Вы находитесь на странице: 1из 7

The Representatives

Amn
Delegate: The representative of Amn is an anonymous figure, draped in black, who goes simply by his
title, Iltarch of the Council of Six. Typical of his people, the Iltarch who also happens to be the
Grandmaster of the Shadow Thieves Guild, Rhinnom Dannihyr interprets everything in terms of profit
and loss. As Iltarch, it is his responsibility to collect intelligence on the other representatives attending
the council and report back to the rest of the council.
Political Leanings: Amn claims to have no stake in the war. Its main concern is reestablishing trade in the
Western Heartlands region. It uses the excuse of having its own problems dealing with attacks from
pirates and the Sythillisian Empire for not taking sides in a war. Amn thus declares itself neutral and
expects others to respect that neutrality.
Calimshan
Delegate: Vizier Ambauree represents the Sultan Ralan el Pesarkhal of Calimshan. He is a shrewd,
emotionless man who cares only about wealth and power. Aumbaree dresses in rich silks and exotic
jewelry from Maztica.
Political Leanings: Calimshan is supporting the drow. The stated reason is that the drow have taken the
Western Heartlands by fair conquest, so the cities now belong to them. This was not an act of terrorism;
the drow people say that they have been at war with the people of the Western Heartlands since their
settlements were destroyed during the Crown Wars, so Calimshan regards their occupation as part of
the progress of that war, not an unprovoked assault. The length of time between the massacre of the
drow non-combatants and the invasion of Baldurs Gate is irrelevant. No treaties were ever signed
between the drow and the people who now occupy their former settlements, so the war is still in effect.
The private reason is less high-minded. Brexel has met with Ambauree in private and proposed a deal.
The drow are willing to help Calimshan invade Amn and Tethyr at some future date in exchange for
support against the Western Heartlands now. If successful, this would re-establish almost all of the old
territory once held by Calimshan. Brexel has provided a sweetener a dozen caskets of drow poison
for the nobles of Calimshan to use against their enemies, with the promise of more to come. Impressed
by this gesture and pleased to have the opportunity to reestablish the Shoon Empire, the Sultan of
Calimshan has agreed to a private alliance.
Cormyr
Delegate: Caladnei is dressed in the garb of a sorcerer, save for the longsword that hangs by her side.
She is stonefaced, feisty, and opinionated, which makes dealing with court intrigue difficult for her at
times. Raised in Turmish by her Cormyrian father and Turmirian mother, Caladnei left home to join an
adventuring company. Traveling far via portals her group discovered, she became acquainted with the
people and cultures of other parts of the world. She trained with fighters in Waterdeep, exchanged
spells with Halruaan wizards, and learned to forge metal with the gold dwarves of the Great Rift. She
came to Cormyr to tend to her ailing father, who returned to his homeland after Caladneis drowned in a
storm at sea. There she attracted the attention of Vangerdahast, the Royal Magician of Cormyr, when
she singlehandedly wiped out an orc raiding party from the Thunder Peaks. The fact that this powerful
sorcerer was content to lead a life without fame impressed him. Her refusal to accept the knighthood he

arranged for her cemented his interest. In subtle ways, he began training her for work under the royal
banner of Cormyr, and when Vangerdahast decided to retire, he named her as his successor. Humbly,
she accepted.
Political Leanings: Cormyr is still recovering from the Goblin Wars, during which they lost their king, a
great number of their mightiest warriors, officials, soldiers, War Wizards, and highest nobility. Today
Princess Alusair rules Cormyr as regent, ably assisted by the Dowager Queen Filfaeril and Caladnei. Many
nobles are on the swords edge of rebellion, others seek to claw their way back from exile, and Sembian
interests are trying to covertly take control of Cormyr or at least gain substantial influence. As much of a
threat as the drow might pose, Cormyr has its own problems and cannot lose more of its people to a
costly war.
Lantan
Delegate: Dressed in saffron robes with brass gears used as ornamentation, Lantar Bloenin (Clr 24) is
clearly a man of means. He is the best speechmaker in the Halls and is frequently able to reconcile
opposing views by the power of his words. His clerical training is undoubtedly responsible for this He is
more concerned with making things work as they should than with gaining anything for himself or his
country.
Political Leanings: The Ayroch of Lantan are protesting neutrality on the grounds that they are not a
warlike people. Their cities are places of beauty and ingenuity, not warlords fortresses. In truth they can
see the invasion taking place close by and are terrified that their island nation will be next. Bloenin is
furious at the Ayrochs decision, but feels it is his duty as the Lantar to represent his people.
Loudwater
Delegate: Despite Waterdeep having already sent a representative from the North, due to recent
events, the city of Loudwater has also sent a representative. This delegate is none other than Lady
Arigane Zakawe, the wizard who was the Player Characters ally in Book One. After the attempted drow
invasion, Arigane foresaw that the troubles with the drow were only beginning and volunteered to
represent her home, mainly to keep an eye on the other delegates. Assuming her relations with the
Player Characters were good, she is delighted to see them again and invites them to stay in her
residence while they are at Evermeet.
If Lady Arigane was killed in the course of The Drow War, Book One, then Harazos Thelbrimm is sent in
her place. Harazos is a taciturn man who has pledged his life to the service of Kalahar Twohands, the
regent of Loudwater.
Political Leanings: Arigane and Harazos are both willing to pledge full support to the Western
Heartlands, although the drow who invaded Loudwater were of a different faction from those now
occupying Baldurs Gate. Given its recent troubles and tiny size, there is very little that Loudwater can
actually do to help, but the gesture is important.
Mulhorrand
Delegate: The delegate for this country is Ata Huara (Exp 11), an immensely fat gentleman with an
aquiline nose. He wears robes of brilliant rainbow-colored silk and an amber necklace of authority worth
some 4,500 gp. He likes to embroider his speeches with rhetoric, even when he is saying something
simple.

Political Leanings: Pharaoh Horustep III sees the drow as nothing less than demons, incarnations of the
darkness that the god Horus-Re wishes to destroy. Their vile and unnatural act, denying the light of the
sun to the people of the Western Heartlands, is an unforgivable blasphemy in his eyes. He wants the
drow wiped out altogether, but his views are so totalitarian that he may be a problematic ally.
Sembia
Delegate: Miklos Selkirk is a skilled negotiator and diplomat, who is best known in his homeland as the
creator of the Silver Ravens, a band of skilled and loyal Sembians dedicated to improving Sembias image
abroad. Miklos is shrewd, patient, and familiar with intrigue and bizarre circumstances. Having spent
time in the Underdark, he understands the drow and their methods of negotiation, which is why the
Sembian Council has asked him to attend these proceedings.
Political Leanings: Sembia is a country of shrewd and experienced merchants who cherish the art of
negotiations in order to get ahead. To that end, they are waiting to see what comes of recent events and
to see how they might best take advantage of them.
Silver Marches
Delegate: Tammas Bradobast is still a dwarf, just about. He has a steel plate covering half of his head,
one eye, one arm, and no legs. Metal replacements clank in place of his missing limbs. Constant fighting
as in Bruenor Battelhammers army against Shimmergloom has made him into a steel-nerved warrior,
but when vengeful duergar captured and butchered him, his days in the field were over. While the
craftsmen of Lantan were able to build prosthetic limbs for him the are far inferior to his original arms
and legs, though they allow him to move about.
Political Leanings: The dwarves of the Silver Marches do not abandon their friends in a time of need.
They will not rest until every drow in the Western Heartlands is driven back under the ground; and even
then they had better keep running, because the dwarves will pursue them into the deepest crevasses of
the earth. To force the humans to fight in darkness was a cowardly trick. Dwarves who took their first
breath in darkness and fought their entire lives in darkness will not be daunted by it.
Sythillisian Empire
Delegates: The Sythillisian Empire representative is Warwolf Ral Hakk (Bar 15), a huge bewhiskered ogre
barbarian who insists on bringing a jar of metheglin (a traditional mead with herbs and spices) with him
into council meetings. He sneers at the other delegates, puts his feet on the table and acts with
contempt for the whole idea of the halls. As far as he is concerned, if his people wish to strike, they will
need no permission, nor will they give any warning. However, he is under instruction to convey a
message from Sythillis and Cyrvisnea, so he is slightly more subdued than usual when the Player
Characters encounter him.
Political Leanings: Sythillis and Cyrvisnea see the drow invasion as a golden opportunity to rub Faeruns
nose in the dirt after more than a decade of rivalry. They view the drow as courageous underdogs
fighting back against those who oppressed them in the past. Moral judgments are less important than
strength and power. The drow have captured a whole city overnight. That is a deed to be proud of. The
Sythillisian Empire offers the hand of brotherhood to the drow. Sythillis and Cyrvisnea would sooner
have such people as friends than enemies.
Tethyr

Delegate: Vander Stillhawk is a former adventuring companion of Queen Zaranda. Vander does not
speak, as he lost his tongue to orcish raiders when he was a boy, but rather communicates through an
interpreter using elven hand signals.
Political Leanings: Tethyr is a land that has been shaped by competing factions and political turmoil and
the fact that certain people in power have ties to foreign interest and hostile powers does not make the
jobs of the two monarchs, Queen Zaranda and King Haedrak III, any easier. Because of these competing
interests, Tethyr has decided to remain neutral, believing that this unpleasantness is between the drow
and the people of the Western Heartlands. Though Stillhawk hides his disappointment, he is nonetheless
disappointed by this decision.
Waterdeep
Delegate: Nain Keenwhistler is an ex-member of the Company of Crazed Venturers and in their service
died many times, each time being resurrected again. Notably, he fought Iyachtu Xvim, son of the deity
Bane. After retiring from the company, he used the wealth he had accumulated to construct Naingate, a
tower in the Sea Ward, where he resides. Nain is now a trader and diplomat advising the Lords of
Waterdeep on various issues.
Political Leanings: Waterdeeps position depends entirely on how the events of The Drow War, Book
One played out. If they ended with Piergeiron restored to his rightful place and a decisive victory against
the drow, then Waterdeep is determined to oppose the drow wherever they appear. If the Player
Characters failed in their efforts somehow, then Caldraza decides to be neutral. It has had enough
trouble already and wants to stay out of any further battles with the drow.
Brexel, Delegate for the Western Heartlands
Brexel (see p. 109) is bald, with sagging jowls and twinkling eyes. He dresses in soft black leather that
strangely has no shine to it at all and looks like black velvet from a distance. He seems perpetually
amused by what happens around him and never seems to take matters entirely seriously, even when he
discusses the deaths of thousands of people. Player Characters with good memories will remember that
Brexel was in Baldurs Gate very recently working as the Amazing Brexel, putting on a shado puppet
show.
Brexel is himself a shadowy puppet of the drow, a human disciple of the Dark who has chosen to side
with the enemy. He was only in Baldurs Gate to meet with his masters, help with the invasion and
receive his instructions for the next phase of the war. The drow have sent him to Evermeet as their
representative because the presence of actual drow on the island would almost certainly rile the Council
out of its detached neutrality.
Brexel is not so affable if the Player Characters try to confront him alone. He evades them if he can,
ducking into dark doorways and shadow jumping to safety. If they make a concerted attempt to attack,
he turns on them, snarling, and tries to kill them all.
Brexel commands the Shadow Troupe, his gang of assassins. They have taken up residence in the outer
city (see p. 101-105).

Playing Politics

Amn: Amn is opting out of the war because it believes the conflict can be contained. To bring the
country into an alliance, the Player Characters must demonstrate that Amn is involved whether it wants
to be or not. The best way to do this is by proving that Calimshan and the Sythillisian Empire have made
a deal with the drow in order to gain support for an invasion of Amn and Tethyr. The Player Characters
can do this by spying on Vizier Ambauree or raiding Brexels den. If they can show that Amn is the next
target after the Western Heartlands, Amn is willing to abandon its neutrality and sides with the allies,
but only if the PCs agree not to ally with Tethyr. If the PCs cannot agree to such an arrangement,
Rhinnom turns to Brexel and attempts to convince the drow to betray Calimshan in favor of an alliance
with Amn and the Shadow Thieves Guild. Amn can supply up to 20,000 troops without leaving itself
exposed.
Cormyr: Cormyr has more to do than resources to do it with. One of the biggest threats comes from the
Zhentarim who now control the Moonsea area and are hoping to enter Cormyr through the Stonelands.
Queen Alusair has always been favorably inclined toward fellow adventurers and has maintained the
standing offer of her father to grant the title of Baron of the Stonelands to any claimant willing to build a
castle, dwell there, and police the area. Player Characters might be able to take advantage of this offer
to clear the area of monsters, bandits, and Zhentarim agents. In exchange, Cormyr would be willing to
grant 3,000 soldiers to one of the Player Characters to command. These soldiers count for four times
their number when calculating how many troops the Player Characters have available because of their
recent experience fighting in the Goblin Wars.
Evermeet: To bring the elves onto their side, the Player Characters must shame the Elven Court and
expose its hypocrisy. The elves can supply 40,000 warrior and the ships to transport them. These ships
will take some time to reach the Sword Coast, however.
Lantan: The gnome island wants one thing above all else: protection. If it joins an allied force, then it is
exposing its beautiful cities, temples, and fantastic creations to the chaos of war. The Player Characters
must swear to come to Lantans defense when the gnomes call. If the Player Characters do not attempt
to enlist Lantans help, the gnomes side with the drow, purely in order to preserve their beloved island
intact. They believe that it would be better to live under foreign rule than have their cities torn down
and their works destroyed. Lantan has only a tiny standing army, but it has plenty of ships; assume that
for game purposes, there are enough to transport a force of any size. The gnomes also have
smokepowder, which can provide allies with a +2 bonus to all offensive battle checks.
Sembia: The Sembians are merchants first and foremost and they are not willing to sacrifice manpower
and resources to a costly war if they see now economic benefit. As such, the Player Characters must
offer them tribute if they intend to open negotiations. Without a gift of at least 500,000 gold pieces in
coin or items, Miklos Selkirk feels that the Sembian Council cannot be convinced to go to war. On the
other hand, the Sembians may be willing to participate in an attack in exchange for a duty-free enclave
established in Baldurs Gate and Daggerford once those cities are reconquered. Naturally, the Player
Characters cannot speak for the people of the Western Heartlands, but if they can convince the coalition
forces to support Sembias claim, there is little that the people of the Western Heartlands can do about
it.
Miklos has many connections throughout the Sea of Fallen Stars. Though he wont be able to mount
them quickly, he can supply 40,000 troops, along with ships to transport them, so the Player Characters
may consider the Sembians invaluable allies. The demand of a duty free enclave is, however, a blatant
power grab and will cause problems for the Player Characters if they accede to it. Nations such as Amn

and Cormyr, who are in direct competition with Sembia economically, may not be willing to stay in an
alliance with such a power-hungry nation.
Tethyr: Although Vander Stillhawk does not agree with his countrys neutral stance, he is unwilling to
disobey the will of the Council. If the Player Characters can expose the alliance between Brexel,
Calimshan, and the Sythillisian Empire, Tethyr is willing to supply 10,000 troops with ships to transport
them. In exchange, the Player Characters must negotiate for the protection of the Lords Alliance against
Amn, Calimshan, and the Sythillisian Empire should any of these three powers invade Tethyr. Although
the Player Characters cannot speak for the Lords Alliance, they can certainly negotiate with the
ambassadors from Loudwater and The Savage Frontier to support Tethyrs petition.
Country
Amn

Replacing
Shumil

Calimshan

Kandang

Cormyr

Murduk
Ram
Vella

Lantan
Mulhorrand
Sembia
Silver
Marches
Sythillisian
Empire
Tethyr
The Savage
Frontier
Waterdeep

Delegate
Rhinnom
Dannihyr
Vizier
Ambauree
Caladnei

Allies
None

Lantar
Bloenin
Ata Huara

Topaz
Dominions
Kahoor
Miklos Selkirk
Svarth
Tammas
Brandobast
Visk
Warwolf Ral
Hakk
Valjinn
Vander
Stillhawk
Chillhame Lady Arigane
Zakawe
Caldraza
Nain
Keenwhistler

Enemies
Calimshan,
Sythillisian Empire
Amn, Tethyr

Position
Neutral

None

Neutral

None

None

Neutral

None

None

Against the drow

None
Western
Heartlands
Calimshan

None
None

Neutral
Against the drow

Amn, Tethyr

For the drow

None

Neutral

None

Calimshan,
Sythillisian Empire
None

None

None

Depends on the
Player Characters

Sythillisian
Empire
None

For the drow

Against the drow

The Real History of Illefarn


All of the members of the Council of Evermeet know this information, as do the members of the
Conclave. They are not happy to discuss it, but the Conclave will at least explain it, if the Player
Characters press them.
After the sun-elf kingdom of Aryvandaar conquered the dark elf kingdom of Miyeritar, the elves of
Illefarn provided secret safe havens to the former Miyeritari citizens who were driven from their homes.
In a spirit of compassion, the elves of Illefarn allowed the drow to have a few settlements above ground,
in the area now known as the Western Heartlands, on the understanding that there would be no

aggression so long as the elves left them in peace. The drow had originally occupied the Underdark
areas of this region, so being allowed to stay was a great comfort.
The drow did not adapt well to their surface existence, but coped with it as best they could. Several
hundred years passed and the settlements began to prosper, isolated though they were. Many of the
elves still loathed the drow and there were many attacks on their settlements. The authorities of Illefarn
turned a blind eye and the drow endured their treatment with silent patience.
The drow communities were finally destroyed when the Aryvandaari discovered the communities and
threatened to invade Illefarn in order to wipe them out. Fearing such an invasion, the Illefarn not only
cancelled the drows right to live in their kingdom, but drove them back into Miyeritar. The drow fled
the country with what little possessions they could carry and when the drow had been driven out,
Aryvandaar unleashed fell magics upon the region of Miyeritar in an event now known as the Dark
Disaster.
Like a funeral shroud, a dense fog hung over the country of Miyeritar for months. When its cloying mists
and bloody rains finally dissipated, the once proud forest of Miyeritar had been reduced to a blasted,
poisonous wasteland. It was only Miyeritars surviving mages, who gave ther lives in a now lost ritual
designed to preserve Miyeritars legacy, that allowed the drow to survive. Betrayed by the elves of
Illefarn, the drow promised that one day a reckoning would come. Evidently, that day has arrived.

Вам также может понравиться