardens, where residentsnurture their own small slices of verdantwoodland. Typically these plots hold a tinypump-fed pool surrounded by ferns,mosses, shrubs, and a few trees carefullypruned and tied to grow bushy and

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stunted, curving over to roof in the gardenwith their boughs. Residents use theseprivate bowers to dine in, court in, and toentertain friends or honored guests.

The Peak doesn�t have inns or taverns asthey�re known elsewhere in Cormyr butrather hot food shops, stables, and roominghouses. The traveler must use these ser-vices separately. The Eagle Peak stablesguarantee mounts. If mounts are lost orstolen while in their care, they give the own-ers replacements that are as good or betterthan what was lost as can be managed.

High HornHigh Horn is the name of the highestpoint in the Dragonjaw line of peaks andof the magnificent castle that surmountsit, guarding the pass through the StormHorns that is Cormyr�s western gate. Notas crucial to the survival of the realm as itonce it was, High Horn is still the mighti-est castle in the Forest Kingdom.

The fortress now occupies the entirepeak, which has been sculpted into a for-midable barrier. The castle is ringed by amoat and a wall, around which is the innerward of barracks, granaries, and deepwells. The inner ward has its own moatand ring wall, and around this is the outerward, with its stables, armories, smithies,and storerooms. The outer ward has, inturn, its own moat and wall. The wall hasthree gates, all leading down to the mainroad, a thousand feet below, by means oftheir own trails. Outside the outer ward�swall are small fortified guesthouses for theuse of travelers who need the rather for-bidding protection of the Horn for a night�sstopover. These guesthouses are staffed byrather gruff Purple Dragons.

Few outlanders or Cormyreans haveseen the magnificent banquet hall in theheart of the castle. The lord high com-mander of High Horn orders most of his�guests� to the dungeons deep insideHigh Horn to await the pleasure of expertwar wizard interrogators. Only war wiz-ards and Purple Dragons are normallyallowed inside the Horn itself.

HuthduthThe small keep of Huthduth lies in a smallwooded valley east of the road where theHigh Road breaks out of heavy mountainsand turns southwest amid rolling hills twoday�s ride west of High Horn. Home to amonastic community that worshipsChauntea, Huthduth is known for its war-rior-priests and its generous attitudetoward food. Any travelers are given freelodging for up to three nights and as muchfood as they want from the rather meagerlocal menu of mutton, lamb, mountainberries, parsnip wine, parsnips, and alpinesprouts. The priests like to hear news of theworld around, and in return they speak ofthe abandoned mines, old dwarf holds,ruins, monster lairs, and treasure sites theyknow of in the surrounding mountains.Huthduth is named for its founder, asimple and long-dead monk whose phan-tom still appears at some rituals toChauntea, watching and smiling.

The priests defend their flocks of sheep,which are allowed to wander, through theuse of spells that allow them to scry partic-ular sheep from afar and teleport them-selves in groups to the location of anyparticular sheep. Orcs, monsters, or hun-gry adventurers thinking to strike down asheep suddenly find themselves sur-

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rounded and under attack by a grim bandof mace-wielding priests in chain mail. Thepenalty for killing a temple sheep is a forfeitof 1,000 gp. Those without funds enough topay must give up items of the priests�choice and/or perform a service. Therequired service is typically to slay particu-lar local menace the priests haven�t gottenaround to dealing with yet.

There�s some sort of secret aboutHuthduth, too, that I was unable to learn.A feeling of slumbering power permeatesthe old keep, and I saw at least one spellof awesome power hurled, which tellsme that at least one archmage residesthere. Perhaps the Crown of Cormyrkeeps some secret weapon, heir, or forcehere�or perhaps it�s something Suzailknows nothing about. I await news fromsome diligent reader of his or her discov-ery of what�s hidden in the House ofHuthduth. In a future edition of thisguidebook, perhaps, I�ll be able to setdown the truth about Huthduth.

Old AxeSouth of Skull Crag, the High Road passesclose to a sharply upthrust peak. This is theOld Axe, and in its shadow is lies a mininghamlet of the same name. The buildingsthe traveler can see from the road are aghost town, abandoned after repeated orcand hobgoblin raids. The few folk who stilldwell here inhabit a few caves in Old Axeitself that have been walled off to makethem secure against surface intruders. Thefolk who dwell here were reluctant toreveal their true numbers�how few theyreally were, actually, as only about 70 or 80,as far as I could make out, still live here.The mines here go deep into the heart of

the earth. More than once the miners havebroken through into tunnels and cavernsof the Underdark and had to battle themonsters of the dark places.

Still the dogged persist, bolstered by noless than seven war wizards provided byVangerdahast, along with hired adventur-ing bands. The iron in these mines isunusually pure and is vital to Cormyr�sarmy. This has long been so and is howthe mountain got its name. From time totime the miners find curious veins ofhardened clay that contain suspendedgravel and rubies. Some of these stoneshave been as large as a hen�s egg, butmost are of fingernail size or smaller.Merchants with goods to sell will find theminers wonderful buyers, and travelerswith mining skills or swords to hire out, ofcourse, may find work in Old Axe�dan-gerous work.

The delvers of Old Axe usually grow richenough to retire elsewhere while they�restill young enough to enjoy it, though somecome to love the place and stay on. Everyyear, the miners set up stalls in Suzail offer-ing maidens thousands in gold if they�llcome to Old Axe to be a �miner�s maid� (aromantic companion) for a year. Theyentertain few respondents, and fewer stillstay the course.

However, that may be changing.There�s word that a lady, Alatha �Fire-hair� Bloodil, has risen to lead the min-ers. She is going to come to Suzail herselfto recruit women so that her communitycan grow in size and not dwindle to awar wizard-guarded outpost. Whateverthe future of Old Axe may be, it has littleto offer the traveler but a sheltered camp,pure drinking water, and whatever aid awar wizard feels like giving.

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Skull CragThis large fortified village of over 2,000folk fills a flat-topped spur of Old BlindMage Mountain and overlooks the HighRoad, commanding a view up and downit for miles. This location makes SkullCrag an ideal military base. Over half theCrag�s folk are Purple Dragons whopatrol up and down the road and in theskies over the Storm Horns. To patrol theair, they use a flight of hippogriffs and theaid of a tower staffed by no less than ninewar wizards.

All this military might protects anyoneelse settling here. Shepherds and minershave both come in force, claiming therolling fields north of the village and OldBlind Mage Mountain, respectively. Theyfeed local mouths with meat to spare and

delve for iron, nickel, and copper. Excessmeat is preserved by magic and sold topassing merchants. Local miners speakof a lost mine in the peaks east of OldBlind Mage, but no one in living memoryhas found it. Expeditions that set out tosearch for it are growing increasinglydangerous as peryton and other preda-tors move into the area, attracted by thecontinued presence of numerous sheepand humans.

Adventurers are being hired to scourthe mountain heights of monsters and goseeking lost mines and caverns. There�seven local talk of using titanic magic toblast a pass east right through the StormHorns into Cormyr�s heartlands throughthe low mountains south of the Crag.This plan gives many Purple Dragon offi-cers fits whenever they hear of it.

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GreatgauntNamed for the old and respectedCormyrean military family who foundedit,1 this fortified town of 4,000-odd folkstands on a rocky plateau overlooking theHigh Road. It lies on the road's east sidejust where the road, running north fromthe Bridge of Fallen Men, first enters thefoothills of the Storm Horns.

Greatgaunt is notable as the site of theMoon Dance, a monthly gathering of devo-tees of Selûne that has grown into somethingof a trade fair and as the home of TansardFamwell, the Singer Among the Harpies, ayouth so skilled that he can offset harpycharming by his singing. An accomplishedmimic, Tansard is available for hire as animpersonator. He once played the part ofVangerdahast so well that he almost plungedthe war wizards into a scandal. He�s beenwarned not to repeat similar performanceson pain of death for treason or having hisvocal cords cut, but there are rumors. . . .

LandmarksGreatgaunt is dominated by Greatgard, thehuge castle that stands at the south end ofthe walled city, frowning down from the fullheight of the ramparts and the cliff below atthe road. Its walls are crowded withespringales, catapults, and trebuchets ofhuge size that can hurl loads of rock foralmost a mile along the road south of thetown. There are even said to be bombardsbehind some of the downsloping fire chutesthat can rake the ground below the walls.More importantly the town has a long andproud tradition of superb archery, and on-duty archers practice shooting at mark

poles outside the walls for several hours aday. Defenders on the town walls have beenknown to shoot attackers who�re so distantthat they�re almost at the limits of humansight out of their saddles. Greatgard has heldoff orc hordes and even Zhentilar attacks. Itis growing in importance as a military baseas the Tun bandits grow more powerful andCormyr looks to expand into Tunland.

The Greatgaunt family home, GreatgatesManor, stands at the north end of theplateau above a ravine so broken and jaggedthat no attacking force has ever come fromthat direction. This small castle boasts mag-nificent windows on its inner walls that lookdown into a courtyard. These stained glasswindows display the family arms, a right-hand gauntlet clutching a dove in its fist.The courtyard holds a fountain enchantedwith spells that heat the water to provide hotwater year-round and prevent its freezing inwinter. It�s known as the Steaming Fountaindue to the vapor that streams from it whenthe air around is cold. Citizens of the towncan come to it to draw water at anytime,since the pumps for the deep wells in themarket at the other end of town often freezeup in harsh winter storms.

Space within the walls is at a premium,and the visitor won�t find many trees. Thetown is a succession of tall, slate-roofedhouses crowded together, wall touchingwall, along narrow cobbled lanes. Bronzehandrails, green with age, are set into thewalls everywhere to allow walkers to usethe sloping parts of a street in icy weather.And yes, the children of the town delight insliding down icy streets at high speed ontheir backsides or borrowed shields untilthey crash into a prepositioned bale ofstraw�or a wall, barrel, or cart.

1Greatgaunts are battlemasters and garrison commanders in the Purple Dragons today.

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Facing Greatgard across the large openmarketplace2 at the south end of town isMoonrise House, the local temple toSelûne. Founded only about a decade agoby a charismatic priestess, the beautifulMarijel Dhallard (formerly of Selgaunt), thetemple is fast growing into a force forgrowth and harmonious living with thecycles of nature in Greatgaunt. The templealso lends support to those who either mustor choose to work at night, sleeping the daythrough. As devout worshipers love themoonlight best, they now make up a sub-stantial portion of the Night Watch3 and thePurple Dragons serving on dark-duty shifts.

Selûnians have festivals at every fullmoon and solemn sacrificial rituals wheresilver statuettes are melted in flames at everymoondark (new moon). They believe inplanting4 and beginning craftwork as themoon waxes, and in cleaning, cooking, anddoing chores as the moon wanes. Thismakes Greatgaunt interesting to visit. Manyfolk are asleep no matter what the time ofday is, the streets are never crowded, andbuildings have heavily padded shutters andthick walls to deaden sound, making it apeaceful place for travelers used to the noiseand crowding of most walled towns.

Places of Interestin GreatgauntShopsThe Shield of Glory

Armor and Weaponry

This well-stocked armor and weaponryshop is just the place for an adventurersor armsmasters to outfit themselves ineverything from leather underbreechesto full tourney coat-of-plate. The onlyarrows in the place are a few incrediblyexpensive enchanted arrows of slaying.(Other smaller shops in town dealexclusively in bows and arrows.) Almostevery other personal weapon or accou-terment can be had here. Lances aresurprisingly good sellers, and the pro-prietor, the dwarf armorer Narthalin, isespecially proud of his belts of sixmatched-balance everbright daggers (20gp a set, firm).

Local legend insists that the cellarcaverns of the Shield have been usedfor centuries by the Greatgaunt familyas an armory. The caverns are said toinclude an access gate to an ancientrefuge created for the Greatgaunts longago by the mysterious Sword Heralds.5

Narthalin refuses to discuss this. It issupposedly also reachable via a certaincloset in Greatgard and a hidden pas-sage in Greatgates Manor.

TavernsThe Twelve Dancing Knights

This quaint old tavern�s name isderived from some lines about it in aballad by the long-dead bard Shalivarrof Iriaebor. The couplet has beenornately carved on a large plaque overthe door:

2It�s a livestock fair. Drovers are allowed to camp with their beasts in the center, among much dung and straw,so only a single ring of booths is allowed in the market.

3The Night Watch is Greatgaunt�s shop and market police force, active only from dusk to dawn. Purple Dragonspolice the town during the day.

4Usually in the small roadside fields below the town.5See Appendix II of this guidebook for more about the Sword Heralds and their creations.

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O, twelve bold knights here made merrie,And when they left, a-dancing they be.

Shalivarr�s song refers to somerowdy nobles of early Cormyr. It�s easyto see what they liked about the smoky,warm-hearthed taproom within: plenti-ful drink served promptly and carefullyby handsome men and comely maids,cozy booths adorned with old weaponsand battle regalia of the realm, and plat-ters of free hand food on every board.The hand food treats served hereinclude grapes, butter biscuits, wedgesof strong cheese, and slices of coldspiced sausage. The Twelve DancingKnights is a thoroughly enjoyable, ifsimple, thirst-slaying house and ishighly recommended.

Several old, retired miners and sol-diers spend days gaming here by thefire. They love to tell stories of moun-tain lore, dragon treasure, and past bat-tles to those who�ll buy them a pint ofbitter black.

InnsThe Old Bucket Drops

The Old Bucket is not a bad inn, but it isa trifle overpriced. No food is served, andthe only drink to be had is water fromthe ewers of wash water in each room.However, for 3 sp you can have a hotbath in your room in a copper carry-tubthat has been filled by a line of servantsdumping steaming kettles.

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HornshieldThis isolated, formidable mountain keepwas once the fortress home of the noblefamily whose name it bears. That familydied out some 70-odd winters ago, andsince then it has housed a collection ofartisans. These artisans are the descen-dants of workers who served the last,eccentric Duke Hornshield.

Hornshield Keep is a huge building thatalmost fills a narrow cleft high up on MountShalandragar. It can be reached only bycrossing a perilous, windswept bridge link-ing it with one shoulder of the mountain.This 90-foot-long span is lit by rows of flick-ering lanterns at night and is watched at alltimes by archers. It is also defended by a bal-lista aimed to hurl heavy javelins the lengthof its run. Attackers must be able to leap veryhigh or hang from the underside of thebridge and get back up again to avoid it, anda 200-foot drop awaits them if they fall!7

In times of trouble, defenders crankmassive stone support rams back into thekeep walls, and the hinged bridge falls awayfrom the keep to slam against the shoulderof Eastmount (the eastern flank of MountShalandragar), hurling anyone on it downinto the cleft.8 When it is safe to do so, thebridge is winched up into place again bymeans of massive steel chains. These affordaway into the fortress too, but flaming oilor heat metal spells can render them per-ilous in the extreme.

Today Hornshield is a small but thrivingcommunity of brasscasters, locksmiths,glassblowers and glasscutters, chainmak-ers, and armorers. The pride and specialtyof the glassworkers is preframed windows.These are sold, frame and all, in the citiesof Cormyr and nearby coastal cities aroundthe Lake of Dragons. Much of these crafts-folk�s raw materials and finished produceare whisked to and from certain ware-houses in Suzail by a small staff of well-paidwizards. At least one of these mages isalways a spy for the war wizards. She or heis stationed here to ensure that no enemyof the realm takes control of, or is illicitlyoutfitted by, the armorers here.

All of the families of Hornshield dwellin various rooms of the labyrinthinekeep, governing themselves through acollective council of elders. They devotetheir attentions to security, work, andprofit. Rooftop glass-roofed food gardensare a current interest and are being con-structed to lessen the community�sdependence on outside food. A spring inthe depths of the keep provides drinkingwater, and the folk of Hornshield use it tobrew a strange-tasting, potent mush-room mash ale that is very much anacquired taste. At first sip, it seems likeone is drinking furry, moldy water!

Prominent families in Hornshieldinclude the Nelduks, the Seshores, and theTilthar. Hornshielders have little use fordreamers and idlers. They take great pride

6King Rhigaerd II awarded the family a dukedom in recognition of its valiant efforts in driving out brigands fromthe surrounding peaks.

7Either of these feats requires a successful Dexterity ability check to perform and a successful Strength ability checkto hang on or land properly. (Unless one is a thief, in which case a climb walls roll can be substituted for the Strengthcheck.) Failure in either one means the character is caught on the bridge and struck by a javelin that inflicts 5d6 pointsof damage. Failure in both rolls means a fall from the bridge onto the rocks far below

8A player character clinging to the bridge would be battered for 4d4 points of impact damage, and forced to makeboth a Strength ability check and a saving throw vs. paralyzation. If either roll fails, the character is smashed free of thebridge to fall into the cleft below.

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in their own efficiency and output, refer-ring to themselves as �the most truly usefulsettlement in all Cormyr.� The traveler whoknows that the few folk of Cormyr who�veheard of the place regard it as a fortress fullof crazies had best keep quiet about this.Visitors who wear out their welcome havebeen thrust out onto the mountainside withjust what they�re wearing and have had thekeep shut against them!

hand equipped with a crystal ball for quickcommunication with the Palace of the Pur-ple Dragon in Suzail and a plentiful supplyof arrows of wizard slaying for their archers.

Visitors aren�t overly welcome in Horn-shield anyway, though anyone with ideas tooffer or unusual tools or items to sell istreated with courteous interest. All intrudersare kept under escort and not encouragedto stay very long. The Hornshield eldersgreatly fear that an avaricious wizard�per-haps a Zhentarim�will show up one day toenslave them all. To deal with this antici-pated threat, they keep a war wizard on

A now-dead mage of Hornshield, Aum-rathar Uernhands, was one of the few wiz-ards of Faerûn to ever master the secrets ofmaking arrows of beholder slating, and thecommunity has over 40 of these preciousshafts left, carefully hidden away. (It shouldbe noted that preservative enchantmentslaid on the stones of the keep long agomake detection and directional magicalmost useless inside the place.) Word ofthe wizard�s deeds spread around theDragonreach a generation ago, and thecommunity has grown used to visits fromadventurers eager to buy these arrows.Hornshielders are mindful that some ofthese shafts may one day be needed for

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their own defense and that, with Aum-rathar dead, there�ll be no more. Accord-ingly, they�ll sell only two at most to anygroup per visit�and the price won�t fallbelow 7,500 gp for the first arrow and 9,000gp for the second. They have no pressingneed for the money, but a few arrows wellsold can cover the monetary needs ofHornshield for three seasons or more, sothey�ll bargain with patient inflexibility.

Hornshield itself is an echoing cacoph-ony of pounding hammers, hissing andbubbling furnaces and vats, and scurryingworkers. The smokes of their labors oftenstream up out of the cleft so thickly as togive it almost the appearance of a volcanofrom afar. Indeed, some caravan workersand shepherds call Shalandragar theSmoking Mountain. There aren�t any shops

in Horn Shield per se. The visitor interestedin purchasing something simply goes tothe maker and dickers. Delivery to anySuzailan address can be provided.

Places of Interestin HornshieldRestaurant/TavernThe Weary Worker

Patrons who avoid the aforementionedmushroom mash ale served in the WearyWorker will otherwise find the fare heresimple but beautifully prepared. The dampchill that pervades much of Hornshield isoffset in this establishment by a variety ofthick, hot soups, stews, and sauces.

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WyvernhuntThis former brigand's stronghold wasone of the bases used by the usurperGondegal, but these days the PurpleDragons don�t bother to garrison thecrumbling ramparts. Often used as ashelter by travelers, Wyvernhunt Keep islittle more than a single large room builtonto a rocky slope with its roof and thewalls on the downward sides forming ahigh-walled platform from whichdefenders can look or fire weapons outover the ground below.

The hamlet of Wyvernhunt consistsof about 16 families of shepherds whodwell in tiny stone cottages tucked hereand there on the boulder-strewn highmeadow slopes. Some of these �cot-tages� are just walled-over caves. Theshepherds wander with their flocksuntil merchants show up in DeepwellMarket (named for its well, which givesclear, fresh-tasting water) and ring theBuyers� Bell, signifying that they want tobuy. Then the villagers engage in afootrace down from their variousabodes. At the market, they vie witheach other to sell their animals, rawwool they�ve shorn, or even a littlegoat�s milk cheese. (Many of them keepa few goats for making cheese.)

Wyvernhunt is notable to the traveleronly because of its well, the shelter thegrandly overnamed keep affords, and forSpear Rock, a rough but famous shrineto Tempus. It is said by the faithful thatthe war god listens diligently to prayersoffered at the gigantic Shield Stone, aboulder that resembles an altar table andlies in the shadow of Spear Rock itself. Itis attested truth that several devotees of

Tempus who prayed at Spear Rockbefore battles were aided in the fray bylightning bolts smiting their foes�boltsthat fell from blue, cloudless skies.

Lone warriors show up at the shrineall year round, and priests of Tempusregularly come to cleanse the place andremove offerings left there. Spear Rockcan be clearly seen from the hamlet. Itstands on a knoll several fields above thewell, and a strong archer at Spear Rockcould send arrows down into the market.Local legend insists that archers faithfulto Tempus can�t miss with bolts orarrows fired from the shrine, so it�s anideal place for a beleaguered archer tomake such a stand. Such defenses haveoccurred at least twice in the past,notably when the outlaw Saeragus the Slyfelled an entire patrol of Purple Dragons

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with his archery after they�d cornered to keep handsome male victims there ashim at Spear Rock.9 captives.

There are a number of copper mines Black Shaernauba is said to havein the mountains high above Wyvern- slain Purple Dragons who tried tohunt. The monster aeries that gave the establish a waypost in Wyvernhunt andplace its name are thankfully rare now, folk who tried to build inns there somaking the mines much safer to work. often that both projects were aban-Local legends speak of a brigand, Black doned. This seems to be more wishfulShaernauba, who is apparently a thinking than truth. If the Crown ofwerewyvern: If she tries to rob someone Cormyr wanted a guardpost in Wyvern-on the road and the confrontation goes hunt, it�d take a lot more than oneagainst her, she takes wyvern shape and werewyvern to prevail against the warflies away! She�s reputed to dwell in a wizards who could be called upon tocave crammed with coins and gems and make the post a reality.

9Elminster says this claim is only somewhat exaggerated. From his comments, it seems that all missile weaponslaunched from within 40 feet of the Shield Stone receive a +5 bonus to their attack rolls.

He also noted another manifestation of the power of Tempus that has been reliably reported on several recentoccasions: The voice of the war god speaks from the Shield Stone to tell a devout supplicant who prays to Tempus in amanner pleasing to the deity the location of a named foe. On most occasions, Tempus gives a one-word reply: �Suzail�or �Sembia,� but the god has been known to be as specific as �north of the Hill of Lost Souls.�

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Appendix I:

Folk of Cormyrhe folk listed herein are byno means the only impor-tant people in Cormyr.Indeed, Volo avoided thenoble houses and the folk

of the Royal Court as much as he couldand, as is his wont, concentrated on indi-viduals of interest to the traveler, rogue,and adventurer. Only a few of those peo-ple gave him the time of day, so whatappears here can be considered a veryincomplete roster of names that matterin Cormyr today.

With Elminster�s aid, probable levelsand other game statistics of these beingshave been estimated, and additional per-sonal details added. As this information isfresh, statistics published here takeprecedence over earlier published infor-mation. People are listed alphabeticallyby their first names because many folk inCormyr lack surnames. Nicknames andtitles are ignored when considering howto alphabetize a name.

AMBRATHA SUREN (CG hf F6; STR 19). Ambratha is agruff, no-nonsense, pipe-smoking farmer of Aunks-pear who�s considered the best breeder of graygeese in all Suzail. She hasn�t much time for inso-lent or foolish folk. She has been known to pick upraiding orcs and annoying humans alike and hurlthem either into her duck pond or against the near-est of the standing stones she uses as fence sup-ports, depending on whether she wants them everto be able to bother her again.

ARGUL MARAMMAS (LN hm M13). Argûl is a residentof Suzail engaged in research on the planes of exis-tence and in spells of personal protection and con-cealment. To fund these very expensive pursuits andhis love of exotic seafood dishes, rich sauces andfine wine, he makes scrolls containing from one to

three wizard spells to order. He charges an averageof 5,000 gp per spell.

Argûl is always eager to interview beings who�verecently returned from other planes. He�s a soft-spoken, condescending man who views most folk�warriors in particular�as destructive fools, cattlewho must be endured by those who are more intel-ligent, such as himself. He is disgusted by magessuch as the Red Wizards of Thay, who waste theirenergies trying to slay and dominate.

ASHEYRON THE LEARNED (LN hm F1; Sage fields:monsters). The owner of the Elfskull Inn in Arabel,Asheyron the Learned is Faerûn�s foremost experton gorgons as well as being a sage learned aboutmany monsters. For example, he can lecture onwhat faiths various monster races follow and whatrituals such worship entails. Asheyron is the ownerof an amulet of protection from petrification, but heis believed by many to be immune to gorgon breatheffects because he�s survived many exposuresunscathed�some of them, observers insist, onoccasions when he�d forgotten to wear his amulet.

Asheyron briefly adopted the name of his olderbrother, �Asgetrion,� in a vain attempt to inherit agoodly sum under the terms of an uncle�s will. How-ever, the gems his Uncle Orund had set asidecouldn�t be found after his death, so Asheyron hasreverted to his own name.

Over recent years, Asheyron�s views have driftedincreasingly toward viewing the enforcement ofrigid law and order as providing the best conditionsfor civilized living. This has resulted in his draftingmany regulations, which he�s offered to MyrmeenLhal for adoption into law. Though she�s acceptedfew of them, the two respect each other and oftenmeet to discuss difficult cases of justice, a practicethat the aging sage finds very flattering.

Asheyron�s alignment has altered along with hisviews (from neutral good to lawful neutral), but hestill refuses to allow anyone but agents of the Crownto use any of his large collection of scrolls of protec-tion from petrification. He has no interest, he oftensays, in seeing every gorgon in Faerûn slain, render-ing him an expert on nothing!

BAERELUS THE BOLD (N satyr m; Sage fields: floraand fauna of the King�s Forest). Baerelus isKnightswood�s expert on the lore and fauna of theKing�s Forest. He serves as a sympathetic ear and asource of wise advice to many young Cormyreansand is beloved by many people. In turn, he enjoys

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this work and never dreams of accepting any rec-ompense for it. From the confessions of the younghe learns a great deal of the mood of the realm andof what�s going on. King Azoun has learned to stopby with a sumptuous meal to learn the former fromthe satyr. Baerelus won�t reveal confidences but cangive the king a shrewd picture of the way folk arethinking and feeling in Cormyr. Azoun is wiseenough to heed what Baerelus tells him.

BARANDOS HAWKLIN (LN hm F7). As the head of theHawklin noble family, Barandos is a popular man inSuzail. Under his direction, the Hawklin clan hasprospered from shrewd investments in Suzailantrade, from adventuring, and from sponsoring theadventures of others in the east reaches of Cormyr.Barandos himself has keen wits and debonair goodlooks, an easy way with charming ladies of bothhigh and low rank, and unflinching standards ofpersonal honesty and fair dealing. As this integrityhas become known, his influence and importancehas grown, as has the wealth of his family, due toinvestors flocking to work with him.

Coins seem to multiply in his grasp, yet he�snever forgotten that adventuring made his fortunein the first place, and he remains the foremostpatron of adventurers. His success has even spurredother noble families to quietly take chartered adven-turing bands into their own employ. �The Hawk ofHawklin� is perhaps the most important man inSuzail who has no post at Court, does not head asenior noble house, and has no royal title.

BASKOR TRANTH (NG hm M9). Baskor is a hard-drinking, surly mage who dwells in Suzail, hauntedby horrific memories of escaping Myth Drannoralone. All of his companions in the adventuringband from Priapurl known as the Brightstar wereslaughtered.

Baskor is fascinated by tales of adventure, but heis petrified at the thought of ever adventuring againhimself. He does aid novice adventurers with train-ing and in-town spellcasting if they pay him up front.

His fear drives him to try anything to get hishands on new combat spells. The war wizardsknow this and are watching him. They�ve heard he�sgotten visiting mages drunk on several occasionsand kept them that way for prolonged periods whilehe copies all he can from their spellbooks. Hedoesn�t attempt such tactics against formidable foes,opting instead to trade for spells. From similarswaps he has built up an extensive collection of spellscrolls.

BLENTRA WHAELBUCKLER (CG hf F9; Sra 18/04).This well-loved restaurant-owner of Marsember is aHarper agent. Though most Marsembians don�tknow of her allegiance to Those Who Harp, theyhave heard that she�s a scourge of evil who enjoyspouncing on pirates, slavers, and thieves by night.

A fearless giant of a woman, Blentra is expert atthrowing things and has been known to fell piratesusing hurled stools from clear across a wide chan-nel of water in the dark. She swims powerfully,though she grunts, spits water, and pants as if she�sdying. She once lifted a smashed cart and the deadhorse draped over it to drag with one hand a pinnedfellow citizen out from under it.

Blentra loves to be a part of adventures and frol-ics. She hates to be left in the dark and not told ofeverything interesting that�s going on in Marsember.

DELTHRIN THE DEADMASTER (NE hm M12). Thisreclusive necromancer of Marsember�s time isdevoted to endless experiments with the drowneddead. He�s reportedly devised a large, predatorysharklike aquatic undead creature that is made ofthe cobbled-together body parts of many beings andsports multiple jawed heads, grasping claws, andmassive main jaws.

Delthrin gained notoriety when he defendedMarsember against a pirate raid by raising a legionof sea zombies, ju-ju zombies, bone sharks, skele-tons, and lacedons who swarmed aboard no lessthen six pirate vessels and tore the ships apart alongwith their crews!

DRAGUTH ENDROUN (N hm D12 of Silvanus).Draguth is the leader of the Knightswood Ninedruidic circle. A white-haired, elderly man who likesto seem mysterious and act behind the scenes asmuch as possible, Draguth is reclusive, short-tem-pered, stubborn, and opinionated. At any time, he�sapt to be fighting with at least half of the druids inthe circle. He retains leadership of the circle for tworeasons. First, even the other druids think he�smore powerful than he really is, thanks to his man-ner. Most importantly, he has a brilliant under-standing of how things grow and what should beplanted to flourish and balance in any given area ofthe King�s Forest. The lush vicinity of Knightswoodis a testimony to his skills.

Draguth defends himself with a staff of the wood-lands and a unique immunity to dryad charms. Thisimmunity has allowed him to befriend the tree folkand perfect a dimension door ability that can takehim from one particular tree to another many timesin a day.

Draguth won�t willingly leave the King�s Forest,but he is apt to show up unheralded to confrontanyone cutting wood, lighting a fire, or simply jour-neying through the forest depths to see what they�reup to. Through the years, he has rescued severalexhausted, wounded adventuring bands fromwoodland predators.

DUNMAN KIRIAG (NG hm F5; STR 17). Dunman runsthe Lonesome Tankard Inn in Eveningstar. Due tolong practice, Dunman is +3 to his attack roll insidethe inn with any dagger. He carries a dagger +4

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sheathed in one sleeve. Dunman has two secretsides: He�s both a Crown agent and a Harper.

A psionic wild talent, Dunman has the abilities ofdanger sense and mind bar and also possesses anear-perfect memory. He remembers faces half-glimpsed two decades before or now disguised. Aman of great, gruff discretion, he uses few wordsbut is always kind and helpful. Many exhaustedguests have been astonished to find him removingtheir boots and washing their feet with hot saltswhen they�ve slumped into a chair with a tankardafter a long day of walking.

Once a Sembian noble�s bodyguard and later aPurple Dragon officer, Dunman is far older than heappears. He gained eight potions of longevity whilelooting a dragon�s hoard about 160 winters ago, andhe has used four of them. He was then a member ofthe Six Splendid Swords adventuring band, and hecame to love one of his companions, the gold elf war-rior-mage Deularla �Hightower� Ithruen of Evermeet.

At first haughty, she slowly came to love him,and she joined with him in marriage shortly beforeanother dragon devoured most of the company andreduced her to a scorched ruin. She spent her laststrength in a mighty magic that sent her essenceinto Dunman. She now lives on inside him, a merrycompanion who warns him of danger, recalls thingsfor him, and dispenses wry advice. With her pres-ence, Dunman has no need of any other intimacyand has never remarried.

On occasion, Deularla speaks to others throughDunman�s lips. She can speak and be aware whilehe sleeps or is unconscious. She retains someminor magical powers. She can send a silent, shad-owy image of herself some 400 yards distant (whichshe�s used to warn Tessaril of orc and brigandattacks), observe as if by a wizard eye for the samerange, and cure disease and neutralize poison inDunman�and in others using his touch.

since settled in Wildwoods, a woodland mansionnear Waymoot. He defeated its former owner, thewizard Orthaerus Manycloaks, in a sorcerous duelto gain possession of the estate.

ELESTRA BLAEBUR (CG hf B6). A popular partysinger and dancer in Marsember, Elestra is also aHarper agent. When not performing at the MaskedMerfolk nightclub, Elestra secretly carries messagesfor war wizards and the Harpers. (Every third min-strel or so who comes to play at the Masked Merfolkis a Harper agent or contact, so she can easily getand receive small items and information.) She alsocarries other messages on the side for well-payingpatrons of the Merfolk�in particular, outlaws orfeuding pirates who must remain hidden for theirown safety�and makes a very good living at it. Herspecialty is delivering beside messages at midnightto unsuspecting, well-guarded recipients.

While in Wildwoods, he has devoted his energiesto developing new spells, creating and training amenagerie of servitor creatures (including griffons,umber hulks, and several intelligent oozes and jel-lies), and trying to destroy the ghost of Orthaerus. Itseems that Orthaerus can still cast spells and lurksabout the mansion, trying to ambush Endarthar fora rematch! Endarthar values his privacy, especiallysince every guest who proves hostile is suddenlydefended by the resident ghost.

ENDARTHAR of Wildwoods (CN hm M18). Edartharis a fiery-tempered but brilliant mage who oftenserved the crown of Tethyr with his spells, strikingdown pirate raiders and rebellious nobles. He fledfrom that country when civil war erupted and has

FILANI of Tantras (N hf M9; Sage fields: politics andhistory of the Dragonreach and Moonsea North).Now a resident of Tilverton, Filani is dignified andgraceful despite being as tall and as heavily built asmany warriors of renown. Dressed in tentlike butmagnificently embroidered gowns, she shufflesabout the marketplaces and inns of the town, buy-ing meals and drinks for caravan folk who tell hernews. Many of her sources are regular reporterswho know they can get their sustenance for free ona night stopover. In this way, Filani keeps abreast ofhappenings in the area.

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As she has a talent for judging character andalso for keeping track of many details, she often cor-rectly anticipates events that will unfold in her cor-ner of the world. She�s not interested in combat oradventure, but merely in calmly selling her expertisefor reasonable fees and thereby passing her days incomfort.

FILFAERIL STORMBILLOW (CG hf M16). Filfaeril is aformer adventuress who retired to Marsember, thecity of her birth, some 30 years ago. She now makesher living creating and selling magical items andpotions to younger adventurers. From these adven-turers she also buys rare and special materials sheneeds to create still more items of magic.

Still beautiful despite her 60-odd winters, Fil-faeril is protected by a rare spell that can encloseher in a healing sphere that lashes out at foes withwandlike attacks. On two recent occasions she�sdefeated attackers in this way. The first set of theseattackers was a pirate band bent on capturing her toserve them with her magic; the other was a Zhen-tarim-led group bent on assassination and grabbingwhat magic she might have at hand. The attackshave made Filfaeril somewhat cautious, but she hasdecided against letting them cause her to changeher lifestyle.

GAHLAERD MOSSMERE (NG hm M12). This sarcas-tic, smooth-tongued mage dwells in Tilverton andhas a knack for devising highly effective new spells.He sells one or two such magics a year to travelingmages who�ve come to know the worth of his work.They pay an base price of 10,000 gp per spell levelfor his creations. Such fees allow him to live verycomfortably, protect himself with much personalmagic, and continue his researches. Persistentrumors link him with the Rogues of Tilverton, alocal band of thieves and outlaws. But then, as he�ssaid, �Rumor runs before us all like a yapping dogthat dares not bite. It makes noise enough to annoybut need not be regarded further.�

IYRYTHARNA DANTRAS (CG hf M16). Iyrytharnadwells in the countryside near Juniril. She keeps toher underground home and crafts spells most ofthe time. Her husband Thorn is a maker of fineknives and a werepegasus. From time to time onsummer nights, they can be seen over the Wyvern-water from afar, a woman whose unbound hairstreams behind her as she rides a swift-wingedblack Pegasus bareback, both of them rolling anddiving in the air in delighted abandon.

JESTRA (NG hf Tra18). Jestra dwells in Arabel andmakes a very good living by using small magics toimprove the appearance, usefulness, and value ofobjects brought to her by clients. She owns andrents out many houses in the city. She uses one ofthem, which is linked to her own residence by a

golem-guarded tunnel, to meet discreetly withnoble clients who desire anonymity.

Formerly a plain woman, she�s become a strik-ing beauty through the use of her magic, though sheretains her large, hooked nose because she�s fond ofit. She is pioneering the use of safe, subtle, long-last-ing magic to heighten the beauty of other women.They typically pay her 2,000 to 12,000 gp for treat-ment. She never identifies her clients and is rarelyseen in public except during her morning foodshopping which she performs alone. She is identifi-able from afar by her long, curly ringlets of glossyblue-black hair.

LASPEERA NAERINTH (NG hf M14). Laspeera runs aschool in deportment, courtly speech, and lettersfor young ladies in Suzail. Graceful, fearless, andwidely respected, she is a prominent war wizardand is regarded by Suzailans as the best source ofadvice for anyone with a moral dilemma. Somegrown nobles journey to Suzail to discuss things pri-vately with her just as they once did as young pupilsat her exclusive and extremely expensive school.(Rates at the school are 1,000 gp per month.)

The House of Grace turns out young womenwith superior learning manners, and practice inobservation, reasoning, and using their judgment.Its graduates� reputations are so stellar that rich merchants in Sembia who value strong mates comefirst to suzail to woo.

Almost single-handedly Laspeera has produceda generation of wise, capable noblewomen who arethe envy of other lands. She�s also been known totutor pupils in magic from time to time�always inreturn for a service to be demanded later. This ser-vice is almost always timely aid to be delivered whenAzoun or the realm of Cormyr is in need. By thesemeans, she�s dragged many adventuring bands intodefending Cormyr�s interests in crises.

MAERUN STOUTBOLD (CN hm F5). Maerun is asomewhat disreputable merchant of Suzail whodeals in nets, ropes, masts, sails, and ships. He buys,sells, rents, and repairs all of these. He usually win-ters in Marsember, where his coins are very activein shipbuilding.

Maerun�s attraction is his discretion. No matterwho�s asking, Maerun never talks. The stout, almostmoon-faced man has a high natural immunity tomind-probings, both magical and psionic, and hasnever been convicted of anything illegal. It�s openknowledge in Suzail�s wharves that Maerun�s yourman if you want covert shipboard passage out ofSuzail or need a ship refitted immediately in thedead of night.

Maerun is a cheerfully amoral man�as long ashe gets paid, he�s happy. He�s been happy oftenenough that when he was caught by a senior warwizard personally carrying two bound and gaggedlasses (undoubtedly kidnapped upland Cormyreans

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destined for slavery in Westgate or points south)aboard one of his boats he was able to hire a Sem-bian mage to swear that the girls were two pet dis-placer beasts that the mage had polymorphed intohuman form to avoid alarming honest citizens.Maerun was simply shipping them to a client of his.The Suzailan justiciar�s comments on the wordsquoted here were caustic in the extreme, and thecourt was open in its disbelief�but Maerun walkedfree. Again.

MAXER HLARR, Defender of Suzail (NG hm Inv11).This reclusive invoker has simple tastes: He likespeace and quiet, with a stable realm around him sohe can devote his full attention to building ever-larger and more elaborate constructs. The con-structs are items animated by combinations ofspells. They acquire a limited sentience of theirown.

His work and the magical item retrieval work ofhis constructs have made him far more powerfulthan his level would indicate. His constructs havesuccessfully recovered magical items from manylich holds and tombs, as well as monster-hauntedMyth Drannor and the drowned ruins of a lost,ancient city of sorcerers off Athkatla. Because of theitems his constructs have retrieved, he�s a walkingarsenal of puissant magical weaponry at all times.

King Azoun awarded him the title �Defender,�which gives him ranking equal to that of a baron inboth the nobility and among Purple Dragons, afteran attack on Suzail by four dragons. Maxerunleashed powerful magic to rescue Suzail and sev-eral of the prominent mages of the city who werelosing their battle against the destructive wyrms.

Maxer remains a quiet, private sort of man. Heavoids all requests to teach by would-be apprenticesand shies away even more energetically from theovertures of sorceresses who express any interest ingetting to know him better.

MELLOMIR of Arabel (LN hm M27; Sage fields his-tory, prophecies, and divination). Mellomir is a manrespected across the known Realms. A dry, dapperman whose neatly trimmed hair and beard aregoing white, Mellomir has accurately predicted sev-eral important events, including the fall of Bhaal andMyrkul in the Time of Troubles and the reappear-ance of the fabled Ring of Winter. He�s survived sev-eral kidnapings and single-handedly destroyed anentire Westgate family after it deemed him a foe andtried repeatedly to assassinate him. He�s protectedby an enchantment of his own devising that gives hisbody permanent, continuous, automatic spell ward-ing equal in effects to a ring of spell turning.

MYSCHANTA HALARRA (CG hf Abj14). Myschantadwells in Arabel and is much in demand as a sor-ceress-for-hire. Fat, short, and energetic, she chuck-les and snorts her way cheerfully through life, clad

Myschanta Halarra

in a succession of old breeches, vests, swash-toppedboots and rumpled hide shirts that make her looklike a stablemaster or hostler rather than a mage.She is one of the rare workers-of-magic who�ll rideout to the rescue of beleaguered adventurers,though her fees are high. She charges 6,000 gp for asimple service like guiding folk to a spot, bringinghealing potions to a locale, or affecting an escapefrom a prison cell, and this base price doubles forany spell combat situations.

She�s a capable spellcaster with a shrewd graspof tactics and experience in dealing with many mon-sters, and she�s seldom caught by surprise. Shealways seems to have an item or timely spell up hersleeve. If she�s sorely injured or slain, a contingencyspell whisks her body to High Lady Alustriel of Sil-verymoon, who �owes her a favor or six.� This hashappened twice to the astonishment of the court inSilverymoon, but that�s only twice in 30-odd years ofher being called into desperate situations.

ORBRIL of Skull Crag (CN hm M15). A haughty,blond-bearded and increasingly stout wizard wholoves good food and lots of it, Orbril doesn�t dwell inSkull Crag at all but in a peaktop tower nearby thatis high above the Crag. From this windswept aeriehe runs a magical delivery service. For stiff fees

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Szwentil Illeon

(10,000 gp and up) he delivers prepared packages toprecise locations at prearranged times. Forinstance, he may agree to send a strongchest con-taining food, potions of healing, weapons, wine, andspell scrolls to a certain cavern in Undermountaineither at moonrise on Uktar 11th or when a magicalalarm is set off by the entry of a particular being intothat cavern. For dangerous or hostile deliveries,such as sending a lit torch into a warehouse wherebarrels of oil are stored or putting a stone block intothe air directly above someone�s throne or bed,Orbril demands three to four times his base fee, andhe doubles that total if his target is a wizard or magi-cal retaliation is likely.

Peraphon is extremely wealthy and is known tohave purchased some powerful magics to protecthimself against personal attack. One of his rings isa ring of spell turning and another is thought tohold six or more gargoyles that he can summonforth and bend to his will.

RULDAN NYSGART (NG hm M16). This mage dwellsin a simple cottage in the back woods near Espar,and he there trains more would-be wizards thanany other mage of Cormyr. From near and far theycome to him to be taught a single spell each andsent forth to gain practice in its use. In this wayRuldan keeps himself supplied with a dozen or soapprentices at once and makes quite a good living.His cottage rarely has fewer than six wizards of lowto middling levels in it.

Orbril�s many transportation spells are secretmagics of his own devising, but two properties ofthe spells he uses most often are known: He candeliver a second item to the same spot almostinstantly (for example, if his first strike against a tar-get fails), and he can follow any sending to its desti-nation without error, work magic or performphysical acts there, and then return to his aerie byforce of will alone, snapped back to his departurepoint.

His students are under strict orders not tobother the good folk of Espar or the vicinity in anyway, so as not to make themselves or Ruldan him-self unwelcome. Ruldan is a kindly, patient, nonde-script man whose brown beard conceals severalpowerful tokens of his own crafting that have pow-ers akin to better-known magical rings. In this way,he commands powers equal to four or five suchitems at once.

These capabilities and Orbril�s use of them SASZESK (NE hm F3). Saszesk is a shadowy, semi-have made him unpopular with a growing numberof mages, rulers, and leaders of violent organiza-

legendary man in Suzail. He�s the skulker in shad-ows blamed for all manner of disappearances.

tions (such as thieving guilds), and they�vemounted several attacks on his home. Recently theZhentarim sent in six specially equipped ju-juzombies, who tried to occupy Orbril with magicalattacks while a beholder teleported in to launchthe main attack on him. Orbril escaped by trigger-ing several blade barrier like defensive fields andteleporting to a storage cavern of his own. Fromthere he sent four death tyrants (undead behold-ers) to deal with his attackers. Then he usedunknown means to trace the Zhentarim, who wereobserving all this via crystal ball, and sent a delayedblast fireball to them.

PERAPHON THOND (CN hm F3). Peraphon is a slim,short, elegant man with a goatee, perfumed blackhair, dark clothing, and a plenitude of gleaming andglittering finger rings. He�s a supercilious, sneeringman who�s known to be very shrewd (which is notto say double-dealing) in investments and businessnegotiations�hence his long row of warehousesjust inside the western face of Arabel�s city wall. Healways has something up his sleeves to deal withtreachery.

He often hires adventurers to go prospecting inthe Stonelands or to work certain mines there thathe can provide maps or directions to. Unfortu-nately for the adventurers, these mines are imper-iled by lurking monsters, and Peraphon oftenneglects to mention this unless pointedly asked.

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In reality, the shy, soft-spoken Saszesk was longago co-opted by the war wizards to serve theCrown. He remains an effective smuggler of goodsand folk into and out of Suzail�but pays tithes tothe Court and keeps Vangerdahast scrupulouslyinformed as to everything he handles. His workprovides a handy relief valve for things best han-dled covertly and lets Azoun know just who amonghis citizens is most disloyal.

Saszesk lives in a complex of cellars under theSix Candles inn, a property he owns in the north-western reach of Suzail, guarded by traps and byhis use of a hat of disguise. He�s comfortablywealthy, but his coins are hidden somewhereelse�reputedly in a cellar somewhere under theRoyal Court.

SZWENTIL ILLEON (NE hm F5). This slim, satur-nine, young-looking man always dresses neatly inblack and surrounds himself with bodyguards,including several hired battle mages. One of thefounders of the Six Coffers Market Priakos, Szwen-til is rumored to have a personal fortune of over sixmillion gold pieces and over a dozen houses in asmany lands.

Rumors persist in his home city of Marsemberthat he is involved in large-scale smuggling, butsome citizens take the view that he need not makecoins in such risky ways. He�s wealthy enough tobuy up stocks of any valuable goods in order tocreate shortages whenever he desires and thenrelease his holdings at top prices to swell hiswealth manyfold. That he does not is a measure ofthe limits of his greed and of his desire to remainas anonymous as possible.

Szwentil is calculating, farsighted, and totallyamoral. He currently devotes most of his time to twoprojects: openly overseeing the building of manyships and buildings in Sembia and covertly pur-chasing as much Cormyrean and Sembian land aspossible. With land and ships, he thinks to buildhimself into a power as great as any ruler�withnone of the burdens of scrutiny and accountability aruler must bear.

THEAVOS THONTAR (LN hm W17). Theavos is alusty, rollicking, good-natured man who enjoysjests, pranks, partying, and teasing the authoritiesand stuffier folk in his home city of Arabel. As aresult, many of these people detest him, and othersfind he wears on the nerves a bit much.

The life of many a party, Theavos enjoys jug-gling will-o�-wisps, small children, and full winegoblets overhead while he dances with theyoungest and prettiest maidens who dare toapproach him. He has romanced more than onevisiting lady with a whirlwind of gifts, compli-ments, and kindly deeds.

All of this gaiety conceals well his role as aninformation-gatherer (spy) for Vangerdahast, and

Tongreth

that status in turn masks his deeper loyalty to theHarpers, to whom he feeds state secrets of Cormyralong with everything else he learns. Azoun andseveral of his relatives grew up enjoying the anticsof Theavos, who treated them as equals to beentertained whenever they came within reach.They are so fond of him that, were his spying to berevealed tomorrow, it�s likely he�d escape any pun-ishment entirely.

THENTLAS (CN hm F3). Primarily known as a large-scale landlord in both Suzail and Yhaunn, Thentiasis a calm, unassuming man who likes to workbehind the scenes, dispassionately devising pre-cisely how to reap the most gold out of life. Herents, buys, and sells properties through agents. InSuzail, he works through Ramkzorn Sharlin orAlasgar Thurym. He also has an undercover body-guard force that he uses to protect himself fromrivals who resort to violence and to strike back atfoes. His notable holdings in Suzail include theWailing Wheel inn and the entire east side of Mist-moat Alley.

TONGRETH of Marsember (LN hm Con21). Ton-greth is a recent arrival in the city (from justwhere, he declines to say). A subtle, controlled

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man known for his extensive wine cellar and loveof cuddly kittens, old books, and jellied eels, Ton-greth is a master conjurer who deals ably withmany creatures of other planes. He is served inMarsember by both gargoyles and griffons. Heenjoys working behind the scenes in the ever-shift-ing intrigues of Marsember, ensuring that interestsfrom Sembia and Westgate never manage to domi-nate the city. Recent rumors suggest he comesfrom, and may still serve, Thay.

TSHARLURA of Blackthorne (LG hf M14). A kindly,respectable woman, Tsharliira dwells in her ownfortified mansion not far west of Eveningstar.Blackthorne is guarded by a resident family ofwyverns that adventurers and Purple Dragonsalike venturing into the area are warned not tomolest.

Tsharliira has impeccable manners and dignity.Azoun often brings visiting nobility to visit her toimpress them with the strong cultured ladies of therealm after they first encounter Laspeera in Suzail.Tsharliira is tolerant of lawless behavior in others,but always acts to promote peace, harmony, andsafety in Cormyr. Severely beaten in her youth bydrunken relatives, she�s been known to fly into afury when she encounters drunks and to use herspells to administer some rather frightening sober-up cures involving wild flying, plunges into icypools, and the like.

Tsharliira is working on several projects ofpractical magic. One is a chest that drinks energyin a remote spot and emits it as heat and light.When she perfects methods of controlling the heatand light, such chests could be used to light andwarm cottages in winter by drawing heat fromcompost, hot springs, manure piles, and large,communal peat-banked fires. Unfortunately forchilly Cormyreans, Tsharliira is a slow, careful,methodical worker, more interested in properlydocumenting everything for later mages than inachieving swift results.

UNGATHROS of Mistrim (NG hm M15). Ungathros isa wizard noted for his skill at magically repairingwagons, ships, and roofs. He is a mild-mannered,unassuming man who looks more like a messengerthan a mage, but when angered his temper is leg-endary. He�s usually embroiled in a dozen or sofeuds with merchants who�ve tried to cheat him.Mistrim, his country mansion near Marsember, isguarded by many monsters because of past attacksby his foes. These creatures claim victims every yearbecause of (false) rumors that persist in Westgateand Sembia about the great riches Ungathros hasstored there.

VALANTHA SHIMMERSTAR (CG hf M13). A fun-lovingwar wizard, Valantha can readily move a raucouscrowd to tears with her singing, as she does at many

parties in Suzail, and just as readily scandalize andentertain with outrageous pranks. She has slipped alive lizard down Queen Filfaeril�s bodice, and shehas often used her magic to perfectly mimic themost stuffy old noble at a feast. Pretending to be thenoble, she utters flirtatious remarks and sly innuen-does, twisting every favorite phrase of the man she�slampooning.

Her acting abilities coupled with magical dis-guises have aided her in standing in for various roy-als and nobility in dangerous situations.Vangerdahast regards her as one of his most ableand valuable assistants, and he tolerates her outra-geous pranks because of it. Suzailans still talk aboutthe time she walked into an exceedingly long Coun-cil of Mages meeting in a diaphanous nightgownand asked Vangerdahast when he�d be coming tobed, because �the pastries are gone and all sixteen ofus are getting bored�!

VINDALA CHALANTHER (NG hf Ill15). Vindala dwellsin Marsember, tutoring lesser mages and occa-sionally hiring out her spellcasting abilities�toboth desperate adventurers and crafty smugglers,locals say. Though she spends days at a time magi-cally disguised, she is said to be an impish beautywith a petite build, glossy black eyes, and hair tomatch her eyes. She has a quick temper, a habit ofgetting even, and a prankish sense of humor. Totheir cost, many pirates have learned that shemakes a bad enemy.

WENDEIRA ILLATHOS (CN hf C12 of Gond). Wen-deira is a free-spirited worshiper of the god of arti-fice who stimulates many folk to buy, improveupon, and use unusual devices and items craftedby all of the intelligent races of Faerûn. She sellssuch odd wares from a shop in the hamlet ofMonksblade called Wendeira�s Wondery. Livingand working alone there, she affects a fey appear-ance and strange airs to discourage thieves andanyone with thoughts of slave-snatching. She is infact a clever and perceptive woman and com-pletely sane.

She enjoys slipping out of her shop for huntingexpeditions with the items she uses to defend her-self if attacked in her shop: gunpowder wands.These gunpowder wands are the first handgunsknown outside Lantan. They are two-shot, silver-plated affairs that inflict 1d8+1 points of damageeach per successful shot; they have a range of 70feet. Consecrated to Gond, these weapons aredeadly in Wendeira�s hands, and she�s never with-out them or her ring of free action and her ring ofspell turning — so beware! She carries the gunpow-der wands loaded her boots.

Wendeira is looking for a suitable mate. She willsettle for just about anyone who happens to be abrilliant inventor.

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Appendix II:

The Sword Heraldsne of the most fascinat-ing�and little known�subjects in any study of thefolklore of Cormyr is theSword Heralds. Volo made

such a hash of wild speculations aboutthese rather mysterious folk that Elmin-ster said grimly, �We fix that, or this bookgets renamed forthwith: Volo�s Guide tothe Effects of an Imprisonment Spell onthe Victim, Written from Personal Experi-ence.� So here, in game terms, is whatElminster would reveal about this topic.He offers it with only one bit of advice:�Remember, ye�re not the first gung-hoadventurers to learn about all this�andwhere are all those predecessors now?�

The Sword Heralds were mages ofCormyr long ago. They specialized increating hideaways: extradimensionalrefuges that only the most wealthy folk�nobles, successful merchants, and pow-erful priests and wizards�could afford.Such refuges were of great importancewhen Cormyr was a wild land roamed bymonsters and rivals and lashed byweather that one hadn�t time to con-struct sufficient shelter to withstand(because of warfare, failing crops, or thelike). Eventually, these refuges ceased tobe hiding places for folk fleeing theweather or the blades of enemies. Theywere then commonly used to store valu-ables and perishable treasures becausewithin them there are no extremes ofheat and cold, nor any precipitation,keeping weathering to a minimum.

Abandoned or forgotten refuges thathave been rediscovered sometimes holdelaborate antique ladies� gowns that arenow much sought-after at court.

The Sword Heralds acquired the nameby which history knows them todaybecause entry to one of their refuges couldonly be accomplished by someone goingto a particular secret spot with two items:something fairly common but kept a fam-ily secret, and an edged metal weapon thatone of the Sword Heralds had touchedduring the enchantment. The commonitems ranged from a cup of water ormushroom soup to a human bone, a stagantler, or a leaf from a particular type oftree. The edged weapons were typicallyone of 3 to 12 swords and/or daggersowned by the family to whom the refugewas constructed. The common item wasalways consumed during the magical pas-sage into the refuge, and in a few cases theweapons also couldn�t pass into the refugeand would fall to the floor at the spot atwhich the activating being entered therefuge. Exit from such refuges typicallyrequires only entering a specific area�usually the end of a blind corridor�andnot any sort of ritual or triggering items.

Entrants into a hideaway could bringa living being who was touching themalong with them, as well as anything theyor this second being wore or carried.Typically, noble houses and wealthy mer-chants took gems, coins, and legal docu-ments into their refuges to begin with.Only in desperate circumstances did the

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owners discover that these refuges wereideal hiding places for fugitives from jus-tice and inconvenient corpses.

The Sword Heralds died or disap-peared centuries ago, and many refugesare now lost or their precise where-abouts forgotten, though a few remainclosely guarded family secrets. (The Hid-den House used by Lord Tessaril Winterof Eveningstar1 is one such.) By ancientlaw, a king of Cormyr and his agents (forexample, the war wizards) cannotdemand to see or enter such a refuge oreven force someone to confirm the exis-tence of a refuge. This hasn�t stoppedthem from employing chartered adven-turers and private citizens to find outsuch things for them. As a result, manyrefuges sport traps and/or guardians.The traps typically are deadly defenses ofthe main passage in the refuge, and areoften consist of hinged falling stoneblocks and hedgehogs.2 Guardians rangefrom animated skeletons to family liches.

The Sword Heralds are said to haveleft behind a list of all their refuges, dis-guised in a series of impenetrable verses(one example follows) that they hid allover Cormyr in the halls of the Palace ofthe Purple Dragon, the Royal Court, andin private homes alike. The Sword Heraldalso constructed great keys�small itemsthat various sages violently disagree overthe forms of, from orbs to rods togauntlets�that open the way into allSword Herald refuges when used in theproper place, even without the proper

blade or common item.Some refuges have been found by

adventurers. Most notable among thesefinds is that of the Dawninghunt refuge in1346 DR, which proved to contain a chest ofover a thousand large and splendid emer-alds as well as four big, extensive spellbooksand several items of minor magic�and awardrobe of fine gowns once worn 200years earlier by the Lady Rhyndaera Dawn-inghunt. These garments became aninstant fashion rage at court when reintro-duced by nobles who�d bought them fromthe fortunate adventurers.

The Golden Griffon Eyes all-womanadventuring band from Selgaunt (charterby Azoun�s hand in 1341 DR) made itsfortune on the find and settled intoretirement on luxurious wooded estatesnear Espar. They earned their hard-sought riches not only by defeating a for-midable guardian monster of unknownspecies, but also by discerning the mean-ing of the following verse:

Full moon on Wyvernwater touches thee,Proud warrior conquering benches three.Where the smaller steel points a way,Stand where the lonely warrior may.

This verse referred to a statue of RingDhalmass that still stands on the banks ofthe Wyvernwater hard by Hultail. Thestatue depicts the armed and armoredking on a rearing horse whose hoovesprance on three stone benches that formthe base of the statue. The king is waving

1As described in the novel Crown of Fire.2A hedgehog in this sense, is a giant shield weighted with rocks or bricks on its upper side and festooned with a for-

est of downward-pointing swordblades on its lower side. It is triggered by a treadle or by stepping on a flagstone,which releases a catch. The whole affair the plummets down on a chain to impale intruders from above. A successfulIntelligence ability check and a successful saving throw vs. paralyzation are required to completely avoid this deadlytrap once it is triggered. If only one roll succeeds, half damage is suffered; full damage is 5d6 points.

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a sword over his head and is outlined inmoonlight whenever a full moon shinesdown on the area.

The sculpted monarch also has a dag-ger at his waist. If one looks at where itssharp end is pointing, one sees a smallrocky knoll about a mile away that isknown as Knight�s Stand because a lonewarrior once held its height against anorc band. The knoll is also flooded withmoonlight when the moon is full. If onestands on it with the right blade and item(in this case, a handful of grass) or one ofthe Sword Heralds� great keys, one cansee an upright oval of light that is the gateinto the Dawninghunt Vault.

A person using the gate enters a smallroom that holds only a chair, a table, achamberpot, a stoppered carafe of water,a cot, a candle lantern, and lots of dust.

The names of Dawninghunt ancestors,along with the dates of their lives, areinscribed on large stones set flush in thewalls as if these ancestors were interredbehind the stones. If one puts the chairup on the table, however, part of the floorof this chamber vanishes to reveal stairsdown into the vault proper: a large roomlit by a driftglobe. Its unfailing light oncefell upon a stack of chests crammed withcoins, gems, and trade bars of silver andgold, now part of the Golden Griffon Eyes�wealth. The driftglobe gleams still on thetombs of six Dawninghunts, including thesage Harglast Dawninghunt, whose coffinis now enclosed by a forcecage (and con-tingency spells that set off certain alarmspells elsewhere, among other things).These precautions have been taken tokeep adventurers from magically ques-

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tioning him about his field of expertise:magical items of early Cormyr!

Another verse of the Sword Heraldshas become well-known because itappears and disappears from time totime (seemingly at random) on the top ofa tomb in a public crypt in Suzail:

Glonder rides a long long wayThrough forests wild and marshes fey,And at the place of many nets,Glonder walks, but first frets.

To decipher this, one must know thatalmost 300 years ago the mage Glonderrode the length of Calantar�s Way in a sin-gle night and day to meet and defeat adragon. The only place on this routewhere one might find �many nets� isImmersea, where the mist-fishersemploy many nets indeed. From time totime the phantom of Glonder is seen inImmersea, wringing his hands or rush-ing about with his hands raised in end-less spellcasting. So one must find thespot where the phantom first appears onits sporadic nightly rounds, and thereone must take the right blade and item tofind the way to an unknown refuge.

These directions were worked out bythe court jester Ubaldo over a centuryago, but no one knows what the rightcommon item is, or has the right blade,or has discerned precisely where thephantom first appears. However, whereit appears must be the cellar of somestructure in Immersea, because thephantom then rises up out of Calantar�sWay and rushes to a certain alley. Stand-ing with a great key in hand in the spotwhere Glonder rises through the streethas proven ineffective.

At least eight great keys are known toexist, but it is thought that many more havebeen hidden or stolen. Much of the argu-ment over what the keys look like centerson these missing keys, one of which isperennially rumored to be for sale or rentin Sembia. Local lore in Suzail insists thatone of the scepters of the extensiveObarskyr regalia has a great key built intoit. Suzailan lore also holds that anothergreat key was long ago given into the keep-ing of an anonymous commoner of the cityat a masked ball, so that the realm mighthave a chance of survival if evil magic pos-sessed the mind of its king or evil forcesswept over the land with conqueringarmies. The sage Tharondar of Arabel(now deceased, but writing well after theSword Heralds disappeared) postulatesthat there may be lesser keys that open sev-eral refuges, but not all of them. Like somuch about the work of the Sword Her-alds, this may be pure speculation.

We do know that there were at least 17Sword Heralds, that they weren�t formalheralds of any sort (though they did offernobility of the realm the service of limn-ing a chosen badge-of-arms on stonewalls and other permanent locations),that they were powerful wizards whodevised many hitherto unknown andnow-forgotten spells, that they indulgedin planar travel and in feuds with the RedWizards of Thay, and that the most pow-erful of them was a man called Yimluth.Yimluth was an archmage of at least 26thlevel and a werestag. He could take theform of a stag or a hairy-hided manlikeform with a stag�s head. Ultimately hewas unable to leave one of these bestialforms, and he remains in hiding some-where in the Ring�s Forest if he hasn�t

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been slain. (It�s generally agreed he hadachieved near-immortality.) He also maybe traveling from refuge to refuge bymeans of powerful magic that enableshim to jump from one extradimensionalplace to another.

One group of bards and sages believeYimluth now serves Mielikki or Silvanusin order to achieve demigodhood or thathe is a demigod already. Another groupswears that he is in some sort of stasis,awaiting a desperate call from the throneof Cormyr that will bring him to thedefense of the realm in its time of greatestneed. As Elminster commented dryly, it�sclear only that his true fate is unknown.

Another Sword Herald whose name isremembered is Murald. He was a lover ofgardens and tapestries. At least six paint-ings and tapestries on the walls of vari-ous inner chambers of the Palace of thePurple Dragon are his work. They arealso gates to different locales in theRealms. One of these locations is a hunt-ing lodge somewhere in the heart of theRing�s Forest, another depiction leads tothe eastern slope of Maiden�s Tomb Tornear Waterdeep, and a third is known tolead to a cavern refuge in the StormHorns somewhere overlooking Esparthat is kept stocked with weapons, food-stuffs, and helmed horror guardians.

The aims, identities, and ultimate fatesof the Sword Heralds remain shroudedin mystery. All that is known is that theycame to the realm suddenly, but withoutfuss, had no open strife with the Crownor nobles, and worked on many thingsthat enriched the realm. On several occa-sions they sat in judgment on an individ-ual or a policy, trying to awe the king orthe nobles into seeing things as they did.

These assemblies so impressed the folkof the day that everyday Cormyreanspeech today applies the term �fullswords court� to any fancy, formal, orvery important and solemn occasion.

Although the Sword Heralds seem tohave vanished, some folk believe at leasta few of them still survive. It�s a popularsuperstition that they�re still guiding orinfluencing the realm, unseen, today.Mothers and old wives sometimes chidemisbehaving children with the saying:�Remember�the Heralds are watching!�Many members of the staff of the Palaceof the Purple Dragon believe that some ofthe ghosts haunting the courts and gar-dens in Suzail are Sword Heralds or theirservant creatures, but the truth about theHeralds has so far eluded Vangerdahast,and if Elminster knows, he�s not telling.

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Appendix III:

Magic in Cormyragic in Cormyr is a vigor-ous, ongoing thing. It is asdriven today by pride, com-petition, the needs of war,and ambition as it was by

survival against dragons and othermonstrous foes when the land wasyounger. It�s a field far beyond the scope ofany single work and certainly beyond therather (as Elminster sourly puts it) �gosh-wow� treatment magic receives in anywork by Volo. The Old Mage of Shadow-dale demanded, however, that the worst ofVolo�s distortions and errors be replacedby this appendix, �Just so ye�ll have thefaintest of notions regarding what he�sbabbling about.� So (sigh) here goes.

Gates in CormyrPermanent teleport portals, or gates,have long been present in Cormyr. TheSword Heralds (discussed in Appendix II)created many specialized gates, and royaland noble families down through theyears have used many methods toacquire their own private magical trans-port. A servant of Mielikki or, if onebelieves the faithful, the goddess herselfcreated the Blueleaf Gate. This little-known transport links a blueleaf tree inthe Royal Gardens of Suzail with anotherblueleaf tree that stands beside the risingheadwaters of a clear spring in the Ring�sForest, just south of Eveningstar.

A being who touches either tree andspeaks a secret word of activation is

transported (teleport without error) to theother tree, along with all worn or carriedgoods and, if desired, another being. Thisextra person must be directly touched,but need not be conscious or even alive.

This route has long been used by warwizards, king�s messengers, and otheragents of the crown to quickly anduntraceably travel the length of Cormyr�sheartlands. Azoun has used it all his lifeto visit Tessaril Winter in Eveningstar.During Azoun�s reign, Vangerdahast hasalways set war wizards armed with vari-ous tracing spells to watch over bothtrees to see who comes and goes. Thesesentinels never challenge users, and theyusually remain unseen.

A similar route, linking nine standingstones, spans the western �wall� of therealm, leaping from high valley to rockyheight to cliffside cavern along the StormHorns that march down the westernflank of Cormyr. This network is thoughtto have been created by a now-vanishedschool or community of wizards whodwelt in isolation in the mountains andwho wanted a swift way in and out oftheir home that allowed them to avoidmountain-climbing.

If one believes local lore and war wiz-ards� reports, other gate networks�ori-gins unknown�exist in the HullackForest and the Stonelands. The ForestKingdom of Cormyr�and in particular,its wilder fringes and surrounding backcountry�has long been favored territoryfor mages looking to settle down in

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peaceful isolation and work on theirmagical arts.

Wizardsin CormyrDown through the centuries, Cormyr�spastoral beauty has been embraced byhundreds of powerful wizards. Their cot-tages and small mage towers�or theirruins�stand amid the trees on many aside lane or wooded trail in the realm.Vangerdahast frowns severely on mageswho kidnap or experiment on localbeasts and beings, but other wizards areleft alone so long as they don�t workagainst the Crown. (In the past, manynobles hired penniless wizards to assistin attempts to overthrow the Obarskyrs.)

Some of the most notable currentindependent mages resident in Cormyrare listed hereafter. Details of these per-sonages can be found in Appendix I.Elminster cautions that this list is veryincomplete. It was compiled by Volo, andit concentrates on mages who don�tbother to�or who can�t�hide them-selves away from general knowledge.

Arabel

Jestra (NG hf Tra18)Mellomir of Arabel (LN hm M27; Sage

fields: history, prophecies, and divina-tion)

Myschanta Halarra (CG hf Abj14)Theavos Thontar (LN hm M17)

Vicinity of Espar

Ruldan Nysgart (NG hm M16)

Vicinity of Eveningstar

Tsharliira of Blackthorne (LG hf M14)

Without a doubt some of the nobles,powerful mages, and wealthy merchantsof Cormyr have wards. Wards are magi-cal defenses that act only on beings whodon�t possess a token allowing free pas-sage or who try to pass them in an unap-proved manner. The wards put in place

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Vicinity of Juniril

Iyrytharna Dantras (CG hf M16)

Marsember

Delthrin the Deadmaster (NE hm Nec12)Filfaeril Stormbillow (CG hf M16)Tongreth of Marsember (LN hm M21)Vindala Chalanther (NG hf Ill15)

Vicinity of Marsember

Ungathros of Mistrim (NG hm M15)

Vicinity of Skull Crag

Orbril of Skull Crag (CN hm M15)

Suzail

Argûl Marammas (LN hm M13)Baskor Tranth (NG hm M9)Laspeera Naerinth (NG hf M14)Maxer Hlarr, Defender of Suzail (NG hm

Inv11)Valantha Shimmerstar (CG hf M13)

Tilverton

Filani of Tantras (N hf M9; Sage fields: poli-tics & history of the Dragonreach, poli-tics & history of the Moonsea North)

Gahlaerd Mossmere (NG hm M12)

Vicinity of Waymoot

Endarthar of Wildwoods (CN hm M18)

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by the rich and powerful citizens of Cor-myr have a wide variety of effects, andthese wards aren�t dealt with here.1 TheCrown of Cormyr, however, employsthree standard types of wards through-out the realm�the ring ward, cloakward, and full ward�and these aredetailed here. The spells such wards arebased on are akin to the 7th-level wizardspell wardmist, detailed in previousguidebooks in this series. The spells,however, are state secrets of Cormyr andso don�t appear here.2

It has long been rumored that theObarskyr family has a private refugewhere its greatest treasures are storedthat is guarded by something called adragon ward. The dragon ward suppos-

edly unleashes magic akin to dragonbreath attacks, and like dragon breath itcan lash out for a great distance downpassages, permitting no one to elude theeffects. But, as of this writing, suchrumors remain unconfirmed.

Ring WardThe weakest type of ward is known as aring ward because a Purple Dragon ringpermits passage through it, as do all thepass tokens listed hereafter for the morepowerful wards. If unauthorized beingstry to pass this sort of ward, they receivea mild energy shock. This shock isdesigned to turn aside birds, snakes, cat-tle, and other unintelligent life, and it

1Elminster: Consider thyselves warned of their existence.2Elminster: Because we�d all like them to remain state secrets.

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does deals 1 point of damage to any char-acter failing a saving throw vs. spell.Unauthorized contact with the ward trig-gers an alarm in the form of a light or asound, as determined when the wardwas created. The ward also blocks thepassage of all spells of 3rd level or lower,absorbing their energies. Thus, a wizardemploying a fly spell who penetrates award�such as those around the towersof the Palace of the Purple Dragon inSuzail�loses the ability of flight and falls.

Cloak WardThe middle type of ward is called a cloakward because a war wizard cloak permitspassage through it, as do a commander�sring and a passagestone (but not a PurpleDragon ring). Unauthorized contact witha cloak ward has the same effects as dis-turbing a ring ward. In addition, anyintruding creatures must make two addi-tional saving throws, one vs. spell andone vs. paralyzation.

If the saving throws vs. spell fail,intruders are chilled for 6d6 points ofdamage (similar to the damage of a wandof frost, treating all 1s rolled as 2s). Ifthese saving throws succeed, only halfdamage is inflicted. If the saving throwsvs. paralyzation fail, creatures are alsostunned for 1d2 rounds, reeling andunable to think or act voluntarily. Notethat stunned creatures normally remainin the ward, suffering the 6d6 points ofchilling damage again on the rounds inwhich they are stunned. If the savingthrows vs. paralyzation succeed, intrud-ers suffer no stun effects.

Undead intruders must also make thesetwo saving throws. If both fail, they are dis-

rupted (destroyed utterly). If only one fails,undead intruders sustain 5d4 points ofdamage. If both succeed, these undeadpass through the ward with no ill effects.

FUll WardThe strongest type of ward is the fullward. These wards vary in specific pow-ers, but all full wards can be passedthrough by means of a commander�s ringor a passagestone but not a PurpleDragon ring or a war wizard cloak.

The effects of violating a full ward com-bine the harmful and warning effects ofboth lesser types of wards, plus the invisi-ble full ward has a �soft� outer edge about 3feet in depth that hardens into a barrierakin to a wall of force. This inner portion ofthe ward also acts a ring of spell turning onall magic that comes into contact with it.

In some full wards, such as one encir-cling the royal bedchambers in thepalace in Suzail, the solid innermost por-tion manifests only when one is going in,and it doesn�t exist to someone exitingthe warded area. In others, such as theones around all Purple Dragon armories,it is absolute in both directions.

Magical Itemsof the CrownHere follow details of some of the magicalitems made and used by the governingforces of Cormyr. There are apt to be manynear-identical specimens of these items inuse in the realm at anytime. Possession ofone by someone who is not an agent of theCrown is an offense that brings immediatearrest and a very thorough questioning bywar wizards employing thought-reading

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magic as well as probing questions. Adven-turers are advised that the only good bluffswhen caught with one of these items are:�I�m a king�s messenger,� �I�m an agent ofthe war wizards,� or �The king (or Vanger-dahast) gave it to me to use on a special mis-sion I�m not allowed to tell you about�butwhich I�m engaged in right now!� Peopleusing these defenses must be ready to fleeCormyr instantly if they try them on anyoneabove the rank of first sword [sergeant] inthe Purple Dragons, a novice war wizardapprentice, or a nonroyal courtier!

Like other entries in this appendix, theselection presented here shouldn�t beconsidered definitive. It includes onlyitems Volo could gain details about,though admittedly he learned far morethan the common citizenry of Cormyrever discern. The bracers and cloak areemployed by war wizards and sometimesby the heads of important noble families.The Purple Dragon ring, rod and blade areused by Purple Dragons�and generallyby officers, not common soldiers. The far-rarer commander�s ring and passagestoneare only borne by important courtiers,high-ranking military officers, local lords,and members of the royal family. Elmin-ster notes that many stolen items ofCrown magic have been found in cheststhat were shallowly buried, stuffed intohollow trees, or hidden in attics, crypts,warehouses, and inn cellars�and thatmore turn up every day in Cormyr.

Battlestar BracersXP Value: 4,000GP Value: 8,500These plain metal wristbands do not aug-ment Armor Class in any way, and they

may be worn and used with or withoutother armor by all character classes. Bothbracers must be worn or neither oper-ates; their power is connected to a magi-cal resonance between them. Wearers ofthe bracers are shielded at all times withprotection identical to that provided bythe 3rd-level wizard spell protection fromnormal missiles. All fire-based attacks andmagic missiles striking the wearers arereduced in the amount of damage theyinflict by 1 point per die of damage.

In addition, by silent effort of will,every third round the bracers can eitherfire four magic missiles or emit one flam-ing sphere. The magic missiles function(except in number) similar to the 1st-levelwizard spell magic missile. They cause1d4+1 points of damage each and can beused on up to four separate targets. Theflaming sphere functions similar to the2nd-level wizard spell of the same name,appears and moves in the direction thebracer - wearer points, and cannot beredirected once set in motion.

BauLgroth�s BladeXP Value: 1,500GP Value: 3,000These plain long swords, broad swords,or sabers bear a +1 enchantment and areused in training, rough surgery (cuttingopen an infected body area) or sometimesto scare an individual. Named for thelong-dead wizard who invented them,Baulgroth�s blades are issued to every Pur-ple Dragon barracks and garrison.

Whenever one of these weapons suc-cessfully damages living flesh, it can bewilled by the wielder to perform a curelight wounds upon the being it has struck,

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restoring 1d8 points of damage. Theblade�s damage and healing rolls aremade separately; they aren�t always thesame. When this healing power isn�t beingused, the only sign that a Baulgroth�s bladeisn�t an ordinary weapon is that its pointtrails a quickly fading line of radiance as itis wielded. The radiance is bright enoughto find keyholes, inscriptions, and the likein the dark. Purple Dragons sometimesuse this trait of a Baulgroth�s blade to foolopponents into thinking they face a pow-erful magical blade.

Commander�s RingXP Value: 6,000GP Value: 12,000 (up to 18,000 if sold toenemies of Cormyr in Sembia or Westgate)These hardened gold bands bear theengraved Purple Dragon device of theObarskyr royal family. They function asrings of protection +2 with five additionalpowers. A commander�s ring can emitmagic equal in all respects to the spellsfeatherfall, knock, wall of force, and contin-ual light up to three times (for each ability)per day. It can also trace any Purple Dragonrings (see below) within 100 feet of it, givingthe wearer of the commander�s ring a feel-ing for the distance and direction of eachsuch ring, or it can allow thewearer to choose one such ring and con-centrate on its movements, blocking outthe indications of others. Most PurpleDragons are aware that their superiors cantrace their movements in this way.

One commander�s ring can�t traceanother commander�s ring. If this ring isworn on the same hand as a PurpleDragon ring, the two rings function nor-mally, but they only count as one ring for

purposes of how many rings can beworn by the wearer. Thus, the wearercan wear and use a third magical ring atthe same time. This is one of the veryrare instances in which this can be done.

Purple Dragon R ingXP Value: 2,500GP Value: 4,000These brass rings bear the engraved Pur-ple Dragon device of the Obarskyr royalfamily. They have two powers, both ofwhich can be used without limit. Whenworn, a Purple Dragon ring can causelight lasting for 1 turn. This radianceoccurs in a 10-foot sphere around thering or up to 40 feet away from it in thedirection the wearer�s points, using thehand the ring is on. Once created, thislight lasts a full turn unless dispelled bysome other method; the Purple Dragonring cannot disperse it.

A Purple Dragon ring can also be usedto detect poison by speaking its word ofactivation, which is engraved on theinside of the band (usually �Bonthar�),and immersing it in the substance to betested. The ring can test liquids, gases, orsolids. Solids are tested by making anincision or carving in the substance toput the ring into full contact with it.

The ring glows an eerie golden-greenif it encounters anything harmful tohumans, demihumans, and humanoidsand a bright blue if it comes into contactwith something enchanted that may ormay not be harmful. This roundaboutdetect magic ability is usually used tomake sure that potions sold in Cormyrare the real thing and not merely fla-vored oils or water.

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Purple Dragons have standing orders arrived at once and the crews of all areto test food and drink that they purchase quenching their thirsts at local taverns.or seize whenever they�re outside civilized A peacemaker�s rod is a +2 weapon,Cormyr and on all other occasions when dealing 1d6+1 points of damage per blowthey�re suspicious of cooks or viands. Poi- when wielded in battle. Whenever it hits,soners acting for Westgate, the Zhentarim, the wielder can elect to have it inflict nor-and other foes of the Crown work tire- mal damage or call on an special battlelessly to bring the Obarskyr line to an end, power instead. These special battle powersdespite repeated failures. Thus, all food are usable without limit but can be evokedserved to any royal family member or offi- only once every other round in which thecer of the court, including local lords and rod is successfully used to strike in battle.heralds, not just courtiers in Suzail, is so The three special battle powers are:tested as a matter of course. The rod can deal double damage

These rings are seldom worn by Purple (rather than normal damage).Dragons below the rank of lionar It can cast hold monster as the 5th-(sergeant of sergeants3) unless they are on level wizard spell, but with only thea special mission. A few have been given struck being as the target. The targetto special friends of the Crown as pass must make a successful saving throwtokens.4 Over 4,000 are known to have vs. spell at -3 to avoid the effects.been made. Some are stored in all three of It can repulse its struck target (only)Cormyr�s cities, and they can be issued in for 12 rounds, similar to the 6th-levela matter of hours when needed. wizard spell repulsion.

A peacemaker�s rod has one additional

Peacemaker�s Rod power: It can fire a 10-foot-diametersphere of light in a straight line from one of

XP Value: 5,000 its ends to a distance of 200 feet at MV Fl 24.GP Value: 10,000 When the sphere strikes something solidThis sort of rod is a black metal baton or reaches its maximum distance, it burstswith the Purple Dragon sculpted in brass and fades. This does no damage except toat both ends. Peacemaker�s rods are undead affected by bright light, but it canborne by patrol leaders whenever Purple be used to give archers light to fire by, toDragons are sent on patrol and are held illuminate what lies ahead (down an alley,in every Purple Dragon armory. Over for instance), or as a locational signal when2,000 of them are known to exist. Patrols fired straight up into the sky.are often sent out bearing them during Warriors of other realms find thesefestival days or times of possible unrest, powers useful, as do animal-tamers andsuch as on nights when over a dozen hunters trying to bring back live animalsships have docked at Suzail or Marsem- for sale, so there has always been a briskber or a similar quantity of caravans have black market trade in stolen peacemaker�s

3Similar to the modern 20th-century major.4Mirt the Moneylender, a Lord of Waterdeep, holds one such ring, as revealed on page 230 of the novel Crown of

Fire, by Ed Greenwood (TSR, Inc., 1994).

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rods. Like all other Crown magic describedin this appendix, it is not legal to buy, sell,or try to procure or sell a peacemaker�s rodin Cormyr or its protectorates.

W a r W i z a r d C l o a kXP Value: 6,000GP Value: 12,000These full-cut black weathercloaks hangto mid-boot on a wearer of averageheight. They are cut to overlap at thewearer�s breast and shield the wearer�sarms. They have high collars and sepa-rate pull-over hoods. War wizard cloaksare distinguished from fine cloaks ofother make by the collar embroidery: aPurple Dragon on the left side of the col-lar and in the center point of the hood(so that it hangs on display to the rear)and an upraised human palm, fingerstogether, in a circle (picked out in whitethread) on the right collar.

A war wizard cloak has all the powersof a ring of warmth. It also confers infravi-sion on the wearer, plus the automaticprotections of feather fall, ironguard,5 andprotection from normal missiles spells.Once per day, the wearer can call on thecloak to power a sending (as the 5th-levelwizard spell) and a dimension door (as the4th-level wizard spell). Dimension doortrips of up to 1,200 yards are possible.

P a s s a g e s t o n eXP Value: 4,000GP Value: 8,000These enchanted stones are rare, though

every Crown ward in Cormyr has at leastfour stones linked to it: one held byAzoun, one by Vangerdahast, one storedin a vault, and one or more for the every-day use of those who have lawful busi-ness passing the ward. They are differentin size and shape for each ward. Mosttake the shape of small pebbles that canbe concealed in the palm of a woman�shand. Those used for castle armories areusually constructed much larger forsecurity reasons, and a very few passage-stones are even smaller. These last areoften gemstones that are worn on ringsor other adornments used by membersof the royal family or set with severalother ward gems on a bootstick slippeddown one boot for easy transference andconcealment. These bootsticks are oftenused by Azoun, Vangerdahast, or seniorbattlemasters [generals] of Cormyr.

Each passagestone is engraved with arune specific to the ward it permits pas-sage through. A passagestone has onlytwo additional powers. It can emit faeriefire (as the spell) when willed to, allow-ing users to locate steps or doors indarkness when approaching or negotiat-ing a warded area, and it protects itsholder like an ironguard spell whenwilled to.6

It should be noted that a passagestonecould be sold for up to 25,000 if it isoffered to enemies of Cormyr, the spe-cific ward the stone is linked to is known,and the ward is important�such as apassagestone to an armory, a treasurevault, or a royal apartment in the Palaceof the Purple Dragon.

5Metal weapons pass through cloak and wearer as if they don�t exist, doing no harm. See FORGOTTEN REALMS

Adventures or Pages From the Mages for the ironguard spell.6See the previous note.

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Appendix IV:

Indexlease note House of Huthduth ........ .206-207

that the Lord Woodbrand�s Keep

appendices(Waymoot Keep) ............ .176

of this guide-Redstone Castle

(Immersea) ........ .152, 153, 154book aren�t Starwater Keep

indexed here. Also, under (Marsember) ....... .35, 41, 45, 50

the Settlements & Territo- Thundersword House

ries heading only places (Immersea) ................. .154

mentioned in the text that Tilver�s Palace

don�t have their own dis-tinct entries appear.

(Tilverton; ruin). . ....... .196, 199

Wyvernhunt Keep (ruin). . ...... .215

ClubsGambling HousesThe Lucky Dragon ............. .160

Bindle�s. ....................... .26

Drowned Sailors Society......... .44 Inns &The Masked Merfolk ......... .44-45 Rooming HousesThe Osculatory. ................ .26 The Barrelstone Inn. ......... .50-51The Society of Beruintar�s Bone Warmer ...... .178

Stalwart Adventurers ...... .26-27 Blisterfoot Inn ......... .129-131, 134The Stag Transfixed. ............ .27 The Blushing Maiden .. .135, 137-138

FesthallsThe Baths.. . . . . . . . . . . . . . . . . . .72-73The Doffed Cloak. . . . . . . . . . . . . .184The Drowning Fish: See the Roaring

Griffon.Dulbiir�s .................... .73-74

The Gargoyle�s Perch .......... .168

The High Helm. ....... .191, 192-193

The Lavender Lion. .......... .74-75

The Low Lantern .......... .143, 150

The Moonlit Touch ............. .75The Roaring Griffon............. .52

The Cloven Shield .............. .51

The Cup and Spoon.. .......... .178

Daliver�s Door. ................. .96

The Dead Dragon Inn ........... 121

The Dragon�s Jaws. .......... .30-31The Drover�s Inn ............. ..182

The Drowning Flagon .......... ..51

The Elfskull Inn.. ............ .63-64

The Falcon�s Rest ........... ..64-65

The Firedagger Inn.. ... .98, 100, 103

Five Fine Fish.. ........ .153, 157-158

The Gargoyle�s Perch .......... .168

The Golden Plow .............. .128

Fortalices The GoldenUnicorn Inn. . . . . . . . . . . . . 144, 151

The Citadel (Arabel). . . . . . . . . . . . . .59The Citadel (Suzail) . .16, 17, 19, 20, 32Greatgard

(Greatgaunt). . . . . . . . . . . . .209, 210Greatgates Manor

(Greatgaunt). . . . . . . . . . . .205, 207The Haunted Halls (a.k.a. Rivior�s

Hold; Eveningstar) . . . . . . .144-145High Towers (Immersea) . . . . . . . .154Hornshield Keep. . . . . . . . . . . . . . . .212

Grimwald�s Revenge ....... .200, 202

Halaband�s Inn. ............... .158

The High Helm. ....... .191, 192-193

The House of Nets.. ........... .157

Immer Inn.. .............. .153, 158

Immerhand Inn .............. ..116

Jonstyl�s Banner. .............. .203

Lantern Inn andBoat Rental. . ........... .105, 116

The Leaning Post ............ .31-32

The LonesomeTankard ....... .138, 143, 144, 151

Maela�s Rooming House. ....... .157The Marching Myrmidon ...... .184

The Moondown Mooring.. ...... .86

The Murdered Manticore ....... .65

The Nightgate Inn ............. ..32

The Nine Fires.. ............. .65-66

The Old Bucket Drops. ......... .211

The Old Man ............. ..178-179

The Old Man�s Face ............ .173

The Old Oak. ................ .51-52

The Old Owlbear.. ........ .163, 164

Olff�s Rest. .................... .150

The Pride of Arabel .......... .66-67The Red Stirge.. ................ .67

The Roaring Griffon............. .52

Shaliber�s Ship ................ ..32

Shassra�s. ...................... .63

The Sheaf of Wheat ............ .183

The Shovel ofSparkling Stones. ........... .185

The Silver Scythe ............. ..183

The Silver Wink ....... .174, 175, 179

The Six Candles. ............. .32-33The Sixcandles Inn ............ .190

The Slingdyke Arms (ruin) ...... .186

The Snowbound Hound. ........ .91

Tethyr�s Court. ................ .150

The Trailswatch ............... .124

The Utter Inn................... .82

The Wailing Wheel .............. .33

The Watchful Eye.. ............ .141

The Water Witch�s Rest. ........ .188The Weary Knight ............ .67-68

The Welcoming Hand(ruin) ...................... .144

The Whispering Witch ..... .200, 202

The Wild Goose ............. ..68-69

The Windlord�sRest. ............... .199, 202-203

The World Serpent Inn ....... .69-71Wyvern Watch Inn.. ...... ..105, 116

Palaces(Royal & Noble)Arabellan Palace. . . . . . . . . . . . . .59, 63

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Greatgates Manor(Greatgaunt). . . . . . . . . . . . .209, 210

High Towers (Immersea) . . . . . . . .154House Misrim (Arabel) . . . . . . . . . . .59The King�s Tower

(Marsember) . . . . . . . . . . . . . .39, 41Oldstone Hall (Wheloon) . . . . . . . .105The Palace

of the Purple Dragon(Suzail) . .20, 21, 22, 31, 51, 169, 213

Redstone Castle(Immersea) . . . . . . . . .152, 153, 154

Thundersword House(Immersea) . . . . . . . . . . . . . . . . . .154

Tilver�s Palace(Tilverton; ruin). . . . . . . . .196, 199

RestaurantsHot Highsun Handbreads. .... .89-90The Hungry Man ............ .60-61The Old Boot.. ................. .28

The Old Oyster ............ .101-102The Old Troll�s Foot. ......... .95-96The Plate of Eels .............. ..190The Platter of Plenty. ......... .45-48The Puffing Jester .............. .28The Sleeping Cat. .......... .113-114The Weary Worker. ............ .214

The Wight on a Waterdragon. . .48-49

Schools & LibrariesThe Silent Room

(temple of Deneir) . ........ .16-17Stormhaven House ............ .139

Settlements &TerritoriesAloushe........................123Battlerise. ...................... .77Black Oaks: See Gray Oaks.Blustich .........................78Bospir .........................182Crownpost (ruin) .......... .129, 130Dreamer�s Rock ................ .78Eagle Peak ................ .205-206Esparin........................146Ghars .................... ..182-183Gorthin ....................... ..78Gray Oaks. ................. 123-124Griffon Hill.....................183Halfhap ................... .183-184High Horn.....................206Hillmarch. ............... ..184-185Hilp. ....................... l24-125

Huthduth ................. .206-207Kallamarn.. .................. ..79Marsark�s Grove .............. ..104Minroe ...................... ..125Moonever .................... ...79Nesmyth ................ .79-80, 124Northbank .....................123Old Axe ...................... ..207Ongul�s Water .................. .80Plungepool ................ .125-126

Redspring ...... .14, 54, 182, 185-186Skull Crag......................208Slingdyke. ................. .186-187Smuggler�s Stone ............... .80Sunset Hill . . .................. .187Tethgard (ruin) ................ .194Yeoman Bridge ................ .188Zundle (ruin) .................. .126

Shops &FactoriesArgyr�s Realmsry.

and Hilts ...................

...............

.132

.86Aunglar's Mill

Everswords House.

.................

.139-140

.164Alzael�s Cleaver.

........

... . . . ......... .155The Arrow in Flight ............ .131Barthemeir Needle &

Nail Works.. . . . . . . . . . . . . . . . .. .88Baskar�s Nook ............ ..146-147Belaeron�s Best Bread. .......... .24Bendagar�s Barrels. ............ .167The Blackbard..................108The Black Bottle Pottery. ....... .131Borgil�s Bold Buckles. ...... .131-132Chalasse�s Fine Clothing. ........ .156Charn the Smith .............. ..172Cormyrean Coins Coster ....... .108The Crystal Wyvern.. .......... .132Deltar�s Mill . .................. .147Dundar�s Fine Blades .......... .200Durn Smithy .................. .183Ebbard Highsong, Butcher ..... .148Elhazir�s Exotica. ............... .60Erik Longeye, Helms

Hanno�s Herbs andMedicines ................. ..110

Hobble�s Hooks.

Shrines

................ .79Hornscars Armory. ............ .132The Iron Hand ................ .148Jarn�s Place ................... .133Nelzol�s Notions ............... .156The Net of Pearls ............. .43-44Nightstar Guiding &

Outfitters. .................. .177Oglul�s Cartworks. ............. .172The Old Boot .............. .148-149The Old Codpiece

Arms & Armory............. .160Ondrar�s Scroll Shop. .......... .141Orsborg�s Adornments. ........ .149Rallogar Hardware. ......... 110-111Redbeard Rental Storage and

Shipping ............... .111-112The Ring of Coins.. ............. .24Royal Blood Carvers &

Carpentry. ................. .128Sendever�s Stables ............. .112The Shield of Glory ............ .210The Silver Branch. ......... .149-150The Silver Feather. ......... .133-134The Slipper Shop.. ............ .124Slowtooth Weaponry. ...... .112-113Spawnhall .................... .189Syndair�s Cloth Fancies. ........ .150Tanalar�s Fine Mounts ......... .200Tavernant�s Tellings .......... .24-25Thaelin�s Finework ............ .168Tower of Wits and Work.. ...... .199Tower Shop ............... .120-121Trindar Shipyards ......... .189-190Undreir Facilitations ....... .200-201The Wedding Knight ............ .25Wendeira�s Wondery. ....... 100-101Wheloon Tack & Leather. ...... .113Woumar�s Wheloon Mill ....... .113Wyrmkindler

Sausage Works. . . . . . . . . . . .88-89

FalconstarWayshipping. ........... .108-109

The Fish House.. .............. .109The Flame of Love Lutery ...... .160Galandor�s Glassworks ....... .94-95Haerldoun�s Helms &

Shields. .................... .109Haldos Fine Butchery ...... .109-110Handiber�s Stelk Farm. ...... 124-125

239

All Faiths: Gladehap Rock. . . . . .87-88Chauntea�The Harvest Altar

(Arabel). . . . . . . . . . . . . . . . . . . . . .57Chauntea (Espar) . . . . . . . . . . . . . .139�Darker Sea Cults�:

Marsember. . . . . . . . . . . . . . . . . . .37Deneir (Arabel) . . . . . . . . . . . . . . . . . . 57Helm (Arabel) . . . . . . . . . . . . . . . . . .57Helm�Sentiel Rock (Espar) . . . . .139

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Helm�Altar of Shields(Tilverton) .................. .197

Lathander�the Rose Altar(Tilverton) ................ ..197

Lliira (Arabel). . ................. .57Lliira (Suzail) . . ................. .17Malar (Suzail). . . ................ .17Milil (Arabel) . .................. .57Milil (Suzail) . . .................. .17Oghma (Suzail) . . ............... .17Silvanus�Green Altar

(Tilverton) .................. .197Silvanus�God�s Grove

(Wheloon) .................. .105Temporary:

Eveningstar Market ..... .142-143Tempus (Arabel) . ............... .57Tempus�Spear Rock

(Wyvernhunt) ........... .215-216Tymora (Marsember) ........... .36Tymora�the Hand of Chance

(Tilverton) .................. .199Tyr (Suzail) . . ................... .17Umberlee (Marsember) ......... .36Waukeen (Marsember) ....... .36-37

TavernsThe Baron�s Bottle ........... .90-91The Blue Dragon�s Bones. ...... .190The Bold Bard. ............... ..183The Cloven Shield .............. .51The Dancing Dragon. ........ .61-63Evershield�s Embers ........... .184The Flagon

Held High .......... .197, 199, 201The Gargoyle�s Perch .......... .168The Golden Goblin.............. .28The High Helm. ....... .191,192-193The Horn and Spur ........ .156-157Hunting the Knight. ........ .102-103The Laughing Lass.. ............ .30The Low Lantern. ......... .143, 150The Maiden Danced at Dawn. ... .86The Mist Runner .............. .157The Moon and Stars ....... .177-178The Nightbleat Tavern ......... .182The Old Oak. ................ .51-52The Scarlet Sheaf .............. .114The Silvery

Sembian Snail .......... .114-116The Tankard of Eels............. .49Ten Tankards Today .......... ..121The Twelve

Dancing Knights ........ .210-211

The Unicorn�s Pool ............. .96The Weary Worker. ............ .214The Wizard's Pit. . ..... .130, 131, 134

TemplesHelm�s Everpresent Shield

(ruin) ...................... .191House of Huthduth (Chauntea;

monastery) ............. .206-207The House of the Lady

(Selûne) ................ .154-155The House of the Morning

(Lathander) ............ .142, 146The House of the Seas

(Umberlee; ruin). ............ .98The House of the Wonderbringer

(Gond; formerlyGharri�s House). . ....... .196, 200

The Lady�s House (Tymora)(Arabel) . ................. .56, 59

The Lady�s House (Tyche)(Monksblade; ruin). . ......... .98

Moonrise House (Selûne). ...... .210Morningmist Hall

(Lathander) .............. .36, 41Mother Chauntea�s House

(ruin) ................. .97-98, 99The Silent Room (Deneir) ..... .16-17The Sheltering Hand

(Tymora) ................... .176The Sounds of Joy

(LIiira). . ................ .176-177The Towers of Good Fortune

(Tymora) .................... .16The Towers of War

(Tempus; ruin). . ............. .98

Unique Sites& SightsArabel Springs. ................ .188Azoun Triumphant (statue). ..... .153The Bowshot Run.. ............ .172The Caverns of the Claws.. ..... .146Chansa�s Folly. ................. .88Council Tower ................ .196The Crystal Grot .............. 10-11Daerbraun .....................126Deepwell Market .............. .215Eveningstar Gorge. ........ .142, 144Fairy ring......................189The Falling Tower ............ .93-94Gaesthund�s Tomb. ............ .153The Ghost Stag ................ .171Gnollpost ..................... .184

The Grave Hills . . . . . . . . . . . . . . . . . 184Graveyard Hill . ................ .154The Haunted Halls. ........ .144-145The High Hunt ............... ..137Immer Bay.....................152Knight�s Tomb.................. .88Lake Azoun .................... .22Lake Thalmiir ................. .126The Laughing Head. ........... .187The Looking Lady ............. .103Lost Knights� Dance. ............ .99Lost mine. .................... .208Medusa�s Garden. ............. .199

Meliyekur�s MagicalMuseum ................... .136

Mistfisher Bay. ................ .152Monument of

the Warrior King ... . ......... .59Moon Dance. ............. .209, 210Mootpost .................... ..184Mount Shalandragar. ...... .212, 214Mushroom Dell. ........... .170-171Oadal�s Stand. ................. .170Old Axe........................207Old Blind Mage Mountain.. .... .208The Old Oak................... .163Plungepool. ................ 125-126Rathool�s Pond ................ .105Ring of Swords.. .............. .189River Sharragh.. .......... .125, 126The Royal Court. ................ .8,

10, 11, 13, 15, 16, 17, 18, 19, 20, 21-22, 23, 31, 34, 49, 51, 57, 81, 136, 189

The Royal Gardens .... .13, 18, 20, 22The Royal Treasury .......... .22-23Selûne�s Stairs. ................ .154Shield Stone. .................. .215Sleeping Rings Cavern ......... .174The Smoking Mountain See Mount

Shalandragar.Soond Sharr (ruin). . ............ .85Spawnhall .................... .189SpringHill .....................154Stag Skull Bridge................194Stag Steads ................ .169-171The Steaming Fountain.. ... ....209The Stonecliff . ............ .142, 144The Sunset Stream.. ............ 185Vangerdahast�s Tower. .......... .22The Vigilant Blade. ............. .139The Women of the Woods .. .136-137Wormtower ............... .118-120Wyvern Ferry. ................. .105Wyvernspur Crypt ............. .154

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