Letters
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Caravan Contract
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Caravan Contract
This wrinkled piece of parchment appears to be a written
contract of sorts:
Balin,
Deliver these five crates of supplies to the emporium in
Easthaven. Make sure to get a fair price from that unscrupulous
Calishite weasel, Pomab. Use the profit to aquire three
barrels of uncarved scrimshaw from Gaspar's warehouse there
in Easthaven. Return to Caer-Dinival with the three barrels
and you shall have your agreed upon payment. Keep your eyes
to the tundra. There have been reports of orcs in the hills
outside of Easthaven. It might be wise to use your advance
payment to hire on some extra caravan guards.
Safe journey,
Ilmus Gallaway of Caer Dinval
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Value: 7
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Council
Letter (CLETTER)New
in Heart of Winter
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Council Letter
This official correspondence has been elegantly penned
in ink and bears the official seal of the town of Targos:
To Lonelywood Council Representative Thurlow,
All is proceeding as planned. We have acquired the necessary
talent for our venture. Once the final preparations
have been made, our man will depart immediately for
Lonelywood. Expect him to make contact very soon. Remember
our discussion. There is much at stake, and we are counting
on your cooperation. Do not disappoint us.
-KT
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Value: 7
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Note to Kerish
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Note to Kerish
Kerish
Kreg Frostbeard is dead, no thanks to you, and I now hold
his badge of office. I, Joril Frostbeard, am now numbered
among the six chosen of the master! Once my plans have come
to bear fruit I will have access to the master himself.
You would do well to remember that from this day forward,
worm.
Also know that your lack of aid has not gone unnoticed.
Only your silence in not reporting this to the master has
kept you alive. When the time is right *I* will tell the
master that I have taken my father's throne. Until then
you will remain silent or you will die. Those walls you
hide behind will not save you from my wrath. Betray me and
I will crumble them about you and crush the life from you!
Joril
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Value: 7
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Note to Krilag
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Chief Krilag
As you know by now, your master and creator is gone. Malavon,
Saablic's associate, will now be handling all magical affairs
in the dome north of the Artisan's District. You are the
strongest of your kind, and thus it is to you that I extend
Saablic's badge of lieutenancy. Use it as a symbol of the
authority that I have loaned to you. If ever you and the
others need to have audience with me, you must bring your
badge with you. Think of it as a key -- one of six keys
to a lock. Do not lose it.
I am placing you and the other orogs in charge of defending
the upper reaches of Dorn's Deep. It is your new home. Do
with it what you wish, but always submit to my will and
to the will of Ilmater. Your nearest peer is Kreg Frostbeard
in Wyrm's Tooth. If you are in need of assistance, call
upon him and his kin for aid. Defend the stronghold with
your lives, for if you survive in failure, your suffering
will be monumental.
If you have trouble understanding any portion of this letter,
have Adinirahc or one of the other drow mercenaries explain
it to you.
In the Blood of Our Father,
RBP
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Value: 7
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Supply List
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SUPPLY LIST
This plain piece of parchment contains a list of equipment
ranging from lengths of rope, to rations and torches. A
short note has been scribbled on the back of the list:
Pomab,
Seeing as you have seen fit to "volunteer" to outfit our
expedition to Kuldahar, I have written down a list of items
we will be needing. I trust the equipment you will provide
will be of quality, unlike the shoddy junk you foisted off
on my last expedition.
- Hrothgar
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Value: 7
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Books
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Ancient Lore on Corellon Larethian
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Ancient Lore on Corellon Larethian
By Master E. L. Boyd
...as the lore goes, many great battles were fought between
Corellon and Gruumsh. As Corellon's blood flowed, it mingled
with the tears Sehanine shed. And in this mixture of blood
and tears, Corellon's children, the Seldarine were born.
Corellon embodies the highest values of that which is elvenkind.
From the gentle aspects of art and poetry to the hasher
aspects of war and magic, he is venerated by all the Fair
Folk, except that of the drow. Vigilant over his creations,
it is told that Corellon will wander the elven lands, observing
his people and defending what is theirs.
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Value: 10
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Ancient Lore on Labelas Enoreth
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Ancient Lore on Labelas Enoreth
By Master E. L. Boyd
Labelas Enoreth is the elven god of longevity and time.
At the creation of the Fair Folk, Labelas blessed the elves
with long lifespans and decreed that their appearances would
not be marked by the passage of time. The lifegiver cooperates
with Sehanine in overseeing the lifespan of elves and their
growth away from and beyond the mortal realms. He measures
the lives of the Fair Folk and decrees when they should
be ended, allowing passage to Arvandor. As Lord of the Continuum,
Labelas governs the orderly passage of time and guards against
those who would alter the path of history. Labelas confers
wisdom and teachings on young and old alike, and although
he is rarely invoked, the Lifegiver is often praised. The
Lifegiver knows the future and past of every elf, faerie,
or sylvan creature. Labelas is worshiped by sages, historians,
philosophers, librarians, and all those who measure the
changes wrought by the passing of years.
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Value: 10
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Ancient Lore on Sehanine Moonbow
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Ancient Lore on Sehanine Moonbow
By Master E. L. Boyd
...Sehanine Moonbow is the elven goddess of the moon or,
more specifically, the full moon. She governs divinations,
omens, and subtle magics and protects against madness. She
watches over the dreams of the elves, keeping them from
harm while in reverie and sending omens to protect them
from future dangers. Sehanine watches over the passage of
the elven spirits from the world, and she is protectress
of the dead...
...Alternately called the wife and daughter of Corellon,
Sehanine is the mightiest of the female powers in the elven
pantheon. Identified with the mystic power of the moon,
Sehanine's tears are said to have mingled with Corellon's
blood and given life to the elven race.
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Value: 10
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Ancient Lore on Shevarash
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Ancient Lore on Shevarash
By Master E. L. Boyd
Shevarash, who embodies the hatred the Fair Folk hold for
the drow, is the elven god of vengeance and military crusades.
He is venerated by the elves and half-elves who have suffered
the loss of loved ones through violence, particularly those
who burn with revenge against the drow, and by those who
have sworn to destroy the Spider Queen and the other evil
gods of the dark elves. Some elven theologians speculate
that Shevarash serves to gather in the bitterness and hatred
that has riven the elven race since the Crown Wars, thus
keeping the contagious evil of the Spider Queen from spreading
to the elven population at large.
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Value: 10
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Ancient Lore on Solonor Thelandira
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Ancient Lore on Solonor Thelandira
By Master E. L. Boyd
Solonor Thelandira is the elven god of hunting, archery,
and survival in wild and harsh places. The Great Archer's
prowess with the bow is unmatched by any other power venerated
in the Realms. Solonor is concerned with the integrity of
nature and the balance between exploitation and agriculture
on one hand and fallow, wild terrains on the other...
...He instructs the Fair Folk in the art of hiding in and
moving through natural foliage so as not to be detected
as well as the art of archery and hunting. Solonor is primarily
revered by elven and half-elven rangers, hunters, woodsmen,
and fighters. In particular, elven hunters appeal to him
for better catches of game and elven warriors trapped in
hostile territory call on him for aid...
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Value: 10
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Animals Are Your Friend
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An excerpt...
"One of the first steps towards living in harmony with animals
is learning to respect our ever-changing relationship with
animals. Many people think of humans and demi-humans as
being superior to animals. However, as I've already stated,
the criteria for 'superiority' is very subjective. For this
reason, we must view our relationship with the animals of
the wild on a personal and ever-changing basis. Give the
creatures the respect they deserve, but always remember
that predators are predators, no matter how much you respect
their territory."
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Value: 4
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Briath's Journal
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The great monument was completed today, and
it is a wonder to see. If there is any doubt to the significance
of my role within the Dorn community, let it now be laid
to rest! There are those who find pride and glory in the
chase, traveling above and underground to ensure the good
fortune of our home, but I am not one of them. I must admit,
I too would take up the arms should my name be called to
protect those around me, but until that day, I feel myself
far more resourceful creating the weapons than wielding
them.
In honor of our new marvel, I have created a special blade
that I will place with the other items commissioned for
the monument receptacle. Should the day come the our way
of life is defended by a sole survivor, he will fight with
the will of many knowing that I have provided him with weapon
worthy of such an honor. May this blade never be weilded,
and if one day it is, may it server its owner well.
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Value: 5
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Code of Training in the Seldarine's
Han
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Code of Training in the Seldarine's Hand
By Kaylessa
The Code
Death to all who oppose our cause
Battle is the test above all
Bring glory to the Hand of the Seldarine
-----------------------------------------------------------------------------
Every person under my tutelage will be instructed as follows:
You will learn every aspect of the melee weapons I present
to you. You will become familiar with the strengths and
weaknesses of each weapon and learn how to utilize it effectively.
You will also learn the ways of archery. Patience, discipline,
and focus will be your guide. This promise will be your
commitment to hitting any target no matter the difficulty.
As a soldier serving the Seldarine's Hand, you will conduct
yourself in a proper manner befitting an elf at all times.
Disobedience will not be tolerated.
-----------------------------------------------------------------------------
My Oath
What these values represent is your commitment to the Seldarine's
Hand and yourself.
The promise I make is to hone your skills, both physical
and mental, to bring honor to our brothers and sisters.
For the glory of the Hand,
Kaylessa
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Value: 10
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Diary of Evayne
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...so it has come to this. The orc and goblin
forces grow stronger with each victory. Where they attained
the weapons of the alliance is still a mystery, but I believe
in my heart that it was not through the dwarves. We have
succeeded in stifling their advances but it wont hold for
long. We have taken severe casualties and our forces are
dwindling rapidly.
Negotiations are over with our former friends. We are now
in open conflict with them. As much as I love my father,
I blame him for this. Ever since we found the weapons in
the horde's possession, father has been completely irrational.
Any discussions had with our former friends ended in bitter
accusations and resentment. He adamantly believes that the
dwarves betrayed us and listens to nothing they have to
say in their defense.
Am I the only one who sees that both sides are going to
die horribly if this continues? Father does not see reason
in putting aside hostilities with the dwarves so that we
may unite against our common enemy. I spoke to him of going
Dorn's Deep to approach our old friends. He lashed out at
me in anger and sent me out of the astrolabe.
I now make preparations to leave home and ride to Dorn's
Deep myself. I know in my heart what must be done and this
is the only way. Perhaps I have more of my father's stubbornness
than I thought.
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Value: 5
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Ecology of the Unicorn
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Ecology of the Unicorn
Unicorns are herbivores, living on tender leaves and grasses.
Their only enemies are griffons and those creatures that
destroy forests, in particular red dragons and orcs.
The life span of unicorns has never been recorded but is
known to surpass 1,000 years. They are believed to maintain
their youth until death is only weeks away. The secret to
this longevity is the strong magical nature of the horn.
Unicorn horns are maliciously sought after, since possession
of one is a sovereign remedy against all poisons.
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Value: 10
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Elameth's Compendium
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Elameth's Compendium
By Elameth
This is a technical book containing sketches of various
magical artifacts. It details some of the plans and processes
used by the elven enchanter, Elameth, and the dwarven smith,
Karador during the time of cooperation between the two races.
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Value: 10
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Engineering Manual
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This ancient work is a treatise on dwarven
engineering techniques. Although it is written entirely
in the dwarven language, someone has inserted translated
notes in several places throughout the book. This particular
volume contains a detailed analysis on the construction
of suspension bridges.
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Value: 4
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Erevain's Journal
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An excerpt...
"Tomorrow I will attempt to climb through the mountains
near Kuldahar Pass. In a way, I feel like I should help
Hrothgar and the others in their investigation. After all,
they have very little protection should monsters be in the
area. Bah! Perhaps my brothers are right. We elves were
not meant to interfere in the world of men. These lands
may once have belonged to our people, but that was long
ago. It is the territory of the wild Reghed barbarians and
the Ten Towns now. Why resist the tide against us? Those
who do often turn to the darkness of war and conquest to
reclaim the lands that we once ruled. It is an endeavor
doomed to failure. Oh, there I go again. Corellon help me,
I'm starting to sound like cousin Xan!"
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Value: 5
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Fish on the Sea of Fallen Stars
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An excerpt...
"The Grand Raik is easily recognizable by its distinctive
hooked jaw and the blue and white spots on its fins. Typically
the size of a human adolescent, Grand Raiks are capable
of putting up a great fight against the fishermen who seek
them out. Unlike Lesser Raiks, Grand Raiks are very aggressive
towards fellow fish in their territory, rarely stopping
until they die or the intruders have fled. Grand Raiks have
been known to attack fish three times their size. One fisherman
from Selgaunt even claimed that he saw a Grand Raik attack
and kill a Mottled Sidi Octopus..."
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Value: 6
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The Folly of Fury
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An excerpt...
"... our principle stance is one of rejection. The fundamental
beliefs of the churches of fury are anathema to our own.
The Gods of Fury stress everything that is selfish, physically
abusive, and destructive. The Malarites care only for proving
their temporal power through the senseless butchering of
animals. The Aurilites seem to delight in causing death
by freezing whenever possible, removing every shred of heat
from their domains. Priests of Talos simply revel in destruction
for its own sake and their own personal pleasure. Our brothers
and sisters in the church of Umberlee cause havoc with the
waves for the sole reason of terrifying travelers and fishermen
into bowing before their childish god. As much as we Eldathyn
might denounce the beliefs of these religions, there is
an even greater question to be asked. What kind of afterlife
can these self-serving priests expect to find in the domains
of their self-serving gods?"
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Value: 6
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Genek's Journal
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I have occupied this empty tomb for several
days now, and I will be attempting to cross the cemetery
once again tomorrow morning. The door to the outside passage
is locked, and I know the key rests within in a container
built into the side of the forge monument. With some stroke
of luck or higher intervention, I was able to avoid the
attention of that dreadful lich on my last trip across,
but upon inspection of the forge I was able to locate the
receptacle. It seems likely that the monument will need
to be restored to its original working state before the
container's whereabouts could be determined, but I have
been unable to locate anything remotely resembling a switch,
lever or the like that would activate it. I can only assume
that the lich is responsible, and as long as he is present
within these chambers I will be unable to find the key,
and unable to escape. I have found powerful magics within
these tombs, but even if by some amazing stroke of luck
I was able to dispatch the foul creature, he undoubtedly
hidden his life force container beyond these walls. Without
its destruction, his absence from this world is purely temporary,
and upon returning I do not dare dwell on the horrible fate
that would be stalking me.
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Value: 5
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Great Pottery of Lurien
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An excerpt...
"... the industrious halflings, however, see nothing wrong
with this. To them, utility is the chief purpose of their
craft. It must be stated that the discovery of very elaborate
Lurien pottery set with lapis and malachite is exceedingly
rare. Most of these pieces are believed to have originated
from a specific period in Lurien history around 750-830
DR. In general, the halfings of Lurien make simple pots
that are bottom heavy and constructed of common brown-red
clay. Glaze, when used, is typically ochre or bright green
in hue... "
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Value: 6
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Hippogriff Riders of the Hand
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Hippogriff Rides of the Hand
Stationed atop Sheverash Tower are the proud hippogriffs
of the Seldarine's Hand. Along with their riders, these
mounts serve primarily as scouts but are sometimes used
for missions requiring the utmost of speed.
Both rider and mount are trained rigorously to work as a
team. Upon hatching, hippogriffs are domesticated to be
used as mounts. They are trained in what to eat, various
combat routines involving aerial and ground attacks, and
to respond to the commands of its rider. The riders are
educated in the ways of grooming and caring for its mount,
how to work effectively with his hippogriff, and also in
the ways of aerial and ground combat.
As a unit, they have proven excellent aerial support in
our ground battles and are a proud symbol of the Seldarine.
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Value: 10
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History of Calimshan
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History of Calimshan: Calimshan is older
than either of the other Empires of the Sands, first settled
over 7,000 years ago by the Djen, a humanoid race from the
Elemental Plane of Air. These Djen were known to be very
magical, and during the course of their rule they developed
many new spells previously not available in the Plane of
Air. The Djen prospered for over 1,000 years in Calimshan,
but their reign was ended by an invasion of creatures and
minions from the Plane of Fire. Some say this is where the
bitter hatred between djinni and efreeti started, though
others contend this was just a result of a hatred that was
already there. Whatever the cause, the battle was long and
bloody, and took over 100 years to complete. The Djen finally
routed the attackers, but were greatly weakened in the attempt.
They slowly declined, and the last mention of the Djen is
just under 6,000 years old. For the next 4,000 years Calimshan
was dominated by nomadic tribes of humans. Tribes from various
places - Chult, the Shaar, The Shining Plains, Chondath,
even Amn and Cormyr - took turns dominating, only to be
conquered by the next, nearly identical tribe. Slowly, the
nomadic nature of Calimshan began to change. As explorers
and traders from Amn, Waterdeep, and Cormyr discovered the
wonders of the area, some tribes began to settle down and
develop new means of support, like fishing, farming, or
trading. These communities began to band together for mutual
protection, and soon a civilization was born. It was only
1,300 years ago that the Shoon Empire (now called Iltkazar)
came into being. The Shoons were a grand and glorious empire,
and their excesses were the foundation of Calishite snobbery
today. They grew wise and powerful in the ways of magic,
and ships and caravans bearing the Shoon flag traveled across
the Forgotten Realms. Shoon himself, a particularly powerful
mage, created a book of great power during this time called
the Tome of the Unicorn. The exact location of the Tome
has been lost in time, but since the book is 2' by 3' and
made of pure metal, it is likely to still be around... somewhere.
900 years ago the Shoon empire abruptly vanished. A great
magical upheaval was suspected at first, but learned mages
of other lands dispute the claim. A force that great, they
say, would have disturbed magical powers and beings throughout
the Realms, and that didn't happen. Sages who have studied
the Shoon at great length have reached no definite conclusions,
but the most popular theories today center around a plague
or disease that decimated the population. Today, the Shoon
impact on Calimshan is still great. The grandeur of that
empire is responsible, more than anything else, for the
strong national character of Calimshan today. The ruins
of the Shoon's greatest city, Monrativi Teshy Mir, can still
be found in the wilderness to the west of the edge of the
Forest of Mir (see below for more on Monrativi Teshy Mir).
Since the fall of Shoon, no force or people has risen to
soley dominate the land. There are a half dozen or so major
cities, each of which exerts its power over its own area.
About 170 years ago, a man in Calimport amassed a large
army and declared himself "Pasha" over the land. Before
that army could march, however, the representatives of each
major city met and agreed to recognize the Pasha's authority
in limited areas, and to pay a small tribute to him; enough
to pay for the works the Pasha was expected to do. The oldest
son of each Pasha inherits the title; if there is no son,
the mayors of each large city select a new one. The current
Pasha, Rashid Djenispool, has ruled for over 18 years, and
is the grandson of a pasha elected by the mayors of Calimshan
44 years ago.
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Value: 2
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History of Cormyr
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History of Cormyr: Cormyr dates its years
from the founding of House Obarskyr 1,342 years ago, the
first of the noble houses and the line of its kings. For
the bulk of this time, Cormyr was little more than a single
city (Suzail) and a few fortified outposts. At times the
monarch was forced by rebellion and intrigue to rule from
those outposts instead of from the throne. King Azoun is
the fourth of his name and the 71st of his line. The land
has been officially at peace for many years - since Rhigaerd
overthrew the last of the border raiders. However, Cormyrean
armies have taken part in many actions in nearby regions,
recently mustering its forces to face Gondegal, the rebel
of Arabel; to occupy Tilverton on the marches of the Dalelands;
and to lead a crusade against the great Tuigan horde invading
from the east. One wit has noted that "Yes, the land is
at peace, but the army has to keep busy." In addition to
pursuing major actions, Cormyrean patrols often skirmish
with bandits on the roads in the north and west, and are
at present battling orcs and other creatures north and east
of Cormyr in Tilver's Gap and Shadow Gap. Both of these
areas are threatened by raiders who will menace Cormyr itself
if they ever overrun Tilverton. Cormyr has built a fortress,
Castle Crag, to defend the kingdom from attacks from that
quarter, and maintains the High Horn to protect against
attacks from the West.
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Value: 2
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History of Dambrath
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History of Dambrath: The nation of Dambrath
was formed out of a barbarian kingdom almost a half-millennium
ago by a powerful alliance of priestesses of Loviatar and
the drow from the city of T'lindhet. In 211 DR, fleeing
from the destruction of the homeland by the then-great kingdoms
of Unther and Muhlorand, four tribes of barbarians entered
Dambrath. They found a coast where the dolphins danced and
plains where the grass was long. They roamed from the borders
of the Walls of Halruaa as far east as the current borders
of Estagund. They soon became known as the Arkaiun, or people
of the wind. In 545 DR a great warchief, Reinhar, arose
to lead the tribes. The halflings of Luiren were quickly
enslaved, and several of the coastal cities of Durpar were
captured or razed. Estagund fell to his rule, and eventually
Reinhar turned his attention to Halruaa. An army of 40,000
horsemen and a fleet of 50 ships mounted a coordinated attack,
and even though Reinhar was able to get beyond the Walls
of Halruaa and occupy the cities of Mithel, Galdel, and
Zalsuu, their magics proved to be more than a match for
the invaders. Reinhar was finally defeated in a great battle
at Sulaziir by the archmage Mycontil and his troop of wizards.
Reinhar's son, Reinhar II, took command of the army and
set out on a two month overland retreat. He arrived home
with a thousand surviving fighting men and no shaman. Reinhar
II proved to be as good a ruler in defeat as his father
was in war. He consolidated his forces and pulled home almost
all of his troops, as he knew that the defeat made them
tempting prey for raiders and encroaching monsters. This
action allowed for the safe developement of his peoples.
By the time the ninth Reinhar was king in 802 DR, the Arkaiuns
were fat and lazy. Reinhar IX, or Reinhar the Foolish as
he is more commonly known, insisted on expanding his nation
to gain more gold to finance his military campaigns. He
ordered the mining of many rich lodes of silver and electrum
in the Gnollwatch mountains, but before his plans of expansion
could begin, the miners encountered the drow of T'lindher.
The drow were outraged and began a steady series of raids
and attacks on the Arkaiun strongholds. Whole villages were
destroyed overnight, and no trace of the invaders could
be found. Reinhar IX committed the foolhardy action of attacking
the drow in retaliation. While the Arkaiuns managed to get
a force into the drow city, this action only succeeded in
uniting the normally chaotic drow. For once, the full power
of a drow city was turned against an enemy. The battle quickly
moved back to the surface. Reinhar's raiders were wiped
out, leaving Reinhar with only a small portion of his original
military. This was not enough for the drow, who demanded
total enslavement of the entire surface nation. The Arkaiuns
resisted valiantly, and the war went on for three decades
at tremendous cost in life to both sides. Finally, the drow
had the Arkaiun forces cornered at Malduir. Almost without
hope, the defenders were overjoyed when a group of half-elven
pilgrims appeared on the scene. The high priestess, Cathtyr
Shintar, offered the aid of her clerics to help defend the
city, and Reinhar took this to be an omen from the gods.
A priestess was placed with almost every company. Within
a tenday the drow struck. The priestesses did indeed prove
to be of great aid, but to the drow. Every priestess turned
on the Arkaiuns, and Cathtyr herself slew Reinhar. The drow
were still weakened by the battle, and only the presence
of the priestesses enabled them to win. Cathtyr, realizing
the unique advantage she possessed, made a deal that even
the suspicious drow embraced. Her priestesses would rule
the land, and in exchange they would provide access to the
surface for the drow, trading weapons, slaves, and supplies.
The drow were delighted with this brazen offer from a surface
dweller. Reinhar had been slain and the insult avenged,
and after 30 years of war the drow were not particularly
interested in Dambrath. They did insist, however, on taking
the best captured males as slaves. Cathtyr quickly agreed
to this, seeing the males as an obstacle to her own power.
Cathtyr ruled for 205 years. She fulfilled her promise to
make Dambrath, or "The Nation of Pain," a bastion of evil
in the Realms. In her time, Cathtyr saw the priesthood of
Loviatar expand to thousands, and faith in the Beastlords
previously worshiped by the Arkaiuns was nearly eradicated.
Many of the Arkaiuns were able to escape their new mistresses
and flee to the Swagdar. There they resumed their almost
forgotten nomadic life. The priestesses of Loviatar continued
to enjoy good relations with the drow, and some even took
mates, creating a race of drow half-elves. These dark half-elves
became known as the Crintri, or "noble ones." Most are pristesses
of Loviatar, though many are mages as well. They consolidated
their power, learning much of the area from the Shebali,
or "lower ones," as the Arkaiuns are now called. The capital
of Dambrath was established at Cathtyr, built after Cathtyr's
passing and named in her honor. Her death came at the hands
of her daughter, Filina, who had grown tired of waiting
for her mother to die. Filina ruled for only five years,
however, before her own daughter, Cathakay, assumed the
throne in the same fashion. Cathakay ruled for 54 years,
eventually falling in battle against a gold dragon. She
died childless, and her niece Melanith assumed the throne.
Melanith faced an increasing population, and unrest among
males who longed for a return to their prestige of old.
Melanith did not return their previous status, but she did
make use of them. Fearing that the great nations of Mulhorand
and Unther might rise again, she decided that mundane tasks,
such as the defense of the kingdom, would be handled by
men. She was the first to name a male to the post of warchief.
Sadalar, a Crintri, became the queen's consort. His term
as warchief was characterized by widespread bribery and
corruption. He was, however, responsible for getting many
privileges returned to the Arkaiuns. After Melanith's rule,
the Shebali were considered second class citizens, rather
than slaves. Though males were granted more power during
her rule, Melanith also solidified the split beween the
sexes. While the rulers of Dambarth had been females for
over two centuries, it was more because of competence than
gender. Melanith, however, decreed that men could have no
authority except over other men. The female-led hierarchy
of Loviatar was quick to back this move. Many of the bravest
and best men of the kingdom perished in raids on Estagund,
Durpar, the bandit tribes of Veldorn, and against the gnolls
that had returned to the Gnollwarch mountains. Some even
fought at the side of the drow in their battle with the
svirfneblin city of Aventine. The deep gnomes were destroyed,
but so were the Shebali. The drow and the Crintri were largely
unharmed, and for their aid, the Crintri were rewarded with
a number of drow males to breed in to their race. Melanith
took a drow male as her consort to replace Sadalar, who
had perished in the conflict. The drow, Nym Inthigg, fathered
three daughters and a son. It was at this time that Melantih
began the isolationist policy that Dambrath still follows
today. Melanith ruled for 156 years; her daughter Ausitil
for 125. The current queen of Dambrath is Yenandra; she
is known there as the "Pirate Queen," for she has sailed
as far south as Zakhara on pillaging raids. Yenandra has
been ruling for 71 years, and is beginning to show signs
of age. She has three daughters as well, named Luatharyn,
Meltruil, and Hasafir. While she does remain extremely popular,
especially to the Crintri, the children of leaders in this
land are not known to patiently wait their turn.
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History of Durpar and Var the Golden
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History of Durpar and Var the Golden: Durpar
and Var the Golden share a common history. Over three-thousand
years ago, these countries were both subject to the great
kingdom of Raurin. When Raurin fell in 2488DR, the countries
of Durpar and Var barely survived the destruction. Rioting,
mass destruction, and hatred of nobility were rampant, and
the two countries descended into barbarism for over two
millennia. Finally, after most of the barbarian tribes were
wiped out by the great empire of Mulhorand, a leader emerged.
Satama, a mere trader, experienced a divine revelation and
formulated a new philosophy All things in the world were
connected, were part of a single creation spirit, and all
of the gods of the Realms were merely parts of the same
entity. Soon all the Shining Lands embraced the teachings
of Satama, and the seeds of civilization were laid in what
came to be known as the Lands of the One. Since the Lands
of the One had many natural resources, trade with Mulhorand
and Luiren became a way of life. Merchants were honored
above all. In time, the Maharajah of Durpar and the Rajah
of Var were replaced with a Council of Merchants. During
this time the land suffered occasional raiding attacks from
the horsewomen of Dambrath, and had many skirmishes with
the neighboring countries of Estagund and Ulgarth. In 1023
DR, after an armed peace had been worked out with Ulgarth,
the Council of Merchants decided that something needed to
done about the raiders from Estagund who were hurting trade
with other countries. War was an inconvenience, but interrupting
trade was life-threatening. Jeradeem, the richest merchant
in the lands, was given power to negotiate a settlement.
During these negotiations he proved, at least in the eyes
of the Durparians, that he was indeed the master trader
he seemed. Estagund had just tried a foolish invasion of
Dambrath. The vengeful female leaders of that land wiped
out nearly every ablebodied fighting man they sent. The
monsters of Veldorn were causing problems, and Estagund
was going through a famine. It was here that Jeradeem showed
his fine merchant's instincts. He could not pass up such
an advantage, and began bargaining the most outrageous trade
of all time. He met with the leaders of Estagund, a fearful
king and his nobles, and explained the advantages of Durparian
life and the philosophy of the Adama, the oneness of all
things. He bargained for days until finally the king made
the trade. He purchased the whole of Estagund for the countries
of Durpar and Var at the price of 24 gems. He also promised
protection, and help for their integration into the Durparian
way of life. Thus were formed the Shining Lands. Within
a hundred years, the three countries shared a common way
of life, and with the added strength and resources of Estagund,
Durparian merchants increased their trading range. They
roamed as far east as Kara Tur, as far north as the Sea
of Fallen Stars, and west to Dambrath and Halruaa. At the
present time, with the newly discovered lands of Maztica
and Zaakhara beckoning, the future looks bright.
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History of Estagund
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History of Estagund: Estagund history follows
a different path than those of Durpar and Var. The Gunders
were conquered in 551 DR by Reinhar I, warchief of the Arkaiuns
of Dambrath. Estagund regained its independence when Reinhar
was slain by the Halruan archmage Mycontil, though the country
soon degenerated into a group of small independent city
states. Skirmishes with Var, and between the city-states,
continued for several centuries until a king once again
united the country. King Bornial was a skilled ruler, and
under him Estagund began to prosper. His descendants did
not share his wisdom, and in 1053 DR, King Selkarin more
than illustrated this. He had failed to conquer Durpar,
and Veldorn resisted his challenges. An avowed mysogynist,
Selkarin turned his attentions to the matriarchy of Dambrath.
He led a large fleet to attack Dambrath, taking extreme
losses, including his own life. Selkarin died childless,
so his brother Seltarir was crowned King. The new ruler
faced a country with most of its fighting men gone, and
an unforseen problem: famine. The famine was caused by a
blight that wiped out nearly all the year's crops in Estagund.
This made him eager for a deal posed by the Durparian merchant
Jeradeem, and in a legendary trade the entire country of
Estagund was sold. Contrary to popular rumor, Seltarir did
not trade away the country for 24 pearls. In actuality he
received diamonds worth almost a million gold pieces. The
sudden wealth gave him an instant seat on the Council of
Merchants, so he retained a measure of rule in addition
to his fortune. Chaka Seltarir is still the richest chaka
in Estagund to this day. In the years that followed, the
Gunders began rebuilding their lives under their new circumstance,
and now they compete on equal footing with the merchants
of Durpar and Var.
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History of Gondegal the Lost King
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History of Gondegal the Lost King: Arabel,
long under the dominion of Cormyr, for a time became the
center of a swordsman's empire. This swordsman was Gondegal,
the Lost King, who in the Year of the Dragon (1352 DR) attempted
to carve a kingdom for himself centered on Arabel. It was
to extend north to the Desertsmouth Mountains; south and
west of Wyvernwater and the farms outlying from Eveningstar;
and east to Tilver's Gap and the mountain passes. In the
years following, people would say that Gondegal's reach
was no longer than his blade. He could not hold any of the
territory against the might of Cormyr, Sembia, Daggerdale,
Tilverton, and several of the other Dales -all of whom he
drew the blood and ire of in the making of his throne. Gondegal
ruled for less than a season, though he reigned officially
for scarcely eight days. The remainder of his rule was spent
fighting here and there against one foe or another in the
lands he claimed. His troops were largely mercenary, and
his treasury of seized goods was small and soon gone. One
night Gondegal's force simply melted away before the advancing
troops of Cormyr, and was gone. King Azoun IV retook Arabel
on that morn without wetting a blade. No one has ever found
the body of Gondegal; he is known to have fled north and
then east via Teshwave, but then his fate becomes a matter
of conflicting rumor and legend. Some believe he still lives
with a score or more of loyal followers, keeping court in
the wilds somewhere, a careful and ruthless bandit who takes
care that none survive his attacks to carry tales anywhere.
When entire caravans vanish at times anywhere between the
High Dale and far-off Impiltur, he is blamed by talk in
the taverns. Gondegal was said to be a tall, gray-haired
warrior of considerable personal skill and intelligence.
His badge was a gray wolf's head, face on, with red eyes.
Caravan guards often warn merchants to beef up the escort
on a particular caravan, "else thy gold'll soon be gilding
Gondegal's throne." Gondegal was an impeccable swordsman
and somewhat chaotic in his self professed neutral alignment.
If he does indeed yet live, the magic or treasure he carries,
and who his allies might be, are all unknown. Gondegal's
reign had a great influence on the King of Cormyr, at that
time in his second decade of rule. Not only was Azoun forced
to put down an effective rebellion in his own country, he
was forced to pay more attention to matters outside Suzail,
to become the ruler of a nation as opposed to a city-state.
Further, the bloodless assault on Arabel was Azoun's first
true experience at the head of his army, and the joy of
"freeing" the people of Arabel is one that remains with
him.
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History of Luiren
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History of Luiren, Land of the Halflings:
The halflings of Luiren claim that it is the original homeland
of halflings in the Realms. Although other halflings may
disagree with this, it is true that Luiren was settled hundreds,
perhaps thousands, of years ago. Luiren's history is one
of conquerors and subjugation. Throughout the centuries
the halflings have been conquered by the barbarians who
used to inhabit Dambrath, by the kingdom of Estagund, and
even once by the monsters of Beldorn. In every case, the
invaders were eventually defeated because they made the
mistake of underestimating the halflings due to their small
stature. A good bit of mischief, mayhem, and general trouble-making
by the halflings also helped end the occupations. Currently,
Luiren is enjoying unprecedented prosperity. The halflings
are currently taking advantage of their relationship with
the nation of Durpar; their biggest customer and greatest
competitor. Also, through these close ties with Durpar,
Luiren has protected itself against another Dambraii invasion.
The rulers of Dambrath must know that if they begin to expand
to the east, they will arouse the ire of Durpar, as well
as Var and Esagund. The threat of a trade embargo and/or
military consequences have kept this aggressive nation away
from the Luireners.
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History of Sembia
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History of Sembia: The land of Sembia was
settled by humans coming to the Sea of Fallen Stars from
the south, and was originally chosen for its stands of huge,
high-quality iliyr-wood timber so prized in shipbuilding.
However, as the forests were cleared over the years, the
treecutters came into increasing conflict with elves who
feared the loss of their entire wood. This would undoubtedly
have occurred, had not the hastily gathered mercenary troops
of the fledgling land been defeated by the elves at Singing
Arrows (884 DR). This battle convinced distant Chondath
to abandon its holdings in the region and allow the immigrant
Sembians to establish their independence (though as little
more than a collection of rival city-states, much like the
Moonsea or Vast of today). It also set the stage for the
appearance of the Raven. The young country grew strong as
farms prospered in the newly cleared lands. Craftsmen arrived
from the south to take advantage of this chance to acquire
land and wealth, bringing their trades with them. Rauthauvyr
the Raven unified the city-states and towns in the face
of the continuing "elven menace," and insisted on maintaining
a standing army, which he kept in practice by policing Sembia's
borders and improving its roads. At this time (913 DR),
Sembia became as a true nation. The Moonsea's (Dragon Sea's)
mineral wealth was discovered by humankind at about this
time, and pressure began to grow for a trade road through
the elven woods to make Sembia the world's gateway to all
these riches. The Raven went alone as an envoy to the Elven
Court. There, he asked the elders of their Council to approve
a road, open to humans, linking Sembia to the shores of
the Dragon Sea (an earlier road had been destroyed during
the conflict and was now overgrown). Raven proposed that
the elves choose the route and retain control of it and
the woods around it, so that no woodcutting or human settlement
would occur. The elves had earlier made similar arrangements
with the Dalesmen and had no difficulty with the concept
of such an agreement. However, the inhabitants of Velarsdale
(now Harrowdale) refused the proposal, not wanting or needing
such a road at that time (curious, since later a ruler of
Harrowdale commissioned the disastrous Halfaxe Trail). The
elves, not wishing to offend long-time allies, refused Raven's
request. Rebuffed, the Raven then threatened to exterminate
the isolated elves in Amothoi, the last embattled remnant
of the elves in Sembia, if the Elven Court did not cooperate.
If the road was built, however, they would be free to trade,
or not trade, as they wished. The elves agreed under this
pressure, and Sembia's financial future was secured. Hillsfar,
on the shores of the Dragon Sea, became a commercial meeting
ground between humankind and elves, as did Elventree. The
route the elves chose ran past the base of the Standing
Stone as a reminder of earlier, less-hostile dealings between
humans and elves. Over the years the elves of Amothoi came
north to join their brethren or slipped away to seek Evermeet,
leaving their wood to gradually disappear. Sembia grew rich
under merchant leaders of increasing wisdom, such as Saer
(for whom Saerb was named) and Selgar (for whom Chancelgaunt
was renamed as Selgaunt). Before his death, Rauthauvyr the
Raven saw that these merchants had a strong standing council
of merchant elders to advise them and to ensure that no
ruler could hold onto power by force of arms. Then this
farsighted man, creator of a nation, now halfblind and infirm
from old war wounds, rode north into the elven woods and
disappeared. None know what happened to him or where his
bones lie, save perhaps some few elder elves.
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History of Shadowdale
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History of Shadowdale - Doust Chooses Mourngrym
Amcathra to Succeed Him: Doust Sulwood, recommended to the
position by Khelben Blackstaff, ruled Shadowdale as lord
for five years. "Seems like a millennium," he was oft known
to have reported, and the tedium of court life and the lure
of adventure eventually caused him to retire his position
and rejoin the Knights of Myth Drannor in regular adventuring.
He handed the Pendant of Ashaba (symbol of the Lordship)
on to one of the younger Knights, a Waterdhavian noble named
Mourngrym Amcathra. Mourngrym had been dispatched by Khelben
from Waterdeep for other purposes, but Doust liked both
the young man's straightforward honesty and his willingness
to shoulder the burden of protecting the small community
from myriad dangers. Time has proven this choice a wise
one.
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History of Shadowdale
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History of Shadowdale - Ashaba Becomes First
Lord of Shadowdale: Upon taking the Twisted Tower and removing
the drowish yoke from the people, the Dalesmen had fully
established the Dale of Shadowdale, with its seat of power
in the tower itself. Its first lord was a water wizard who
had aided in the final attack; Ashaba, who was great in
age when he ascended, and ruled peacefully for 40 years
thereafter. It is said that Ashaba realized he was dying
and turned himself to water, merging with the river. Since
that time, the river, the ford, and the Twisted Tower all
bear his name. Before passing on, Ashaba chose one of his
trusted lieutenants as the new lord of Shadowdale. Presented
to the people of the Dale, he was made the new lord by acclamation.
In an additional honor, the pendant worn by Ashaba was thereafter
recognized as a symbol of the lordship in the Dalelands,
and was possessed by each of the successive lords following.
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History of Shadowdale
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History of Shadowdale - Mourngrym's Rule:
Since being recommended to the position by outgoing Lord
Doust Sulwood, Lord Mourngrym Amcathra's rule of Shadowdale
has been less peaceful than he had hoped. The First Battle
of Shadowdale occurred in the Year of the Prince (1357 DR),
and involved Daleland forces routing those of Lyran the
Pretender. Lyran has made repeated attempts to gain the
Lordship, as was intended by the former Zhentish puppet,
Lord Jyordhan. While significant, this battle pales when
compared to the larger battle fought on the same site between
Bane-led Zhentil Keep forces and the Dales during the Time
of Troubles (1358 DR/0 PR). When the Battle of Shadowdale
is referred to (without a number), it usually means this
second battle. In addition, Mourngrym has had to deal with
a large number of skirmishes, incursions, a possible invasion
from below, explosions, and other sundry disasters. Mourngrym
and Shaerl have one child, Scotti, who is now nine winters
old. By the customs of the area, he is not considered the
heir apparent, and another suitable warrior or mage may
take the reins of power of the small community. Most feel
that Mourngrym will hold the Pendant until his son has reached
his maturity, then abdicate in young Scotti's favor once
he takes his grown name. If this happens, it will be the
first occasion of the lordship of Shadowdale passing down
through a family.
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History of Shadowdale
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History of Shadowdale - The Fall of Azmaer,
Last Drow Marshall of the Twisted Tower: The drow rule of
Shadowdale lasted until the early 900s Dale Reckoning, when
the increased human population in the area brought the dark
elves into conflict with their now more numerous neighbors.
The humans were the Dalesmen who a millennium earlier had
crossed the Dragon Reach and made peace with the elves of
Myth Drannor, settling at the borders of the great woods
that was the elven home. The drow soon found themselves
under continual attack, and most of those who held overground
settlements retreated back below. The last powerful drow
leader was Azmaer, the marshall of the Twisted Tower in
its last drow-held days. Azmaer oversaw the last retreat
of the drow holdings in the face of a human uprising, and
held the citadel against a year-long siege. With supplies
and slaves brought up from the Underdark directly into the
tower, the drow could have conceivably held out forever;
however, a human slave (family histories in the Dales indicate
a number of possible individuals) poisoned the well in the
Tower and the citadel was easily overrun. Azmaer's body
was not found among the dead, leading some to believe that
he escaped back into the depths to rejoin his people. Noting
the fact that he would have had to explain to his matriarch
how he lost Shadowdale, it is much more likely that, should
Azmaer have survived, he went into voluntary exile, hiding
from both human and drow. Given that this occurred only
400 years ago, it is certainly possible that Azmaer still
lives.
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History of Shadowdale
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History of Shadowdale - Aumry Rules in Peace:
The longest period of peaceful rule was by Lord Aumry and
his wife Sylune (better known as the Witch of Shadowdale).
They ruled over the community for forty years, a period
of extended peace with their neighboring dales, nations,
and the elven peoples. It was this very peace and power
which made the Dale the target for attacks and sabotage
by the Black Network (Zhentarim). They sought (and still
seek) to control the trade from the Moonsea to the Sword
coast, and desired to make Shadowdale a vassal state of
Zhentil Keep. Lord Aumry's rule ended tragically when he
was assassinated by Zhentish agents.
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History of Shadowdale
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History of Shadowdale - Elminster Moves to
Shadowdale: It is of note that during the time that Doust
Sulwood of the Knights of Myth Drannor assumed the role
of Lord of Shadowdale, Elminster took up residence in the
area. A semi-regular visitor up to that time, he took possession
of a low, abandoned tower at the foot of the Old Skull,
and declared himself to be officially in retirement. The
nature of that retirement varies from active involvement
in local affairs to long-term vacations on other planes.
The natives of the Dale have come to the understanding that
they cannot always count on the powerful mage being in residence
in times of need or danger, but when he is present in these
circumstances his aid is usually given.
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History of Shadowdale
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History of Shadowdale - Joadath and the Tyrist
Massacre: The past hundred years have been an example of
the best and worst of the lords of Shadowdale. All have
been nonnative to the Dalelands, though all made the land
their home. A century ago the lord of the Dales was one
Joadath, a stiff-necked agnostic who denied the power of
any god, good or evil, and used force to back up his beliefs.
During this time there was a great deal of religious persecution,
including a massacre of Tyrists on Watcher's Knoll. Joadath
was eventually killed by a beast of the nether planes summoned
by parties unknown, which then proceeded to rampage through
the Dale. The beast was killed and Shadowdale rescued by
the spellcasters Aumry and Sylune. Aumry was proclaimed
lord by acclamation.
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History of Shadowdale
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History of Shadowdale - Khelben Kills Jyordhan:
Lord Jyordhan's rule of Shadowdale ended when he encountered
Khelben Arunsun, also called the Blackstaff. The story at
the time was that Jyordhan accepted an invitation from Khelben
to visit Waterdeep, and there he took ill and died. In reality,
Jyordhan ambushed Khelben as the mage was leaving Shadowdale,
and the Blackstaff killed him. In either case, Khelben took
hold of the Pendant of Ashaba (the symbol of the lordship
in the Dales) and returned to Waterdeep with it, promising
to send a suitable candidate for lordship to the Dales.
Jyordhan had ruled for five years, and without his advocacy,
Castle Krag was abandoned and the Zhentil Keep troops routed.
Jyordhan's previously chosen successor was a Melvauntan
named Lyran, but without the Pendant this individual was
considered a pretender to the throne.
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History of Shadowdale
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History of Shadowdale - Shaerl and Mourngrym
Meet and Marry: The implications of Khelben "Blackstaff"
Arunsun "choosing" the last two lords of Shadowdale (Doust
Sulwood and Mourngrym Amcathra) were not lost on the Dale's
powerful neighbor to the south, Cormyr. An agent was sent
northward to divine Mourngrym's true intentions and to guarantee
the Dale's continued good relationship with the throne of
the Purple Dragon. The agent was a rogue named Shaerl Rowanmantle,
sent by Vangerdahast (though all paperwork on this matter
has been curiously incinerated in Suzail, so all is hearsay
and tale). Shaerl discovered more than she intended and
fell in love with young Mourngrym. The two married and became
the lord and lady of Shadowdale. Shaerl's loyalty is now
to her husband and to the land they co-rule. This was probably
not the intention of the Cormyreans.
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History of Shadowdale
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History of Shadowdale - The Time of No Lords:
During the period when Khelben Blackstaff held the Pendant
of Ashaba (the symbol of the lordship in the Dales), Sylune
(widow of the murdered Lord Aumry) was the de facto ruler
of Shadowdale, though these years were known as the Time
of No Lords. Sylune and an adventuring company known as
Mane's Band were responsible for driving out the Zhentil
Keep forces and keeping at bay the monsters in the area.
The Twisted Tower, the traditional seat of leadership, remained
uninhabited following its abandonment by the evil Lord Jyordhan,
and neither Sylune nor the companions of Mane's Band wished
to assume the mantle of leader. With time, Mane's Band passed
on to other lands and adventures.
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History of Shadowdale
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History of Shadowdale - Lords Accepted by
Acclamation: This acclamation of the people has formed the
basis for choosing the lord of Shadowdale since the routing
of the evil Lord Jyordhan by Khelben Blackstaff. Usually
a predecessor will step down as opposed to dying in office,
and his chosen successor will be approved by the populace
at large. This system has had its drawbacks, as will be
shown below, but in general, it has served the independent,
self-willed people of the Dale very well. They have avoided
the "genetic lottery of which good bureaucracies and bad
kingships are made" (a quote from the venerable Elminster).
The symbol of the lordship is the Pendant of Ashaba, a device
owned by the original wizard, and used to determine the
rightful lord of the Dale.
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History of Shadowdale
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History of Shadowdale - Jyordhan the False
Lord: Lord Aumry was assassinated by Zhentarim agents, who
in turn were captured and killed by the warrior Jyordhan.
Jyordhan, with the Pendant of Ashaba in hand (the symbol
of the lordship in the Dales), proceeded to present himself
as the new lord, and was so acclaimed by the people. It
was unknown to the people that Jyordhan was also an agent
of the Zhentarim, and that the entire proceeding had actually
been a ruse. Jyordhan abandoned the Twisted Tower, instead
establishing himself in Castle Krag east of Shadowdale.
His court was soon overrun with agents of the Black Network.
When the people eventually revolted, Zhentil Keep sent peace-keeping
forces to maintain Jyordhan's rule. Sylune, Lord Aumry's
widow, now aware of the deception but a firm pacifist, did
her best to keep the Dale healthy and intact during Jyordhan's
evil rule.
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History of Shadowdale
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History of Shadowdale - Doust Sulwood Becomes
Lord of Shadowdale: Three winters following his defeat of
the evil Lord Jyordhan, Khelben Blackstaff found a suitable
candidate to assume leadership of the Dales, or rather a
group of candidates. They were the Knights of Myth Drannor,
so named to show their interest in the elven territories
and their connection with the elven peoples, and Khelben
gave them the Pendant of Ashaba (the symbol of the Lordship)
in return for services rendered to himself and to Shadowdale.
Their leader, the ranger Florin Falconhand, refused the
honor of the lordship. It was therefore passed to Doust
Sulwood, who was made the new lord with the support of Florin
and Sylune (wife of the murdered Lord Aumry), and apparently
also the secret support of Khelben as well. Doust reoccupied
the Twisted Tower, driving out the last agents of the Black
Network. He also reinstituted many of Ashaba's democratic
ideals, including the Lord's Court where all citizens may
speak freely and air their grievances without threat of
reprisal. Doust ruled for five years and proved to be a
capable ruler, beloved by the people. The regular presence
of the Knights of Myth Drannor did much to ensure the protection
of the area, particularly against incursions by Lyran Nanther
the Pretender. Lyran was to have been Jyordhan's named replacement,
but with the Zhentarim routed there was little validity
to the claim.
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History of Tethyr
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History of Tethyr: For the past 1500 years,
Tethyr has had a single, strong royal family ruling with
absolute power. When a king died or became incapacitated,
his oldest son took the throne. As the family trees of those
close to power became more intertwined and complicated,
there were the inevitable wars of succession and bickering
over which second cousin was the "true" heir to the throne.
Civil wars were brief, however, and once the fighting was
over the system returned to normal (until the next major
dispute in a few hundred years or so). The established re-occuring
cycle was broken 10 years ago. The current ruling family
had been in power for over 350 years, so long that they
had dropped their own family name centuries ago (no one
even remembers it now) and simply called themselves Tethyr.
King Alemander IV was comfortably ruling from Castle Tethyr,
and the country seemed happy enough, but there was a broad
current of dissatisfaction among the people of Tethyr. Non-humans
were forbidden by law to own land, and since most rights
and privileges accorded citizens were based on land ownership,
they became second-class citizens as well. Things were especially
bad for elves, who were driven deep into the Forest of Tethir
by royal armies. Alemander IV took land away from rightful
owners and gave it to nobles who promised larger contributions
to the royal treasury. These social and economic inequities,
coupled with several harsh winters and bad harvests in a
row, made the time ripe for a change. It takes more than
just a couple of lousy winters to depose a king however,
it takes treachery as well. In the case of the fall of House
Tethyr it took an ambitious general and an impatient royal
heir. Prince Alemander grew tired of waiting for the robust
Alemander IV to make room for him, so he struck a deal with
General Nashram Sharboneth, commander of the king's largest
army. While Sharboneth marched his army toward Tethyr, bringing
along a sizable group of angry peasants recruited with the
promise of land reform, the would-be Alemander V downplayed
alarming reports from the king's spies and advisors, silencing
the most persistent permanently through murder or exile.
By the time Sharboneth's army arrived and laid seige to
Castle Tethyr, it was too late for loyalists to help. As
Sharboneth launched a direct assault on the castle (using
the expendable peasants as shock troops), a handful of elite
soldiers let in a secret entrance by the prince would eliminate
key guards and open the gates. At the same time, the prince
(one of the few people allowed to see the king directly)
would murder his father. A fire set by the elite troops
would destroy evidence of treachery; the general and the
prince would emerge from the conflagration and announce
a new, joint government. The plan was executed perfectly,
but only up to a point. Sharboneth double-crossed the prince;
his men were much too efficient in setting the castle ablaze,
and Prince Alemander (along with most of his fellow conspirators)
died horribly in the fire. At about the same time, a spy
planted on the general's inner staff by the equally duplicitous
Alemander murdered the general and dissolved his body with
a powerful acid before anyone could come to his aid. To
make matters worse, everyone had underestimated the resentment
the people felt for the royal family. Once Castle Tethyr
began to fall, there was no holding back the mob. In one
night, the proudest, strongest castle in all the country
was reduced to a smoking ruin. Everything of value - fine
tapestries, plates and silverware, furniture, jewelry, weapons,
clothes, armor, paintings, statues, etc.- was either stolen,
burned, or just ripped apart and stomped into the dust.
As news of the fall of the royal family spread, so did the
chaos. In what is now known as the "Ten Black Days of Eleint,"
anyone known (or even suspected) of blood connection to
the royal family was put to the sword. This led to some
darkly humorous moments, as social climbers who had bragged
just a week before of being a sixth cousin twice removed
of a royal aunt tried in vain to convince an angry mob that
they were "only kidding." The nobles who were the biggest
supporters of the royal family also came under attack, and
some baronial keeps fell. Local leaders who had adequately
distanced themselves from the Tethyr family, or were popular
enough (or feared/strong enough), survived. These surviving
nobles became the initial players in the fight to decide
the fate of Tethyr. One thing was certain; any leader or
type of government that too closely resembled rule under
the Tethyrs would not be accepted. "Royalist" became a dirty
word in Tethyr society. The power struggle continues to
this day, and there is no sign of it ending anytime soon.
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History of the Chosen of Mystra
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History of the Chosen of Mystra:
The reason why Mystra, the Goddess of Magic, invested a
portion of her divine might in mortals is not known. One
of the more popular theories, and one that is gaining more
support in light of the goddess' other actions during that
period, is that Mystra foresaw the Time of Troubles (and
her own passing at the hands of Helm) and chose to give
some of her power to mortals in order to ensure that her
successor (the female mage Midnight, as it turned out) would
have a number of nearly immortal allies in the struggle
against the schemes of the gods (the now dead Bane, Myrkul,
and Bhaal) who precipitated the Time of Troubles by stealing
the Tablets of Fate. The theory goes on to suggest that
Mystra informed Azuth at approximately the Year of the Rising
Flame (0 DR), more than 1,300 years before the Time of Troubles,
that some of her power must be put into the hands of mortals
who would then become known as Mystra's Chosen. This power
would sleep within the bodies of those mortals, allowing
Mystra to call on it only with their permission. It would
give the Chosen the innate ability to heal quickly, and
would give them life spans far greater than those of ordinary
mortals. Mystra speculated that these mortals might be able
to call on her power and thereby gain some special abilities,
but that these powers would not rival those of a deity.
(See "Powers" below.)
The Goddess of All Magic then began to select mortals she
thought to be suitable. One of the first was the young mage
Elminster, and she also singled out a promising wizard named
Khelben Arunsun. Both have proved to be worthy and capable
receptacles of her power, but Mystra's other early attempts
to invest her power in living humans were unsuccessful,
and she came to realize that only very few mortals were
of stern enough substance to contain such power within themselves
without being destroyed or corrupted. Even though some people
aside from Elminster and Khelben may have possessed the
requisite strength, it is possible that having lived for
years prior to being visited by Mystra had set them on a
path from which they were not able to deviate. Whatever
the reason, the problem needed to be solved. To get around
the difficulty, Mystra devised a plan to use herself as
a vessel to breed individuals who could be nurtured and
acclimated to her power from the very beginnings of their
lives.
For the father of these individuals, she picked the best
example of human stock she could find: Dornal Silverhand,
a nobleman and a former Harper who lived near Neverwinter.
Mystra then possessed the body of Elue Shundar, a half-elven
sorceress whom Dornal was already attracted to. Mystra revealed
her presence and her plan to Elue, who happily and eagerly
agreed to have the goddess share her body. Elue had been
reluctant, but under the influence of Mystra the woman became
a seductress, and Dornal found his advances being suddenly
returned with great fervor.
Dornal and Mystra/Elue were wed in the Year of Drifting
Stars (760 DR). The first of seven daughters, Anastra Sylune,
was born the following winter. Sylune's six sisters emerged
at one-year intervals thereafter: Endue Alustriel, Ambara
Dove, Ethena Astorma (she prefers the shortened "Storm"
these days), Anamanue Laeral, Alassra Shentrantra (known
today as the Simbul), and Er'sseae Qilue. These siblings
have become known in Realmsian lore as the Seven Sisters.
Dornal, who had been kept in the dark about his wife's true
nature through the years (presumably because Mystra didn't
want to risk losing his services), was disappointed and
nearly distraught by the time his sixth child was born;
he had always wanted sons as well as daughters. More importantly,
he was seeing his wife deteriorate right before his eyes.
The strain of coexisting with the goddess all these years
had turned Elue into a withered shell - in essence a lich,
clinging to life only because Mystra's power was within
her.
When Elue was carrying the seventh child, Dornal consulted
a priest who told him his wife had been possessed by an
entity of great magical power. To spare both of them any
further agony, he attempted to slay his wife's physical
form by severing her head from her body.
As soon as he had done this, Mystra was forced to reveal
herself to him, and she went on to explain her scheme. Just
as she had worried would happen, Dornal was aghast at how
he and his wife had been used by the goddess. He turned
his back on the corpse of his wife, abandoned his lands
and his children, and vanished into the North. Mystra bore
him no ill will, and in fact protected him for the final
30 years of his life. When Dornal finally did meet his end
he called out to Mystra, and the goddess granted him continued
existence as her servant. Now known as the Watcher, Dornal
Silverhand travels the world unseen by mortals on a continuing
mission to locate candidates to swell the ranks of the Chosen
and to identify possible threats to Mystra and her minions.
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History of the Dales and the Elven Court
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History of the Dales and the Elven Court:
The founding of the Dalelands long preceded the creation
of any of the existing Dales by hundreds of years, and the
year numbering system known as Dalereckoning is actually
a commemoration of humankind being given permission to settle
in the lands north and west of the Inner Sea. Most of the
current Dales are relative newcomers, the older having been
abandoned, destroyed, or overrun long ago. In those ancient
days, when Suzail and Chondathan (now called Saerloon) were
mere coastal trading posts, the elves who ruled this forest
entertained a request from settlers from the East; refugees
and farmers from far-off Impiltur and Damara. This request
was to farm and settle the borders of the great forest Cormanthor,
in particular the rich delves and dales along the rivers
Arkhen and Ashaba. These newcomers did not wish to lumber
or clear the inhabited forest, but only to settle on the
rich territories on its edges, and unlike some other settlers
(early Sembia comes to mind) were willing to ask permission.
The lords of the Elven Court granted that request in retum
for aid from these new Dalelanders against outside aggression,
both monstrous (orcs and goblins from the lands of Thar)
and human (the rising powers in Cormyr and Sembia). In commemoration
of this pact, humans and elves raised the Standing Stone
that is now seen where the Moonsea Ride reaches Rauthauvyr's
Road, the road from Essembra to Hillsfar. It is from the
date of the raising of this stone that Dalereckoning is
counted. According to the pact made, the Dalesmen would
only settle those regions that were unforested or unclaimed
by the elves. As the elven woods receded under the axes
of further invaders and settlers, old Dales perished and
new ones came into being along the borders of the woods.
People, both good and bad, have raised petty nations in
the Dalelands since, though any one Dale that turned against
the pact would have to deal with the others. Each of the
Dales is a large swath of farms and fields, with a few scattered
settlements and usually one central marketplace, capital,
or Dale center. These centers are often, but not always,
named after the Dales they are in, adding to the confusion
as to what is a Daleland's territory. The Dales are not
city-states, for their largest groupings of population rate
as towns at best, and they lack the defensive walls common
throughout the Heartlands. They are neither true nations
in the fashion of Cormyr or Sembia, and occupy a gray middle
ground wherein they are nothing more, or less, than Dales.
Each Dale has slightly different laws, customs, and military
organizations. Many rely on the work of charismatic heroes
and adventuring companies for aid in times of trouble, and
a large number of these individuals use the region as a
base. This attraction for adventurers is further increased
by the large number of elven and pre-elven ruins in the
area and the departure of the Elven Court for Evermeet,
leaving the woods open for exploration and exploitation.
The history of the Dales is filled with battles and attacks
on its various members. In the Year of the Worm (1356 DR),
Scardale, under the command of Lashan Aumersair, launched
a number of swift attacks, conquering a number of the surrounding
Dales. A coalition of forces from the others, as well as
Sembia, Cormyr, and Zhentil Keep crushed the invaders and
occupied Scardale. During the Time of Troubles (1358 DR/0
PR), Shadowdale was attacked by Zhentil Keep. More recently,
the Dalelands have committed forces to a unified army under
King Azoun IV of Cormyr to turn back the Tuigan Invasion
(1360 DR).
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History of the Dead Three
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History of the Dead Three: 'KNUCKLEBONES,
SKULL BOWLING, AND THE EMPTY THRONE'
In ages past there was but one god of strife, death, and
the dead, and he was known as Jergal, Lord of the End of
Everything. Jergal fomented and fed on the discord among
mortals and powers alike. When beings slew each other in
their quest for power or in their hatred, he welcomed them
into his shadowy kingdom of eternal gloom. As all things
died, everything came to him eventually, and over time he
built his power into a kingdom unchallenged by any other
god. Eventually, however, he grew tired of his duties for
he knew them too well. Without challenge there is nothing,
and in nothingness there is only gloom. In such a state,
the difference between absolute power and absolute powerlessness
is undetectable.
During this dark era, there arose three powerful mortals
- Bane, Bhaal, and Myrkul - who lusted after the power Jergal
wielded. The trio forged an unholy pact, agreeing that they
would dare to seek such ultimate power or die in the attempt.
Over the length and breadth of the Realms they strode, seeking
powerful magic and spells and defying death at every turn.
No matter what monster they confronted or what spells they
braved, the three mortals emerged unscathed at every turn.
Eventually the trio destroyed one of the Seven Lost Gods,
and they each seized a portion of his divine essence for
themselves.
The trio then journeyed into the Gray Waste and sought out
the Castle of Bone. Through armies of skeletons, legions
of zombies, hordes of noncorporeal undead, and a gauntlet
of liches they battled. Eventually they reached the object
of their lifelong quest - the Bone Throne.
"I claim this throne of evil," shouted Bane the tyrant.
"I'll destroy you before you can raise a finger," threatened
Bhaal the assassin. '''"And I shall imprison your essence
for eternity," promised Myrkul the necromancer.
Jergal arose from his throne with a weary expression and
said, " The Throne is yours. I have grown weary of this
empty power. Take it if you wish - I promise to serve and
guide you as your seneschal until you grow comfortable with
the position." Before the stunned trio could react, the
Lord of the Dead continued: "Who among you shall rule?"
The trio immediately fell to fighting amongst themselves
while Jergal looked on with indifference. When eventually
it appeared that either they would all die of exhaustion
or battle on for an eternity, the Lord of the End of Everything
intervened. "After all you have sacrificed, would you come
away with nothing? Why don't you divide the portfolios of
the office and engage in a game of skill for them?" asked
Jergal.
Bane, Bhaal, and Myrkul considered the god's offer and agreed.
Jergal took the heads of his three most powerful liches
and gave them to the trio that they would compete by bowling
the skulls. Each mortal rolled a skull across the Gray Waste,
having agreed that the winner would be he who bowled the
farthest.
Malar the Beastlord arrived to visit Jergal at this moment.
After quickly ascertaining that the winner of the contest
would get all of Jergal's power, he chased off after the
three skulls to make sure that the contest would be halted
until he had a chance to participate for part of the prize.
Bane, Bhaal, and Myrkul again fell to fighting as it was
obvious their sport was ruined, and again Jergal intervened.
"Why don't you allow Lady Luck to decide so you don't have
to share with the Beast?"
The trio agreed, and Jergal broke off his skeletal finger
bones and gave them to the players. When Malar returned
from chasing the skulls, he found that the trio had just
finished a game of knucklebones.
Bane cried out triumphantly, "As winner, I choose to rule
for all eternity as the ultimate tyrant. I can induce hatred
and strife at my whim, and all will bow down before me while
in my kingdom."
Myrkul, who had won second place, declared, "But I choose
the dead, and by doing so I truly win, because all you are
lord over, Bane, will eventually be mine. All things must
die - even gods."
Bhaal, who finished third, demurred, "I choose death, and
it is by my hand that all that you rule Lord Bane will eventually
pass to Lord Myrkul. Both of you must pay honor to me and
obey my wishes, since I can destroy your kingdom, Bane,
by murdering your subjects, and I can starve your kingdom,
Myrkul, by staying my hand."
Malar growled in frustration, but could do nothing, and
yet again only the beasts were left for him.
And Jergal merely smiled, for he had been delivered.
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History of the Dragon Coast
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History of the Dragon Coast: The history
of the Dragon Coast is the history of money, particularly
the darker side of the coin. Situated on the main trade
routes between the Inner Sea and the Sword Coast, these
lands never coalesced into a solid, coherent nation, like
Cormyr or Sembia. Instead small petty city-states have risen
and fallen, powered by greed and the most powerful merchant
or pirate faction of the day. As a result, the Dragon Coast
has always been the home of the smuggler, the pirate, the
rogue, and the hired killer. It has been the place where
those seeking to skirt the laws of more civilized nations
to the north make landfall. It is here that the Red Wizards
gain their access to the Western Heartlands, and where the
Cult of the Dragon launches its plots to the south. And
it is here that independent secret societies and assassin
guilds have their greatest power. The last semblance of
organized resistance to this trend was the reign of Verovan,
last of the kings of Westgate. The monarchy of Westgate
had long worked closely with the various mercantile and
pirate factions, but Verovan attempted to stem the growing
power of the merchant houses and petty lords. His sudden
and mysterious death without acceptable heirs in 1248 DR
opened the door for much of what now is commonplace in the
Dragon Coast - corruption and treachery. It should be noted
that while Verovan's name is still venerated in these lands,
better known is Immurk, the greatest of the Inner Sea Pirates,
a brash and flamboyant rogue who united a pirate fleet beneath
him and ruled from 1164 DR to his death in 1201 DR. Such
it is in the Dragon Coast, that good people are venerated,
but the power of darker rogues is imitated.
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History of the Drow
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History of the Drow, The Descent: We know
very little of the Ilythiiri, or "Elves of the South," before
this crucial event. Even then they were known as "Dark Elves,"
for the hue of their skins. They dwelt in the jungles and
hot forests of the South. A proud, warlike, culturally advanced
(some sages of other elven peoples say "decadent") folk,
the Ilythiiri attacked all neighbors, including other elven
tribes. Their cruel raids and depredations, ordered by warlike
nobility and the clergy of their two cruel deities, Ghaunadaur
and Lolth, forced elves, humans, dwarves, and others to
ally against them. Defeated in a series of titanic magical
battles, the dark elves fled into underground warrens they
had earlier discovered. This event, known as "the Descent,"
marked the end of the drow as a surface-dwelling race.
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Value: 100
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History of the Drow
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History of the Drow, The Dark Wars: The warlike
drow nature did not change when they escaped their surface
foes during The Descent. In fact, they immediately launched
a series of wars to establish territories in the Underdark.
They began by stealing and seizing dwarven magical items,
and using them against the dwarves - establishing an enmity
that is still strong today. The drow then fought among themselves,
noble against noble, priest against priestess, for rule
of their new realm. This all-out war ended amid great magical
explosions that brought down the roof of the largest dwarven
cavern they had seized, great Bhaerynden. The ceiling collapsed
entirely, burying many drow and the shattered dwarven cities.
The cavern, now open to the sky, became known as The Great
Rift. The surviving drow nobles gathered what people, slaves,
and equipment they could seize, and fled into the Underdark
in search of places to dwell. "The Scattering" brought about
the many rival, self-interested cities where most drow live
today.
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History of the Fateful Coin
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History of the Fateful Coin: Old tales tell
that luck plays a crucial role in each person's life. When
each new-born baby enters into the Realms, Tymora flips
a coin formed from the remnants of the original goddess
of luck, Tyche. Beshaba calls it in the air - the moon (heads)
or the cloak (tails). If Beshaba is right, that person is
cursed with misfortune for the rest of his or her days.
If she's wrong, Lady Luck smiles on that child for the rest
of his or her life. For some rare beings, the coin lands
edge on - and these luckless few can forge their own fates,
for they have more freedom over their destinies than the
powers themselves.
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History of the Last March of the Giants
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History of the Last March of the Giants:
East of the Great Rift in the Eastern Shaar once stood a
land of the titans. This empire rose at the dawn of time
in Faerun, and its lords thought to challenge the gods in
their arrogance. In punishment, the powers cursed the reigning
monarch of the land with fascination and his brethren with
devotion. The powers then dropped a star onto the land.
The impact of the fallen star created a huge valley later
known as the Sea of Fallen Stars. Slowly picking up speed,
the ball rolled through the titan nation and onward to the
south. Unable to contain his curiosity, the titan king ran
off after the bouncing sphere and his devoted followers
dutifully followed his tracks. The meteorite rolled on and
on until it reached the Great Sea and vanished into the
depths. The monarch dove into the sea, and, lemminglike,
the entire titan race dove in after him, never to be seen
again. Ashamed at the destruction they had wrought, the
powers vowed to keep both curiosity and loyalty firmly in
check to avoid such disasters in the future. They have done
so to this day, preventing both new ideas from being pursued
with any speed and the intelligent races of Toril from ever
fully cooperating.
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History of the Moonsea
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History of the Moonsea: The Moonsea has a
long history as the border between the elven lands to the
south and the darker, more sinister lands of the Ride and
Thar, home of dragons and giant and ogre tribes in great
multitudes. The deep sea was an excellent barrier to the
raiders, as those tribes who sought invasion had to detour
around and through the lands that would eventually hold
Yulash, Zhentil Keep, and Hillsfar. The first true settlement
in Moonsea was Northkeep, a shining citadel established
as a beacon of civilization and a jumping-off point for
merchants seeking trade with the dwarves of the North -
including not only Tethyamar, but the clans of the Cold
Lands - who traded their metalwork and craft for much-needed
magic. In the end, Northkeep was sunk beneath the icy waters
of the Moonsea by the inhuman forces, and humankind suffered
one of many setbacks in the region. So has been the nature
of human habitation of this region since the beginning.
Human settlements thrive for a few years, usually through
sheer willpower and on the strength of a sharp sword, and
then are overrun by goblins, orcs, dragons, beholders, or
giants. Phlan has fallen and risen again. Yulash is a ruin
where a decade ago there was a thriving town. Hulburg and
Sulasspryn are empty hulks. Each of the cities of the Moonsea
seems threatened with extinction in its turn, then is rebuilt.
This cycle may be the reason that only the strongest and
the most savage survive, even prosper, in the lands of the
Moonsea. The greatest cities - Hillsfar, Mulmaster, and
the impenetrable Zhentil Keep - are all ruled by evil people
who control their lands with iron grips. The lesser cities,
Elventree, Phlan, and Thentia, may be less evil, but have
a strong, independent, almost chaotic nature. In many ways
the Moonsea is a frontier, with a frontier mentality.
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History of the Nether Scrolls
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The writing in this text is completely indecipherable
and resists any such attempts at comprehension through normal
magic or any other means.
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Value: 1
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History of the Red Ravens
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History of the Red Ravens: One of the few
long-standing mercenary companies that operate in Cormyr,
the Red Ravens have a strength on paper of 110 swords, but
can easily triple that number with new hires if they get
a sufficiently large contract. They have been kept on retainer
by the government of Cormyr with the stated purpose of cleaning
out the Stonelands to the north. They have been moderately
successful in this goal, but the Stonelands are still far
from being a safe territory. The Red Ravens are commanded
by Rayanna the Rose, a veteran of the Horde crusade. They
are noted for their honesty and trustworthiness, as they
do not wish to jeopardize their royal charter. Most of their
troops are armed with studded leather and carry long swords.
They charge 200 gold pieces per week for the services of
their 110-being unit. Their symbol is a red raven amulet.
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History of the Sisters of Light and Darkness
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History of the Sisters of Light and Darkness:
This was the birth of the world and the heavens. After Lord
Ao created Realmspace, there was a period of timeless nothingness,
a misty realm of shadows before light and dark were separate
entities. Within this dim chaos stalked 13 lords of shadow,
the Shadevari - whether they came form elsewhere or are
children of the shadow itself, none can say.
Eventually this primordial essence coalesced into twin beautiful
goddesses who were yin and yang to each other; they were
so close they thought of themselves as one being. The Two-Faced
Goddess created the heavenly bodies of the crystal sphere
and together infused them with life to form the Earthmother,
Chauntea. (Although Chauntea has since contracted her essence
to encompass only Abeir-Toril, in the beginning she embodied
all matter in Realmspace.) This new universe was lit by
the face of the silver-haired goddess, who called herself
Selune, and darkened by the welcoming tresses of the raven-haired
goddess, Shar, but no heat or fire existed within it.
Chauntea begged for warmth so that she could nurture life
and living creatures upon the planets that were her body
and limbs, and the two sisters-Who-Were-One become divided,
as for the first time they were of two minds. Silvery Selune
contested with her dark sister over wheter or not to bring
further life to the worlds. During this great conflagration,
the gods of war, disease, murder, and death, among others,
were created from residues of the deific battle. At one
point during the battle, Selune seized the advantage and
reached across time and space to a land of eternal fire.
Fighting the pain of the blaze, which burned her sorely,
she broke off a fragment of that ever-living flame and ignited
one of the heavenly bodies so that it burned in the sky
and warmed Chauntea.
Incensed, Shar redoubled her attack on her injured twin
and began to snuff out all light and heat throughout the
crystal sphere. Again Selune gave of herself and tore the
divine essence of magic from her body, flinging it desperately
at her sister in defense of life in the sphere. This essence
entered Shar, ripped an equal portion of energy from her,
and reformed behind her as the goddess of magic, known now
as Mystra, but then as Mystryl. Though Mystryl was composed
of both light and dark magic, she favored her first mother
Selune initially, allowing the silver goddess to win an
uneasy truce with her more powerful, dark twin. Consumed
by bitterness at her defeat, Shar vowed eternal revenge.
The twin goddesses contested for eons as life struggled
into existence on Toril and the other planets under Chauntea's
watchful gaze. Shar remained powerful, but bitterly alone,
while Selune waxed and waned in power, often drawing strength
from her allied Daughters and sons and like-minded immigrant
deities. Over time, Shar grew strong again, aided by the
shadevari who preferred night to blinding light and who
stalked the Realms seeking to meld light and dark into shadowy
chaos once again. Shar's plot to reform the world after
her own desires was undone when Azuth, the High One, formerly
the greatest of all mortal spellcasters and now consort
to Mystra (incarnate successor to Mystryl), found a way
to imprison the shadevari in a pocket-sized crystal sphere
located beyond the edges of the world by creating the illusion
of a realm of shadows. The Lords of Shadow were drawn to
investigate, and before they discovered the trick, Azuth
imprisoned the shadevari with the Shadowstar, a key of shadows
forged by Gond. The High Lord then hurled the key into the
endless reaches of the cosmos allowing life to flourish
on in Chauntea's loving hands.
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History of the Ulgarth
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History of Ulgarth: Ulgarth was settled by
the great empire of Raurin, in the height of its power.
When the empire was destroyed, it endured centuries of barbarism.
Warchiefs united the country several times during this period.
They fought many skirmishes with other barbarians, particularly
those in Durpar and Var the Golden. In 202 DR, the barbarian
tribes were nearly wiped out by the forces of Mulhorand.
In 348 DR, a group of outlaws, fleeing the justice of the
priest-kings of Mulhorand, came to Ulgarth. There they found
a fertile, almost unoccupied land. They settled down, and
began raising children and crops. This new society in Ulgarth
gradually grew in power, while its neighbors grew apace.
But while Durpar grew as a result of its commerce and its
philosophy of balance, Ulgarth concentrated on agrarian
pursuits. The Ulgarthians developed a highly structured
caste system of lords and peasants. In 1002 DR, the centuries'
long skirmishes between Durpar and Ulgarth came to an end,
as the two countries finally reached a balance of power.
There were too many centuries of warfare between the countries
for them to completely trust each other. With their mutual
border well defended on both sides, both countries have
given up on the idea of conquering the other. Trade between
the Ulgarth and the Shining Lands has become a vital factor
to both nations. Ulgarth produces many of the items that
Durparians trade throughout the world. In return, Durpar
trades many exotic items to Ulgarth. Of course, the Durparian
merchants usually get the better of any trade. The current
king, Drasna the Fortunate, has continued his predecessor's
policy of non-aggression with the Durparians.
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Value: 2
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History of the Unicorn Run
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History of the Unicorn Run: Bards and sages
pass down the tale that the headwaters of the Unicorn Run
are, in truth, the Font of Life, and a cradle of fecundity.
Each natural race is said to have emerged from the womb
of Chauntea onto Toril at the river's source, and then traveled
down the Unicorn Run to the outside world. Some say that
a daughter of Chauntea resides at the river's source to
usher the newborns into the world, while others claim that
Shialla midwifes the process. Regardless of the truth, the
elves, korreds, and halflings all agree that the Unicorn
Run is sacred to life and a site of incredible purity. As
a result, all three races have strong taboos about extended
trips up the run, for if the river is ever fouled, then
no new races will ever be born on Toril again.
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Value: 2
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History of the Valley of the Gods
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History of the Valley of the Gods: It is
said that even the powers must cavort and amuse themselves
once in a great while. Far to the north of the Spine of
the World is the Valley of the Gods. A paradise unequaled
on this world or in the planes, this playground of the gods
is not meant for mortals. Any mortal who reaches the Valley
becomes a deity, for only deities may exist in the Valley.
Far too many mortals with delusions of grandeur have thrown
away the pleasures of this side of the Spine and their kingdoms
in this world, only to break their backs searching for the
legendary Valley of the Gods.
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Value: 2
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History of the Vast
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History of the Vast: Two millennia ago the
Vast was Vastar, the orcish lands. These were the breeding
grounds of the goblin hordes that would spill eastward and
cross the Dragon Reach in ramshackle boats to raid the elves.
The orcs were overthrown by invading dwarves, who established
the Realm of the Glimmering Swords. It was during this time
that the first humans came to the Vast, including the mage
Maskyr. The rule of the dwarves occurred against a backdrop
of constant war with the orcs, such that there were perhaps
only 40 years of true peace for the Realm of the Glimmering
Swords. The dwarves were overrun by the orcs, and they escaped
extinction only through the aid of human and elven allies.
The remaining dwarves left the region to the newly arriving
humans and retreated to the east, to the south, and to isolated
and hidden communities within the Vast. The most successful
of the humans were the adventurers whose hunger was sated
by gold and whose thirst was slaked by great deeds. This
was the Time of the Glorious Fools, and there are those
who will argue that it is still that age, as adventurers
still rule the cities of Calaunt and Ravens Bluff. The orcs
today are contained, if not conquered, and trade has grown
up in the lands of the Vast. However, for many individuals
with adventuring blood, it is still a wilderness in which
one may prove one's worth.
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Value: 2
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History of Waterdeep
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History of Waterdeep - Age 0, Tuabemoots
and Pioneers: Few now know the true history of this great
city, which had its beginnings over a thousand years ago,
when the North was truly what Southerners still sneeringly
call it: "the Savage North." In those days, most of the
North was covered with vast, tall forests of ancient green,
and inhabited by dwarves and goblinkind (in the most northern
mountains and foothills) and elves (in widely scattered
forest enclaves everywhere else). A few primitive human
tribes lived along the Sword Coast, fishing, hunting and
gathering in spring and fall to trade their furs with vessels
sailing in from the south for merchant's jewelry, metal
tools, and the occasionally-available weapon or two. In
the spring, these vessels came primarily to cut and take
huge trees for shipbuilding, trees being no longer available
in such large sizes farther south. In the fall, the vessels
came in to cut timber for their own repairs, or to take
on a cargo of wood if the misfortunes of trading had left
their holds low or empty. Most of these trademoots were
at a certain place where there was a great natural deepwater
harbor, protected from the sea by a rocky spur of land,
an arm of an isolated coastal crag, or a rocky island beyond
it.
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Value: 2
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History of Waterdeep
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History of Waterdeep - Age lV, The Return
of the Lords: One day to the Courts of the Lord Magister
came two people masked and robed as the Lords of Waterdeep
of old. Where they came from no one knew, but they appeared
in the Castle's Great Hall where the Courts were, and commanded
the Lords Magister to leave the city forthwith. Laughing,
the Lords Magister refused, whereupon the shorter of the
masked intruders (the lady Shilam, apprentice to Ahghairon
and his undeclared heir as first Lord of the City) blasted
them with lightning and fire, and their very thrones were
shattered and toppled. The taller of the two intruders (Baeron)
then called for the heads of the noble houses to come to
them, or leave the city forthwith and forever, if they cared
not to come by nightfall. All in the Courts heard, and the
news was cried in the streets. The surviving nobles came,
reluctantly and with bodyguards, expecting such a summons
to be a trap. Baeron spoke to them and the crowd of curious
townsfolk that had also come, saying, "this must not happen
again." If Waterdeep was to be safe once more, he told them,
all must support what he and his fellow Lord now planned,
as they had supported Ahghairon in the past. The two would
choose others to be Lords as before, he said, and they would
rule in secret, as before - save for himself. He removed
his mask, and said, "I am Baeron. I would be Lord as Ahghairon
was before. I would be safe in this my city again." And
the folk of Waterdeep there agreed. Shilarn, still masked,
commanded that the houses of the Two Lords Magister be Outcast.
There was protest, and she raised her hands that had blasted
the thrones, and it was still again. And the house of Gildeggh
and of Zoar were outcast. Peace returned to the city, and
Waterdhavians to their labors. To inhibit discovery of who
the Lords were, Baeron selected certain men of character
whom he knew well, and appointed them Magisters ("Black
Robes," they were soon called, from their robes of office)
under the Lords, to judge and apply the laws of Waterdeep
in daily affairs. These Magisters he paid well, to raise
them from temptation, and gave lodgings to those who feared
for safety to dwell among the people. To so serve, he told
the city, was a burden, not a proud misuse of authority,
and if any wished to no longer serve, or were found wanting,
they were not to be vilified, but accorded respect. And
over the Magisters the Lords sat in their Court, to correct
and overrule the judgments of the Magisters. Baeron told
the people that none were to decry or belittle any judgments
of Magisters that the Lord saw fit to alter or cast aside.
If any thought ill of the offices or those who held them
they could turn back to the rule of sword and whim, and
perish as had those before them. Before the Lord's Court
Baeron encouraged people to speak freely for the length
of a short candle's burning, without fear of chastisement
or reproach from the Lords for anything said, as long as
they spoke openly and answered questions or opposing views
put to them by any there. Thus, he held, just grievances
of folk would be heard, no matter how small the matter or
lowly the speaker. And so it was. Slow to take hold, until
people knew it for careful justice, but enduring beyond
Baeron's time, and beyond Shilarn's time, and beyond the
time of their daughter Lhestyn "The Masked Lady," who wed
Zelphar Arunsun of Neverwinter, and was mother to Khelben
"Blackstaff' Arunsun, a Lord of Waterdeep today, who knows
the secrets of long years as Ahghairon did. And as the years
have passed, Waterdeep has grown in size and variety, flourishing
with good trade under the tolerance and protection of strong
defenders and good government. The years passed not without
troubles, varying from the Godswar (when Waterdeep played
host to gods dying and ascending) to such occurrences as
a green dragon assailing the Field of Triumph (part of a
plot by the Knights of the Shield to overthrow the Lords'
Rule), but the city and her peoples survived and prevailed
against all strife. The Lords' Alliance provides continued
safety for all the settlements of the northern Sword Coast
and those inland, with Waterdeep as the heart of the alliance.
Though it can be matched in size or commerce, there is no
city the Realms over that compares to the sheer variety
of life and experiences found in fair Waterdeep, Crown of
the North.
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Value: 2
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History of Waterdeep
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History of Waterdeep - Age III, The Bloody
Reign of the Guildmasters: There was great turmoil in the
City as the Guildmasters argued amongst themselves as to
who should govern the City, and more than one merchant of
power was found murdered. Groups of liveried bodyguards
appeared openly armed on the streets, accompanying their
masters, and two very troubled months passed as they bickered
and parleyed (and occasionally dueled in the streets). At
last, they decided that all Masters should rule Waterdeep
together, in a council. The lesser nobles and many townsfolk
protested, saying that the Lords ruled by right and by the
people's consent. The Guildmasters, however, said that the
Lords had not been seen since Ahghairon's death, and that
they must have been golems or zombies, controlled by Ahghairon
to conceal his lone rule -- and indeed, the Lords were silent
and unseen, and continued to be so. In truth, the Lords
were real men and women whose identities had been compromised,
over the years, by certain curious Guildmasters who had
ordered them slain by their own closemouthed, loyal servants
following Ahghairon's death. The only Lords still surviving
(those who had remained secret) were Baeron, a woodworker,
and Shilam, an apprentice wizard. These surviving Lords
kept very quiet, and waited. The Guildmasters thought all
the living Lords of the City had been eliminated, and took
firm rule over Waterdeep. The Guildmasters ruled Waterdeep
for only six years ere their self-interested squabbling
led to bloodshed. Open quarrels and a few murders quickly
erupted into a brief but vicious series of street fights
and midnight attacks. This strife, oftimes termed "the Guildwars"
by sages (although it was never as long-drawn-out or so
formal as to be called a "war" when it was taking place),
left all but two Guildmasters dead, most of the City's best
minds stilled, and much of the City's gold wasted or plundered
with the Guilds in disarray. The surviving Guildmasters
were Lhorar Gildeggh of the Shipwrights and Ehlemm Zoar
of the Gemcutters. These two - ruthless manipulators both
- were well-matched and could not overcome each other, though
their private armies clashed often in the streets. At length,
they sickened of bloodshed, after many from both families
were dead in the gutters, and agreed to rule together. Two
thrones were set up in Castle Waterdeep, and from then the
two argued bitterly over this and that, and the City was
a place of tension and fear. All matters, including the
recognition of new Guildmasters to rule the "headless" guilds,
had to come before the Two Lords Magister, as Lhorar and
Ehlemm were called. Few matters were settled.
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Value: 2
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History of Waterdeep
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History of Waterdeep - Age I, The Rise of
the Warlords: Over the years, the forest was cut back farther
and farther from the shore, and tribes began to stay most
of the year there, farming the cleared land. The wiser among
them claimed and controlled some of the timber in order
to trade for more weaponry and tools. Such claims angered
many who found the squatters rich from frequent trade, and
brought attacks from land and sea, the more warlike tribes
slaughtering the more sedentary settlers. Noted among these
tribes was that led by Nimoar, a chieftain who ordered his
people to seize the farms, crude wooden docks, trading sheds,
and storage barns built up around the bay. They settled
there themselves, and erected a log palisade within an earthen
embankment to protect the holdings. After several abortive
pirate and tribal raids, Nimoar's people thrived in their
new home, a fledgling town referred to as "the town of Water-deep."
Farther north, orc tribes had outgrown their mountain strongholds.
Attempts to expand underground met with fierce dwarven resistance
(although many small gnomish colonies were overwhelmed and
wiped out), and the orcs spread out on the surface of the
land, coming south and down out of the mountains, hurling
their seemingly endless numbers against all who stood in
their path. Here and there elven enclaves held out, but
the push southward displaced many other northern inhabitants,
including the "everlasting ones" (trolls), who came down
into the newly-cleared lands northeast of Nimoar's Hold,
those lands now known as the Trollmoors. Nimoar died of
old age during this time of increasing danger. Younger War
Lords led the men of Waterdeep (for so the ship-captains
called the harbor) in battles against the trolls. There
were many bloody struggles between men and trolls for a
decade, until the magic of a Northem youth named Ahghairon
turned the fortunes of war against the trolls, and the "everlasting
ones" were destroyed or scattered. Ahghairon rose slowly
in skill and power with the passage of years, until he became
a great mage. He discovered a supply of potions of longevity
(or learned the art of making such), for he lived on, still
physically a man in his prime, for decade upon decade. Fearing
further attacks, the men of Waterdeep raised a small keep
on the slopes of Mount Waterdeep above their farms, where
fire arrows from on high could defend against attacking
trolls. Many outlying tribes who had come to the settlement
for safety from the trolls stayed, and expanded the walls
with new farms several times. War Lords ruled the Free City
of Waterdeep, holding it independent and increasingly wealthy
as years passed.
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Value: 2
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History of Waterdeep
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History of Waterdeep - Age II, The Lords'
Rule Begins: In his 112th winter, Ahghairon had a sharp
disagreement with Raurlor, who was then Warlord of Waterdeep.
Raurlor wanted to use Waterdeep's acquired wealth and strength-of-arms
to create a Northern empire, with Waterdeep its capital
(and Raurlor its ruler), and gathered armies for the purpose.
Ahghairon defied him before all the people, and Raurlor
ordered the mage to be chained. Ahghairon magically struck
aside all who sought to lay hands on him. In a fury Raurlor
struck at the mage with his own blade. Ahghairon rose into
the air, just out of reach, and, as the infuriated Warlord
slashed repeatedly at his rising feet, gestured. Raurlor's
blade transmuted in his hand, from steel into a hissing
serpent, which promptly bit him. The Warlord died of the
venom before the shocked people assembled there. Ahghairon
then gathered all the captains of Waterdeep's army, and
all the seniors of the families of Waterdeep. While runners
sought to bring them to the Castle, flames roared and crackled
in the Warlord's empty chair-of-state at Ahghairon's bidding,
so that no one sat there. Then at a gesture from the mage,
the flames were gone as though they had never been, leaving
the chair unmarked. Ahghairon seated himself, then, and
proclaimed himself the first Lord of Waterdeep, saying that
henceforth wisdom and not armed might would rule in the
city. He would gather some few - in secret - to rule as
Lords with him, masked and disguised when they appeared
to the people, but equal to him in authority and free of
coercion by any, himself included. These Lords were to be
drawn from all walks of life in the city, and could serve
as long as they wished. The people heard, and agreed, and
for the next two hundred years, Ahghairon ruled Waterdeep
with his unknown fellow Lords. Over the years, the masked
Lords were a group of sometimes five, six, or seven, who
appeared seldom and said little. Some whispered that they
were Ahghairon's servants, or even magical automatons controlled
by the Old Mage. Still, Ahghairon's justice was swift and
fair, his laws good, his guardsmen polite and just as ready
to help as apprehend, and the people approved. The years
passed in peace and prosperity. The North was opened to
humans. Roads built under Ahghairon's direction linked it
together, from the ruins of "the Fallen Kingdom," which
had been shattered by goblin races' attacks before men were
numerous in the North, to the cities that would later become
Amn. Waterdeep grew fivefold in size and wealth. From all
over the Realms, folk began to come to the "Crown of the
North," drawn by money - and among them came those who rob,
cheat, and steal. When word of doings extending beyond simple
theft to deception-in-workmanship and the appearance of
many fly-by-night impostor craftsmen reached Ahghairon's
ears, he called together the senior merchants, "the Noble
Ones," and suggested that they form guilds as was done in
the far South to police the unscrupulous of their own professions.
Some resisted, or were furious, but most saw the advantages
of such an arrangement, particularly if they were free to
set matters up themselves, and not have less favorable arrangements
forced upon them. The Guilds were created forthwith. Twice
more the city walls were expanded, as Waterdeep continued
to grow in size and prosperity. Its merchants traveled the
world over, bringing back exotic goods from afar, and spreading
word of the city's wealth to remote lands. In the South,
some listened with an eye to conquest or at least plunder,
but swords were already out in those southern lands in a
time of widespread strife, and no invaders came. Ahghairon's
health eventually failed and he died. He was buried with
ceremony in his tower, which was secured against thieves
and fools. Those who learned the arts arcane from the Old
Mage cast the most potent protective magics known upon his
home and resting-place (which, many believe, remains inviolate
today).
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Value: 2
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History of Waterdeep
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History of Waterdeep: Waterdeep was used
as a trading site for trade activities between northern
tribesmen and southern merchants more than two millennia
ago. By 1,000 years ago, permanent farms had sprung up in
the area. The first mention of a Waterdeep (not as a city,
but as a collection of warlords) occurs only 400 years ago.
The city was truly established as a going concern by 1032
DR, the year Ahghairon became the first Lord of Waterdeep,
and the date from which Northreckoning is counted. The city
grew spectacularly, such that by 1248 DR both the City of
the Dead and the guilds had been developed. The guildmasters
seized control soon afterwards, ushering in a period of
unrest and bitter conflict known as the Guildwars. The Guildwars
ended only when the two surviving guildmasters brought in
their own period of misrule. It was only in 1273 DR that
the present system of government (or lack thereof) was instituted.
This was the year that the Magisters were established and
the secret Lords of Waterdeep were firmly reestablished.
Since that time, the city has continued to grow and prosper.
Humankind and other races come from all over the Realms
to earn hard coin in the City of Splendors. Over the years
these successful merchants have set up guilds and themselves
become nobility, supporting the secretive Lords of Waterdeep
who police the city fairly, yet with a light hand, by means
of the superb city guard (soldiers), city watch (police),
and over 20 black-robed magistrates. As a result, Waterdeep
is a place tolerant of different races, religions, and lifestyles.
This in turn has encouraged commerce, and Waterdeep has
grown into a huge, eclectic city.
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Value: 2
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History of the Western Heartlands
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History of the Western Heartlands: The history
of the Western Heartlands is a history of endless battles
and destroyed empires. In ancient times these were the lands
of the Fallen Kingdom of Illefarn, the Lost Kingdom of Man,
and rumored Netheril. In more recent history, the land has
been fertilized with blood and bone as forces from the Empires
of the Sands surged northward, the evil peoples within Dragonspear
and the Goblin Marches spilled forth, and mercenary companies
moved to and fro in the service of one petty warlord after
another. Recent battles leveled the Way Inn and threatened
Daggerford. Even the Time of Troubles did not leave this
desolate land unmarked - Bhaal himself perished at Boareskyr
Bridge, and the waters it passes over have remained poisoned
to this day. The cities of the Western Heartlands are strong,
independent, and varied. They are also strongly motivated
by trade, and listen harder to the ringing of gold than
the call of battle. But something else prospers in the open
land - freedom and opportunity. No nation lays claim on
the Westem Heartlands to land beyond that which their armies
can control, and no warlord can make demands beyond the
swing of his axe. Small holds and castles regularly spring
up, only to be knocked down by invading forces, or abandoned
after a generation or two. Lost dungeons and secret citadels
lie scattered throughout the land, and this rugged frontier
presents more than enough opportunities for adventurers.
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Value: 2
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History of the Zhentarim
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History of the Zhentarim, Two Zhents' Worth:
Much confusion exists in the Realms regarding Zhentil Keep
and the (not-so) secret society known as the Black Network
or Zhentarim. The two are closely tied, such that a speaker
may refer to one when meaning the other and still be clearly
understood. In general, both mean trouble. Zhentil Keep
is a walled, independent city on the western shores of the
Moonsea. It is one of the most evil cities in the Realms,
a blight on the North, and a haven for Evil groups, plotting
manipulators, dark religions, and foul practices. Its rulers
seek to dominate the lands around it, including the Dragonspine
Mountains, Yulash, Voonlar, and the neighboring Dales. The
city of Zhentil Keep and its armies (known as the Zhentilar,
to make matters more confusing) have destroyed Teshendale,
come close to destroying Daggerdale, and for a long time
had an agent ruling Shadowdale. The Zhentarim is an organization
of evil priests, wizards, and inhuman creatures bent on
controlling all the trade and power between the Sword Coast
(meaning Baldur's Gate and Waterdeep) and the Moonsea (including
the intervening lands of Cormyr and Anauroch). Its aims
in the Moonsea area are the same as Zhentil Keep's, and
the two factions work hand-in-glove, often sharing the same
membership. The Zhentarim have a more far-reaching effect
than Zhentil Keep, though, and have agents throughout the
North. In addition, the Zhentarim are not limited to Zhentil
Keep itself, and maintain a number of fortified outposts.
Their rulership has spread with the passing years. In addition
to being the dominant force in Zhentil Keep, the Zhentarim
control the Citadel of the Raven and Darkhold, two important
castle complexes. Over the years, more power has been moving
away from Zhentil Keep (filled with a lot of unknown and
untrustworthy flunkies) and into these more secure areas.
Within the Dalelands area, Zhentarim smells of Zhentil Keep
and vice versa, but in reality not every Keeper (yet another
name for a native of Zhentil Keep) is of the Black Network,
and not every agent of the Zhentarim is from Zhentil Keep.
Adventurers should watch who they trust as a result.
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Value: 2
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Journal of Evayne
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The last few weeks have been a blur but
I will recount as best as I can.
Arriving at Dorn's Deep in the middle of the night did not
lead to a warm welcome by the dwarves, especially with what
had come to past between both our races. As expected, the
dwarves were very apprehensive to what I had to say. There
were too many fresh and open wounds between both our people.
Situations like this are never easy but I consider myself
as good a diplomat as father, perhaps better.
Each day spent in council did not end until late evening
and always in pure exhaustion. We argued and bickered over
the recent past events. Athough we still continued to spend
countless hours in council, the dwarves began to trust that
I hid no maliciousness behind my words. The dwarves agreed
to a treaty in the name of the greater good for both our
races later that week. I had been successful in my part.
I saw hope for the first time in many months.
The only thing left was to return home and convince my own
people that this was our only chance at true salvation.
The hardest part would be to convince father but he will
listen. He must listen; else let our people face death.
The next morning almost made the last few weeks' work in
vain. A dwarven scout arrived and told of the largest orcish
army he had ever seen was only hours away. With little time
to prepare, our defenses were overrun and the orcs began
to pour into Dorn's Deep.
We began our retreat into the depths of Dorn's Deep. Key
passages were collapsed to cover our movements and buy us
time. Even in such dire conditions, this allowed the dwarves
to control when and where we would fight. Every battle cost
the orcs dearly as the dwarves fought on their terms but
we were still being driven farther and farther back. Even
now, we make preparations to retreat further into Wyrm's
Tooth Glacier.
Even as grim as this sounds, I still hold hope. Hope that
I will tell father of how I fought side by side with our
dwarven friends as in days of old. Hope that he will hear
the tales of the dwarves who sacrificed their lives so that
I may return home someday to reunite both our people. Hope
to see my father's stubborn face once again.
For my people and the Seldarine's Hand,
Evayne
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Value: 5
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Kalabac's Journal
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I'm afraid I may have been duped. Bandoth
indicated where I might find the door to the forge, but
I was unable to find any trace of it. I was prepared to
search later on this evening, but a group of Ettins have
encamped in the passage north of where I am now, and I am
in no condition to be running past them. Hopefully I will
get another opportunity to search the old meeting hall of
the dwarves. Earlier I uncovered some writings regarding
a room within these walls that leads to the lower segments
of this complex, and I can only assume that this room lies
behind the door I have yet to find. To make matters worse,
the same writings inferred that this room contained a puzzle
that was designed to keep the invaders from discovering
and desecrating the Cemetary and Forge. Perhaps Bandoth
can provide some more assistance.
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Value: 0
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Lore of the Bladesingers
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Lore of the Bladesingers
By McComb and Pryor
An elite group of elven fighter mages, the blade-singers
are dedicated to the defense of the elven nation, and many
of them journey back to Faerun to help defend those elves
who stayed behind or have yet to join the Retreat.
Bladesingers are terrifying weapons experts and spellcasters.
On Evermeet they are organized into small warrior lodges,
each specializing in a different weapon. They are even more
dedicated to the ancient ways and styles of dress than other
Silver elves. They often tattoo themselves with old runes
and symbols and their armor and weapon are all of great
antiquity and beautiful craftsmanship.
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Value: 10
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Magical Book
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Value: 0
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Manual of Bodily Health
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A typical manual of bodily health provides
the reader with valuable information regarding preventative
medicine, basic first aid, and proper muscle toning. As
if this isn't enough, the manual is also magically enhanced,
thereby allowing an individual to raise his or her Constitution
by a single point. Unfortunately, the manual will disappear
after a single use.
Consitution: Raised by 1 point permanently
Special: The book is consumed upon use
Usage: Place into quick item slot
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Value: 5000
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Manual of Gainful Exercise
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A typical manual of gainful exercise provides
the reader with a strictly regimented routine of daily stretches
and tests designed to increase muscle bulk. As if this isn't
enough, the manual is also magically enhanced, thereby allowing
an individual to raise his or her Strength by a single point.
Unfortunately, the manual will disappear after a single
use
Strength: Raised by 1 point permanently
Special: The book is consumed upon use
Usage: Place into quick item slot.
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Value: 5000
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Manual of Quickness of Action
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A typical manual of quickness of action provides
the reader with a wide variety of tips and pointers regarding
the motion and coordination of one's hands and feet. This
small tome is much in demand by people from many walks of
life, including rogues wishing to improve their slight-of-hand
and paladins wanting to perfect their thrust and parry.
The secret of such a manual lies in its magical nature,
as it permits an individual to raise his or her Dexterity
by a single point. Unfortunately, the manual will disappear
after a single use.
Dexterity: Raised by 1 point permanently
Special: The book is consumed upon use
Usage: Place into quick item slot
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Value: 5000
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Mythal Theory
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Mythal Theory
By Schend and Melka
... Aside from the High Mages, none are certain about the
true nature of mythals, no matter how well versed they are
in ancient elven lore of old or current debates on magical
theory. Many agree that a mythal is alive, and is a huge
web of magical forces woven together by magic and the lifeforces
of the casters. The mythal is believed to be sustained by
the natural mechanisms within and around it, from the wind
to the current of a brook or a temperature shift from the
energy of sunlight. Given the ties to life and Faerun, mythals
can hardly be common wizardry, no matter what may have been
said in the past. The mythals and their magic are tied directly
to the Weave, the source of all Torillian magic...
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Value: 10
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Normal Book
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Value: 0
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On Non-Violence
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An excerpt...
"... we Eldathyn believe that the only real way to live
honestly is to resist the temptation to strike out in anger
when things are against us. Violence arises from suffering
and, as a result, can do nothing but cause more suffering
in its occurrence. Some of our critics point to the state
of nature to invalidate our philosophy. Some believe that
the existence of storms and tremors in nature proves that
nature is inherently violent.
There is a simple argument against this, however. Nature
is a gift from the gods, but it functions as an independent
system, a science, if you will. Nature is not inherently
violent because disposition towards violence is a property
only thinking beings possess. While there are violent acts
in nature, nature is not inherently violent. Nature is simply
nature... "
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Value: 6
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Philosophy of Kara-tur
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A story...
"Two chaste shukenja were walking down the road in the rain
when they came across a beautiful young woman taking shelter
under a tree. She called out to the monks to carry her across
a small stream. The first monk immediately moved to help
the woman while the second silently protested. The first
monk scooped the beautiful lady up in his arms and carried
her across the stream, promptly setting her down and continuing
on his way. The second monk remained silent for several
minutes as the woman disappeared from view. Finally he spoke
to his brother.
'We shukenja are not supposed to have contact with women!
Why did you pick that woman up so casually and carry her
across the stream?'
The first monk replied,
'Brother, I set the woman down long ago. Why is it that
you have not?'"
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Value: 10
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Presio's War Journal
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A list of scribbled notes...
* Marketh - Leader of an unconfirmed slave force. Formerly
a thief and assassin occasionally working for various mercenary
companies.
* Malavon (Many Eyes?) - Sorceror of great power. Usurper.
Drow?
* Shikata - Beast from the elemental plane of fire. Relationship
unknown.
* Arundel - Spiritual "leader" of Kuldahar. Archdruid. To
be removed before he seeks aid.
* Hrothgar - Effective leader of Easthaven. Could be trouble.
Suspect Old Enemy may remove him.
* Everard - Priest of Tempus in Easthaven. Hard to read.
May need to remove. Could incite barbarians and locals to
fight.
* Frost Giants - Relationship unknown. Believed to be making
deal with Old Enemy.
* Maiden Ilmadia - Elven warrior (virgin?) Strange. Seen
skulking by the Severed Hand.
* Orrick - Mage from Kuldahar. Secretive. Probably no threat.
* Brother Poquelin - Traveling priest of Ilmater. Strange
icons on clothes. Relationship unknown.
Roster: 1 score lizardmen, 1 score trolls. 3 score cold
wights, 5 undead lieutenants, 5 histachii, et al.
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Value: 2
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"Rock Eaters", They are Not!
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"Rock Eaters", They are Not
...contrary to popular belief, our Dwarven friends do not
exist on a diet of rocks and dirt. I was recently invited
to visit their wonderful stronghold, Dorn's Deep. In this
architectural wonder, hidden away in one of the most beautiful
forests in the North, I entered figuring to be covered in
soot from some filthy underground mine unbefitting a High
Elf of my stature. Much to my surprise, my eyes were instead
treated to amazing works of beauty and craftsmanship. Our
Dwarven friends proceeded to take me on a tour, pointing
out each piece in thorough detail. I smiled. Impressed that
one of the lesser races had such talent in them to create
such works. Of course, they paled in comparison to what
our Elven artisan's can do, but this was not the time to
point out their flaws...
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Value: 10
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Reznath's Journal
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I knew not of fear until today. It was not
taught in my youth, nor acquired through my years. Yet,
somehow, it has suddenly arrived at my door, ready to consume
all that which I have valued, and all that I have loved.
The humans, the elves... only they capable of such character,
only they able to bend when those around them needed them
the most, only they. I cannot face my people now, for I
am a changed man, and I will not return to accept that of
which I am undeserving. Please forgive me.
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Value: 5
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Secret Societies
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An excerpt...
"The Kraken Society
Recently established near the Ruins of Ascale, the Kraken
Society is a group of criminal information gatherers spread
across the north. Their organization is said to consist
mostly of thieves and priests of Umberlee who work for a
mysterious overlord. Often referred to as the 'Heralds of
the Sea,' the Kraken Society employs torture, kidnappings,
and assassination in its efforts to be in the know. Their
symbol is a many-tentacled purple squid."
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Value: 5
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Spell Book
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Value: 0
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Tending Ivy
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An excerpt...
"I am simply an amateur when it comes to botany, but I dare
say that I know my way around a patch of ivy better than
the next man. Most botanists will attempt to tell you 'rules'
about how one should care for their ivy. Unfortunately,
these bumbling buffoons haven't spent enough time researching
all of the different types of ivy to learn their subtle
differences. Why, just the other day, some fool on the hill
told me that Jangling Bell Ivy should be planted in relatively
moist soil next to Blossoming Garters. As any ivy scholar
worth his weight in dirt knows, Blossoming Garters require
such a huge amount of water that one would drown the Jangling
Bell just by tending to the Garters. 'Moist' does not mean
'soaked.' I ask you, what will it take to educate these
comical jesters of the scientific community?"
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Value: 3
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Terikan's Journal
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Evening Nineteen
This portion of the Deep has been a pleasant surprise, to
say the least. Not only do the ancient dwarven deterrents
provide me much seclusion for my work, I have gained the
ability to have their spirits become my unwilling servants
in knowledge. Soon I will begin my final transcendence,
and my ascended existence within this region will ensure
that my power is without challenge. My new minions, unable
to ever find their peace as long as my thoughts occupy what
is left of their minds.
Morning Twenty-Three
A curious experience today. I finally managed to open the
door to Jamoth's tomb, and upon entering I was overcome
with fatigue. At first I felt as though I may have unintentionally
sprung a trap, but upon revisiting the tomb later I discounted
that possibility. I felt as though life itself was leaving
my body, and twisting my coherence. I will need to investigate
this room further in the future, and exercise caution. I
feel as though there may be something within those chambers
that would challenge my occupation of these halls.
Morning Twenty-Six
I have given up attempting to open the door to Wyrm's Tooth.
I'd hoped to have visited the area to gather some necessities
for my rite of passage, but it appears to be impossible
to move the door in any way without its key. I know from
my readings of the lore scattered about here that the key
was placed in or around the dwarven monument outside of
the cemetery, but its hiding place appears to be impossible
to find in the forge's current state. I'm afraid that without
certain resources, the process will render me weaker than
I'd originally intended, but I appear to have no choice
but to use what I have.
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Value: 0
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Tome of Clear Thought
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A typical tome of clear thought contains
a collection of esoteric and scholarly literature, often
involving obscure mathematical or algebraic formulae or
the occasional reference to inter-planar biology. Such tomes
are usually magically enhanced, thereby allowing an individual
to raise his or her Intelligence by a single point. Unfortunately,
the manual will disappear after a single use.
Intelligence: Raised by 1 point permanently
Special: The book is consumed upon use
Usage: Place into quick item slot
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Value: 5000
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Tome of Leadership and Influence
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One of the most popular recent tomes of leadership
and influence is the cynically entitled book "How to Win
Friends and Influence People." Like others of its ilk, it
peddles a philosophy of personal ascendancy and manipulation
by charisma alone. The authors and advocates of such tomes
claim that, by drawing on the most recent theories in sociology
and interpersonal psychology, it is possible to raise an
individual's charisma by a single point. In truth, such
increases in personal charisma are the product of magical
spells placed on the text as it is in the writing process.
These same spells also cause the tome to disappear after
their first use. An excellent marketing strategy, you must
concede...
Charisma: Raised by 1 point permanently
Special: The book is consumed upon use
Usage: Place into quick item slot
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Value: 5000
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Tome of Understanding
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A typical tome of understanding contains
a sober, if dry analysis of legal battles, historic events,
government policies, philosophical treatises, and theories
of magic and metaphysics. While rarely interesting to anyone
outside of their already well-educated niche market, it
is said that some such tomes have even added a single point
to the Wisdom of certain half-ogres. Such marvels, however,
are the product of a potent magic placed upon the tome as
it is being written. Unfortunately, this same magic causes
the tome to disappear after a single use.
Wisdom: Raised by 1 point permanently
Special: The book is consumed upon use
Usage: Place into quick item slot
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Value: 5000
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Worship in the Hand of the Seldarine
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Worship in the Hand
By Denaini
...day in and day out, the Elves of the Hand worked diligently
to further the cause of the Alliance. Although dedicated
to their work, they always remained devout to the elven
gods. A shrine was created within Solonar Tower that would
allow us elves to offer simple worship with what spare moments
were available.
A beautiful flower garden can be found on one end of this
level. With care, an elf would take a flower from the garden,
approach the appropriate statue of the god they wished to
pray to, place the flower in the statue's pond, and pray
for however long they had.
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Value: 10
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Yago's book of curses
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Yago's book of curses
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Value: 1
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