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ECHOES

EMPIRE
OF AN

Anauria Asram Hlondath

The Lost Realms of Cormanthor


Volume V
Compiled, edited & in parts written by
Paul Snowblood Simpson
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Contents
Map of the Western Kingdoms
History of the Scimitar Crescent Lands
Anauria Realm of Glittering Swords
Asram Kingdom of the Golden Serpents
Hlondath Home of the Horse Lords
Independent Cities
Geographical Features of the Crescent Lands
Rituals of a fading Empire
Artefacts of the West
Sources Used

page 3
page 4
page 22
page 30
page 37
page 43
page 48
page 53
page 61
page 63

Kingdoms of the Scimitar Crescent Lands


3

History of the Scimitar Crescent Lands


Mystryl sacrificed herself to save the weave before the damage became irreparable. This
broke Karsuss link to her magic and obstructed the weave, causing all magic to briefly cease
functioning. Without the infusion of magic, the floating cities of Netheril fell, and Karsus was
instantly slain. His bloated body petrified and toppled from the high plateau above his
floating city and plummeted to earth. As his body fell, his stony eyes, still shimmering with
the last glint of godly omniscience, caught a glimpse of the cities of Netheril smashing to the
ground, killing all their inhabitants. His heart brokegreed for the power of the deities
themselves caused the destruction of his home, his family, his friends, and his people.
When Mystryl reincarnated herselfthis time as Mystrashe used the form of a beautiful
peasant girl learning the basics of cantra magic but with the capacities for archwizardry.
Her first priority was to recreate the weave of magic. This time, she made magic follow a few
more rules, and no spell above 10th level would function. By the time she was completed, she
was able to save only three of Netherils floating cities; the rest were utterly destroyed. These
threeAnauria, Asram, and Hlondathwere high enough above the ground to survive. The
cities safely landed, and the survivors stumbled away from the cities in shock. Priests and
priestesses of the new goddess of magic were told the story of Karsus in dreams and visions
when they prayed for spells. It was Mystras attempt to make sure that nothing like this ever
happened again. Yet Karsus was accredited as being the only human to have ever achieved
godhood through spellcasting, even if was only for a fleeting moment. Within a few short
months, the inhabitants of the surviving three cities left, fearful of the phaerimm, the gods,
and the orcs. About one-third migrated northward, with the rest travelling south to create the
shadowsor survivor states for the optimistic- of Netheril; Anauria, Asram, and
Hlondath.

The End of the End


In what was known as The End of the End, all that remained of Netheril was destroyed over
300 years. It began in the year 3826 when Asram was hit by the worst plague in the history of
Toril, decimating the whole population in one month. Even those who escaped the scourged
area died.
It was believed Kiputytto (a god trying to take over Talonas portfolio) attempted to upset
Talonas influence on Toril at about this time and was killed in the process. Talona plagued
the illfated Asram in order to get the prayers of salvation from the citys inhabitants who
hoped to appease the god and lessen the effects of the disease. With this sudden increase in
patrons, Talona gained the power required to kill the deity Kiputytto and absorbed its
powers. In 3970, Anauria fell. It succumbed to the weight of an orc attack. When it fell,
however, it delivered a blow to the marauding beasts that required a whole millennia to
recover from. The Crown Against Scepter Wars began in 4058 and finally ended in 4167. The
wars between Cormanthyr and Hlondath were not long-lasting by any means, and few deaths
were incurred by either side. Mostly, it was a show of force and magical might, and Myth
Drannor won most of them. Its no wonder that Myth Drannor prevailed in most of the
conflicts, for Hlondath was soon to fall. Its last dying breath went unheard in the year 4188
as the desert of Anauroch consumed its fields, starving its people and sending them scurrying
into the heart of Faern.- Netheril: Empire of Magic Slade & Jim Butler

-461 DR
The phaerimm begin to cast the magic
drain spells that create Anauroch by
draining all the life out of their areas of
effect.

408 DR
Karsus discovers heavy magic. In the
process of experimenting with it, he slays
Wulgreth of Netheril, a renegade arcanist,
and transforms him into a lich.

393 DR
An unknown wizard, believed to be a
renegade arcanist of Netheril or from
another plane, unites the goblinkin of the
Windy Plains (present-day southern
Anauroch) by force. He styles himself
Great Hlundadim and names the realm
Hlundadim after himself.

339 DR
Ioulaum of Netheril abandons his floating
city for his lair in the depths of the
Northdark while civil unrest peaks in Low
Netheril.
Fall of Netheril: Nearly all of the
Netherese enclaves fall to the earth and
are destroyed due to disruptions in the
Weave brought about by the casting of
the spell Karsuss avatar and the
subsequent death of the goddess Mystryl.
The body of the momentary god Karsus
falls to earth in the eastern region of the
High Forest.
Establishment of the Netherese survivor
states of Anauria, Asram, and Hlondath as
well as the underground city of Philock in
the middle Underdark beneath the Wood
of Sharp Teeth.

The archwizard Raumark leads a flight of


Netherese skyships far to the south to
settle the Halruaan basin.
The High Arcanist Marafraeas Thardresk
of the fallen city of Anauria leads his
people south out of the ruins, enetntually
settling within the lands surrounding the
small village of Ammazandar. Without the
benefits of a mythallar, the people learn
to make do. Lord Marafraeas is crowned
the first king of the new realm of Anauria.
One of his first acts is to order every
citizen to be tested for their potential for
magic use.
The city of Asram is lowered by the hand
of Mystra into the Ulshaar Hiils. The citys
Arcanist ruler, Lord Baerubal Olor leads
the survivors south to his familys holdings
on the banks of the River Ffarris. The
sprawling estate of Phelajarama, quickly
becomes a fortified town as arcanists raise
walls and towers to protect their new
homes. The fallen citadel of Asram is
stripped of all useful items and the
decadent free-wheeling and pleasure
seeking life of old Asram quickly begins
again.
Knight Marshal Holondaar Chandramornm
leads the surviving citizens of fallen
Hlondath Citadel, even as it is being
overrun by an elf driven horde of orcs
fleeing from Rystallaar. The citys few
surviving arcanists and a select band of
knights stand fast delaying the attacking
orcs long enough for the majority of the
citys people to flee to safety across the
swollen Athalass River. Needless to say all
the arcanists and all but three knights are
slain destroying the remnants of an orc
horde 10000 strong.
Outraged at this sudden turn of fortune,
the bigoted Lord Holondaar spends the
next few months building a new wooden
5

motte & bailey castle settlement high


upon the southern hills overlooking the
Athalass Valley. He orders his men-atarms to capture any elves they find and
bring them to the new settlement of
Mhaelos (named after his dead son) for
questioning and public execution. Soon
after the surviving priests and councillors
crown Lord Holondaar the first King and
Horse Lord of Mhaelos.

-335 DR
Under orders from King Marafraeas, every
citizen capable of wielding magic is set to
work strengthening the defences of their
new realm. Those with magical potential
are tested and taught to utilise their
talents for the betterment of all.
An
expedition to the ruins of the fallen citadel
of Anauril sees it re-established as a
second city with much of the stonework
coming from the ruins of the old enclave.
Stripped of most of its usable magic
(which is sent south to Ammazandar). The
city becomes a military and mining hub in
the years that follow.
In Asram, an emergency meeting of the
council of Arcanists concludes with a
violent disagreement between those of
the old guard, the traditionalists who feel
that magic should be restricted to the
ruling elite, and the majority of
apprentices who feel that it was this
approach that led to Netherils fall in the
first place. The end result is a split that
sees the establishment of the new
settlement of Olorin, a place where magic
is for all.

the slow abandonment of Ascore. The


elves of Eaerlann allow other Netherese
refugees to settle in Ascalhorn.
Communications and portals are quickly
established between the cities of
Amazandar, Anauril and Ascalhorn.
Lucrative trade between the humans,
Dwarves and Elves soon follows.

331 DR
The elf armies of the Coronals Tannivh of
Cormanthyr and Connak of Rystall Wood
finally break the greater defenses of the
Twisted Tower and destroy all remaining
drow slavers within the tower. The tower
is left in the hands of good dark elf allies,
and it is a great temple to Eilistraee within
a century.

-330 DR
At the request of his military leaders and
every hungry merchants Horselord
Holondaar orders his soldiers, and
lumberjacks to beging cutting the eastern
forests to provide timber for the ever
growing town and to extend the cleared
lands around Mhaelos for farming and
horse breeding.
This move instigates the first Greenleaf
War pitting the soldiers of Mhaelos
against the Green Elf archers of Rystallaar.
At first human losses are grievous but
with weight of numbers on their side and
access to powerful artefacts from fallen
Hlondath Citadel, the soldiers of Mhaelos
evetntually forces the elves to abandon
much of their eastern holdings in the
lands around Mhaelos Castle.

333 DR

-329 DR

Ascalhorn and Citadel Sundbarr accept


human refugees from Netheril. As the
Narrow Sea dries up, the dwarves begin

Asraman spellblades encounter drow


refugees fleeing a strange subterranean
plague that forces them to the surface.
6

Running battles ensue for months in the


western foothills of the Teshan Mountains
as the dark elves seek safety in the upper
caverns and mines.
A garrison is
established at the fishing village of Miirsar
which quickly expands to become a major
holiday destination for those rich enough
seeking to escape the summer heat.

-312 DR
Anaurillian miners looking for iron and
silver at the head waters of the River
Safarill are massacred by raiding Drow
from Maerymdra.
In response King
Marafraeas orders his forces into the
mines to try to root out this growing
threat to the realms security.

-310 DR
Lord Baerubal Olor sends a delegation
south and west across the mountains to
Oghrann to begin negotiations about
future trade in minerals, metals and ales
in exchange for magic items and services.
The delegation is a resounding success
and the dwarves establish an embassy and
mining colony within the city of Oloril,
quickly establishing the citys reputation
as a place where high quality and durable
magical items are readily available.

-309 DR
Horselord Holondaar orders the building
of substantial stone fortificationsn to
replace
the
repeatedly
attacked
fortifications of the logging and mining
camp of Rulvadar. This sprawling citadel
with its 100 high curtain wall and many
imposing watchtowers and barbicans is
completed in under three years and soon
becomes the economic heart of the realm.

-308 DR

Drow assassins manage to sneak into the


palace gardens in Amazandar and slay the
king and the entire royal family using vile
enchantments to steal souls leaving theior
lifeless husks behind. Unused to the
ruthless tenacity of humans the drow
quickly killers quickly find themselves the
hunted as arcanists from Anauria and
Asram combine using powerful magic to
ensure that the mines are cleared of the
influence of the dark elves once and for
all.
Meanwhile in the Underdark
settlements outside of Maerymdra a
deadly and virulent plague wipes out
hundreds of drow and their many
thousands of slaves. The child prodigy,
(the bastard get of the old king),
Thausimbel Thardresk is given the crown
after an extensive search reveals this
street urchin to be the sole remaining heir
to the throne.

-300 DR
King Thausimbel assumes his majority
taking up his full responsibilities as ruler of
Anauria. His first act is to announce his
engagement to the Princess Aphalia of
Ascalhorn.

-299 DR
Lord Arcanist Baerubal Olor is killed whilst
hunting giant owlbears in the Fangwoods
of northern Asram. His body is not
recovered and the owlbear responsible is
soon hunted down, its head mounted on
the wall of the council chamber in the
Crystal Palace within the capital.
Baerbuls, eldest daughter, the Sorceress,
Lady Jansreene Olor -The Queen of Stars
is crowned as the first Queen of Asram.
Her Coronation, attended by hundreds of
local nobles and merchants is celebrated
with 100 days of festivals and games.

-292 DR
Canny Queen Jansreene marries the
feckless and irritating fourth son of King
Thausimbel,
Prince
Assraff,
thus
guaranteeing Anaurian support and
strengthening her own position against
plotting nobles through military backing
from Amazandar.

-288 DR
The aging First Horselord Holondaar is
killed leading his northern army in attacks
against the horse stealing nomads of the
Ride and northern steppes. The raids
continue on and off for months with no
clear progress being made. The nomads
only retreat with the coming of the first
snows and orc hordes of the coming
winter. With the return of the northern
legions, the fiery Princess Gerain
Chandramorn is crowned the First
Horsemistress of the realm. She renames
the realm Hlondath in honour of the fallen
citadel and her father.

-276 DR
A horde of orcs lead by the Orog Shaman
Baerborzz the One Eyed, pours out of the
desert fringe quickly over running
Asramian settlements to the north of
Anauril. Quickly finding itself besieged the
city holds out long enough for the
combined forces of the wands and blades
of both Amazandar and Orolin to destroy
the orcs at the feet of Anaurils mighty
walls. This war marks the first formal
alliance between the two sister realms.
Meanwhile Queen Jansreene leads her
armies south across Anaurils border to
burn out the raiding goblinoids who are
using the Hills of Assura with their many
limestone caves as hiding places from

which to pillage and raid along the shared


border.

-273 DR
Horsemistress Gerain dies violently under
the clasws of a mighty Red Dragon as she
hunts the northern marches of her realm.
The wyrm turns south to raid noble kraals
and ranches where it is eventually driven
off, grieviously wounded by the Prince
Royal, Havloch Chandramorn who
assumes the title of Second Horselord of
Hlondath.

-262 DR
Second Horselord Havlochs reign is cut
short when he and most of his army arwe
slain by Rystallan elves as he attempts to
find and attack the northern city of
Yrlaancel. The armies heads are sent back
via magic in a neat pyramid standing
outside the gates of Mhaelos. Taking
heed
the,
princess
Bianfranca
Chandramorn, the second Horsemistress
of the Hlondathan Marches, orders a halt
to further eastward expansion and limits
her realms logging operations to the
largely abandoned western reaches of the
Rystal Woods.

-250 DR
Asraman residents of Miirsar disaffected
at the continuously rising taxes levied
upon them by both the Royal Court and
the local nobles, and continuous
interference in their mercantile activities,
migrate east across the lake establishing
an independent town where taxes are low
and rule by magic barred from the start.
Thus Port Miir comes into being.

-243 DR
-225 DR
The first Goblin War begins when
organised bands from Araugul begin
raiding villages and farms in the hills and
forests south of Amazandar. Soon the
goblins are exterminated from the hills,
but the resident nobles who keep their
summer villas in the hills surrounding the
capital insist that a permanent garrison be
stationed nearby. This leads to the
building of Tower Hlithal as the major
military citadel to protect the southern
realm from the goblin scourge.
Queen Jansreenes husband, Earl Assraff
leads several companies of mercenaries
south to offer his support to the King of
Anauria, his father. The Prince is killed in a
minor skirmish with cattle raiders from
the western border lands.

-226 DR
The aging Queen Jansreene dies suddenly
from a strange affliction similar to the
Elven disease Blacklung. The disease
sweeps through much of southern Asram
leaving many thousands dead, but it does
not spread further as fires born of drought
sweep the empty plague ridden farms and
villages from the map and plagued houses
within the capital are burned usually with
their diseased residents inside. The
teenage granddaughter of the dead
queen, Princess Faarlla Olor is crowned
the next ruler of Asram, even as she
finished her schooling within the magical
academies of Orolin.
Second Horsemistress Bianfranca seals
her realms southern border against
intrusion by plague ridden refugees from
Asram. The independent trade town of
Oum becomes the only access point for
Asraman merchants wanting to sell their
goods to buyers in the north.

With the completion of Tower Hlitham


and its eastern sister, Tower Ramanath,
the combined armies or Anauria and
Asram venture south into the Goblin
Marches raiding and pillaging as they go.
By the time they are finished at least
50000 goblin and giant kin have been
slaughtered by the human and elven
army.

-219 DR
Despite her best efforts to keep her lands
free from plague, eventually during an
unusually hot and humid summer, the
mosquitoe born Blacklung of Asram,
sweeps its way north, wiping out entire
towns and farming communities. A full
50% of Hlondaths population, outside of
Ruvaldars walls dies during the epidemic
including almost every living soul on the
capital. The few survivors are only saves
when fire sweeps through the north lands
consuming the dry parched grasslands and
much of the wooden city of Mhaelos. The
absent Princess, Fellistra Chandramorn,
on a state visit to distant Rasilith, is
crowned the Third Horsemistress in
absentia. The Horsearch, Lord Gormndath
Nezarr, ruler of Ruvaldar declares himself
ruler, thus beginning a slow and dirty war
of succession that rages across the
northern Crescent and steppes for a
decade.

-219 DR to -210 DR
A violent civil war rages across the plague
ravaged lands of northern Hlondath, in
this decade only in the south within rural
Tarkhaldale and the fertile lands around
the bustling trade town of Oum does any
real vestige of Hlondathan civilisation
9

survivie outside of Ruvaldars nigh


impregnable walls. In this time Hlondath
undergoes five changes of rulership
before the southern arcanist, Qalyrr
Winterstar of Oloril, finally slay the demon
loving pretender, Gaznyth Nezarr, high
upon the walls of ruined Mhaelos mighty
citadel.

redistribution of wealth. Seizing the


estates of the old queens followers he
redistributes the lands amongst common
farmers who are charged with feeding the
people and all the magical support they
need is provided.

-210 DR

Orc hordes engulf Rystall Wood


throughout the year, the worst hordes
arriving in winter. Pouring out of the
forests wave after wave of Hlundadim
goblinoids
attack
many
outlying
settlements of neighbouring Hlondath.
Reluctant to accept their former enemies
as refugees, the armies of Hlondath drive
the thousands of elven refuges south and
east into the Teshar Mountains and
neighbouring Asram. Hlondaths northern
army with help from arcanists from Asram
and Anauria manage to destroy much of
the horde before it can ravage the
southern lands. With the absence of elves
in most of Rystallaar, logging operations
begin in earnest through previously
untouched virgin forest. Clear felling is
kept to the regrowth forests at the
western edges of the woods.

A mini ice age strikes the Crescent Lands


as the fifth snow filled winter in a row
leaves many young and old clambering for
relief via the magic of Orolin. Thousands
die of cold and starvation as crops fail for
the third year in a row. Queen Faarlla
ignores the pleas of her people, content
instead to live a life of decadent and
debauched luxury far removed the harsh
realities of daily life. Life of the court
within the Crystal Palace, in Phelajarmaar,
left many nobles seething and agitating
for change.
In southern Hlondath, the Archmage, Lady
Qalyrr Winterstar is crowned the first High
Queen of the realm of Mhaelos. A land
incorporating all the fiefs, and kraals
south of the old capital and nominally the
lands of Tarkhaldale and Oum. The war
ravaged lands around Ruvaldar remain
fallow and untouched for a generation
becoming a home for wolves and hungry
bands of bandits and goblins boths.

-208 DR
A palace revolt by nobles visiting from the
provinces and lead by the queens
youngest brother, the warrior Prince,
Merfluor Olor sees the queen arrested
and her court of wastrel sycophants all
executed for treason against the people
and the realm. Seizing the crown and
sceptre of the old ruler, King Merfluor
immediately
begins
a
radical

205 DR

King Mefluor gladly welcomes his


northern elven neighbours, inviting them
to settle in the densely forested hills in
the east of the country. Whilst many
elves settle down within the shadow of
the Teshan Mountains, thousands more
continue south to join their cousins in
Anauria and beyond.

-183 DR
Great dust storms sweep down out of the
desert covering the entire Scimitar
Crescent in silt and sand for weeks at a
time. King Thausimbel and a group of
weather magi manage to turn the storms
south-west thus sparing Anauria and
10

Asram the worst of the storm damage,


avoiding a famine that grips the lands of
the goblins and distant Rasilith.
King
Mefluors forward thinking sees Asraman
farmers supplying more surplus food to
the three realms for the first time.

-161 DR
Lord Mefluor and the Arcanist Royal,
Arten Stonda, are killed when a flock of
demonic bird like creatures appear within
the royal apartments and killed all within
with their poisonous fangs and claws.
Investigations fail to reveal the source of
the demons but suspicions fall upon a
group of disaffected noble families whom
the king had stripped of their lands
decades before.
In his place the
assembled nobles see the feckless and
pleasure seeking Prince Hannafshar Olor
crowned as king.

-156 DR
With the death of the last elven partisans
in the western Rystal Wood, Queen Qalyrr
orders several watch towers and frontier
fortresses built within the eaves of the
newly conquered western forests. A
dispute over taxes and tariffs erupts in
Oum as companies of mercenaries in the
employ of competing mercantile houses
begin raiding the villas and trading houses
of their rivals. After months of bloody
internal strife that sees trade between
Hlondath and Asram grind to a virtual
halt, Queen Qalyrr personally leads her
armies south to occupy the town to bring
order out of chaos.

149 DR
Shield dwarf prospectors discover rich
veins of adamantine and iron in the
Teshan
Mountains
(present-day

Desertsmouth Mountains) and send word


back to their kin in the Storm Horns to join
them.
-148 DR
After 8 years of occupation, the people of
Oum rise up in revolt against the army of
Hlondath, with support from troops based
in Ulshantir, the local Hlondathan garrison
is quickly subdued and put to the sword.
In response High Queen Qalyrr gathers
her entire army and leads it south to
confront the Asraman forces.
Provoked into action the spellblades and
knights of Olorin and Phelajarama clash
with the Hlondathan invaders in a battle
that begins in the dusty salt bush plains
south of Oum and wends its way west into
the Hills of Ulshaan where the Asramans
local knowledge allows them to box in,
pick off and eventually wipe out the much
larger Hlondathan army.
Included
amongst the thousands of dead is High
Queen Qalyrr, her replacement, Princess
Allyssra Winterstar sues for peace as orc
begin prowling along Hlondaths northern
borders.

145 DR
Roryn, blood of Thordbard, of the Iron
House of fallen Oghrann founds the dwarf
realm of Tethyamar in the present-day
Desertsmouth Mountains. It is not long
before they begin trading with the
humans of the kingdoms to the south and
west. Eager for a regular supply of
armour and weapons for their growing
army, and eager for another ally in their
continuous war with the goblinoids of
Hlundadim, the Horse Masters of
Hlondath establish a mutual assistance
and trade treaty with the dwarves.
11

-137 DR

-100 DR

The less than notable King Hannafshar


chokes to death on a chicken bone at a
royal feast that has lasted 5 days and seen
the deaths of at least 7 slaves and many
exotic beasts within the Kings personal
games arena. Mourned by none the new
King, the sadistic and capricious, Jerraz
Olor has his cousin burned along with all
of his decadent friends in a grand purging
of the palace sycophants and hangers on.
Lord Jerraz immediately orders a purge of
all those soldiers and notables loyal to the
former regime. In the end nearly 5000
people are led out into the desert and
executed for crimes against the crown.

King Thausimbel and his entourage visit


the Mines of Tethyamar to negotiate a
formal commercial and military alliance
between the two realms. The dwarves are
only too happy to supply adamantine for
the armour of the knights of Anauria
having
already
established
trade
agreements with Hlondath and Asram.

-128 DR
A horde of goblinoids pours out of
Hlundadim citadels deep within the
Scimitar Mountains threatening the
northern city of Ulshantir, it is only the
highly organised armies of Asram,
supported by the realms powerful yet
chaotic battle magi that manages to stem
the tide. King Jerraz reorganises his
western defences ordering the erection of
over 30 border watch towers and citadels
all linked via a sophisticated signal and
portal network.

-126 DR
High Queen Allyssra dies suddenly of a
mysterious illness that leaves her body
wracked with pain before she finally
succumbs.
Suspecting
assassins,
Hlondathan shamans at the High Queens
Court, blame the ladies secret lover, the
Moon Elf Ranger, Elgaerth Starbrow. The
luckless prince Consort is burned at the
stake by his power hungry son, the Crown
Prince, Debronn Winterstar who quickly
assumes the throne in New Mhaelos.

-95 DR
The royal palace of Mhaelos is over run by
rebelling knights lead by the Horse
Master, Lord Zidreil Cormass after the
king threatened to arrest him for refusing
to attack a colony of peace loving elves in
the mountains south of Tethyamar. The
usurper from Tarkhaldan quickly begins a
purge of royals and their supporters,
forcing many to seek sanctuary in the
lands to the south and east.

-90 DR
High King Zidreil is killed in turn after
being directly challenged to a dual by his
fiercest rival, his twin brother, the ruthless
High Priest of Jergal, Ezkiel Cormass. With
his brothers messy demise ( he was torn
asunder and his quarterd body sent to
major cross roads across the realm), High
King Ezkeil immediately outlaws the
worship of any god but his own. The
resultant inquisition sees hundreds of
priests and lay worshippers of many other
deities burned at the stake or worse
simply for being members of a different
faith.

- 88 DR
The decadent arcanists of Asram discover
a realm of cloud and storm giants and
their draconic allies in the skies above
12

Hlundadim. After having their pleas for a


place amongst the clouds away from the
encroaching desert ignored, ordered by
the ruthless King Jerraz, the great and
powerful wizards of Asram (and by
military alliance Anauria), set about
attempting to conquer the Cloudlands, for
they know that such a kingdom would be
a safe haven from the encroaching desert
that is soon to destroy their earthbound
realms.
In the war that ensues, the Cloudlands are
destroyed. The fortresses and cities so
carefully crafted by giant artisans fall to
the earth. Most of the enchanted places
in the clouds that once supported solid
surfaces are gone. The great spells that
were unleashed in this earth/sky war
linger on in the form of powerful storms
that frequently lacerate the area.
An orc horde pours south out of the
Dragonspine Mountains, laying waste to
many smaller settlements before invading
and taking the city of Tethyamar. Unable
to call on aid from their southern allies,
the dwarves retreat to either the Crystal
Caves or to the fortified Hlondathan city
of Rulvadar.

87 DR
Tarkhaldale, an early northern dale allied
with Asram and Hlondath, falls to the
goblinkin of Hlundadim. Hlondathan Black
Lions (knights) and Asraman Spellblades
manage to trap the ravaging horde within
the foothills of Tarkhaldan. The golblinoids
retreat to their northern stronghold deep
inside the Teshan Mountains, the
Hlundadim citadel of Iron-Throne
Mountain is besieged.

-85 DR
The Opaline Palace is levelled by a flight of
silver dragons and a small army of storm
and cloud giants who ancient spells and
artefacts of ancient power not seen since
the days of the ancient giant wars. The
king and his spellblades are slain along
with thousands of ordinary citizens as the
last archmagi of the Cloudlands exact
their revenge for the destruction of their
homes and the deaths of most of their
people. In the resultant chaos, the capital
is abandoned for a time and allowed to
burn. The general of the Crimson Legions,
Lord Gadrath Ulshaer, executes the last of
the royal line within Asram and sets
himself up as suzerain of the realm.

-82 DR
After nearly 5 years of siege warfare IronThrone Mountains is finally conquered as
its great steel gates are thrown down and
the surviving goblinoids either massacred
or fleeing deep into the underdark. The
dwarves of Tethyamar and the Black Lions
of Hlondath leave a garrison to ensure
that the mountain stays out of Hlundadin
claws. A great watch tower is built at the
entrance to the citadel, its signal fires
visible from Ulshantir and Mhaelos.
Tarkhaldale becomes grazing land for the
Asraman and Hlondathan horse herders
and a citadel is built in the Tarkhaldan to
watch over the trade rout east to
Cormanthor and the western Moon Sea
lands.

75 DR
Teshar is founded in the cleared lands
between Rystall Wood and Cormanthor by
settlers from the Crescent Lands and
survivors from flooded Jhaamdath. Trade
is soon established between the Western
Kingdoms and the fledgling realm. The
13

Dwarves of Tethyamar quickly establish a


trading post on the Teshuth River which
becomes a focal point for the newly
established realm.

surviving
worshippers
literally
go
underground but most are purged from
Hlondathan society as peace and
prosperity slowly returns to the realm.

The wizard Baerauble Etharr, survivor of


lost Netheril, is saved from death at the
hands of barbarian tormentors by the elf
Alea Dahast. Baerauble comes to live with
the elves of Cormanthyr.

33 DR

-70 DR
After many years of wrangling and military
brinkmanship, King Gadrath leads his
armies and battle magi north to occupy
the border city of Oum and put an end to
the raids by Hlondathan regulars posing as
bandits. The city is easily captured by in a
running battle with Hlondathan Borderers,
deep in the twisted badlands of the
Fangwoods, Suzerain Gadrath is slain by a
great green wyrm ridden by the ruler of
Hlondath, High King Ezkiel Cormass.
Without Gadraths leadership the surviving
Asraman forces retreat south to
Tarkhaldan to consolidate their position;
leaving a garrison force within Oum and
the southern edge of the Fangwoods. The
High Priest of Talona, Prince Veldannath
Ulshaer assumes the throne establishing
his court within rebuilt capital,
Phelajarama the City of the Golden
Serpents.

-69 DR
After decades of bloody and tyrannous
rule by the corrupt and psychopathic
Priest-King of Jergal, Ezkiel, the Selunite
Paladin, Vazzra Cormass leading an army
bought at great cost from Anauril, Rasilith
and Teshar overthrows his murderous
uncle and claims Hlondaths throne as his
own. The Jergallan clergy are all put to
the sword, and the temples pulled down
and burned stone by stone. Jergals

The Netherese state of Asram falls victim


to a plague sent by Talona through the
dark machinations of her High Priest, King
Veldannath. In the spring months that
lead up to what many call a repeat of the
Dark Disaster, cattle are found dead in the
fields and crops withered and dead,
sometimes overnight. During the first
week of Eleasius, however, thanks to the
prayers of Talonas fathful the plague
strikes the entire nation. Few survive.
Asraman citizens outside of the realm at
the time of the great plague refuse to
return and most find new homes in
Anauria or in more distant realms such as
Halruua or Ascalhorn. As a true show of
his devotion, the Lord of Poisons, King
Veldannath sacrifices himself and his
thousands of followers in a huge
conflagration that consumes much of
Ulshantir in a poisonous, flaming green
cloud. King Thausimbel issues an edict
banning all travel to the ruins of any
Asraman city or town upon pain of death
by disintegration and seals Anaurias
northern borders except for a narrow
caravan route from Anauril to Oum and
the largely untouched town of Miirsar.

-18 DR
High King, Vazzra The Pious, dies
peacefully in his sleep, the first monarch
to do so in more than 100 years. His
successor, the sorceress, Leantar Torsel, is
crowned the next High Queen in a
coronation ceremony that is held amongst
the ancient stone circles raised by the

14

Hlondathans ancestors, long before magic


had come to rule their world.

2 DR
Sparked by a falling meteor a disastrous
forest fire roars through the western
Rystal Wood killing Queen Leantar and
most of the nobles accompanying her on
their hunt for forest buffalo.
Her
daughter, the Huntress Royal, and only
noble survivor of the conflagration,
Flaressa Torsel is crowned the 16th ruler of
Hlondath.

10 DR
The Netheril region becomes known as
the Great Desert of Anauroch. Skirmishes
with the servitors of the hated Phaerimm
become more frequent as the formerly
green and rolling grasslands of Asram are
slowly consumed by the desert.
Phaerimm nests are detected within the
sprawling ruins of Phelajarama.

12 DR
High Queen Flaressa and much of her
army is destroyed whilst battling a nest of
Phaerimm and their slaves who have set
up within the southern reaches of the
Fangwood. The cone-worms and their
slaves are eventually driven from the
forest but at great cost to the realms few
arcanists. The late queens son, the
arcanist, Hlotath Torsel becomes the 17th
Lord of Hlondath.

23 DR
The town of Miirsar is all but abandoned
as Port Miir becomes the main focal point
for fishing and trade upon the shores of
Lake Miir. The ruling merchant and fisher
barons resist all invitations from King

Thausimbels envoys to join with Anauria.


Several half hearted attempts are made to
annex the rebellious city but each attempt
is met with ruinous trade embargoes as
Port Miir is the safest route through the
Teshan Mountains to the rich elven and
human lands beyond.

36 DR
High King Hlotath abdicates in favour of
his nephew, Errenfa Torsel, after taking up
holy orders in the service of Selune. He
travels widely gathering many ancient
tomes and artefacts sacred to his patron,
before one day disappearing without
trace during a full lunar eclipse.

48 DR
Blacklung once again sweeps through the
southern lands bringing misery and death
to many thousands including the luckless
High King Errenfa and his immediate court
and family. With the south ravaged by
disease and gangs of looters running
rampant throughout the heart lands, the
new High King, the Swordmage Hillorn
Torsel proclaims Rulvadar the new capital
of Hlondath.

51 DR
The realm of Anauria goes into mourning
when King Thausimbel, his wife, and
seven of their eight children are slain by a
roving flight of blue dragons that lays
waste to much of the capital. In an epic
battle lasting many days the surviving
arcanists of Amazandars many magic
schools manage to slay so many blue
dragons it is nearly 500 years before their
numbers recover sufficiently for them to
be a real threat again. The only surviving
15

child, the 4 year old child prodigy, Princess


Shaddara Thardresk becomes queen. The
realm is ruled by the arcanist regent, Lady
Marjaimor Stonecastle until the young
princess reaches her majority in 12 years
time.

communities of Hlondath and Anauria.


Faced with a war on three fronts, Queen
Shaddara leads her main force east to deal
with the orcs besieging Tower Ramanath
whilst her husband Prince Faralon heads
west to relive his besieged uncle at Tower
Hlitham.

66 DR
The legendary child-queen who is called
the Fair, and grows up to be a proud,
keen huntress who often hunts boars and
monsters in the royal hunting preserves
located within the Stonewoods and the
Hunters Hills. On her 18th birthday, the
wily warrior queen marries the son of Lord
Faralon of Ascalhorn in an effort to put an
end to house Nemrins designs on the
throne. (Lord Faralon is nephew to the
Duke Maluradek, Knight Marshal of the
West).

69 DR
The second Goblin War begins with a
horde of 25000 goblin-kin pouring across
the far Hills of Moanders Footstep and
into the arid border lands of western
Anauril. Led by the warrior Queen,
Shaddara, the armies of Anauril destroy
the horde and chase the survivors all the
way back to Araugul leaving the surface
citadel a flaming, smoke filled ruin. In
honour of her mighty victory Duke
Lorthon Maluradek renames, the Rot
Lords hills, the Hills of Shaddar, and erects
stone stele and other monuments
throughout the west commemorating the
victory over their troublesome southern
neighbour.

75 DR
Goblinoids from Mount Ironthrone, Mt
Storoway (in the southern Teshans) and
Araugul begin highly efficient and
organised raids upon the outlying

High King Hillorn leads his army east to


meet the gathering orc hordes of
Hlundadim. On the Plains of Astrilliar, at
the foot of Mount Ganathyss, the
Blacklions of Hlondath annihilate a force
of orcs 100 times their size.
Prince Faralon and most of his cavalry are
slain in a magical ambush 20 miles west of
the capital. Lord Hlundadin himself is said
to have defeated Prince Faralon and then
set his head upon a pike using it as a
battle standard as he leads his armies
march east to Amazandar.
Mean while in the east Queen Shaddaras
forces, after many weeks finally break the
siege of Ramanath. The surviving
goblinoids are harried all the way back to
their holes beneath the towering Mount
Storoway. The battle hardened combat
engineers and tunnel rats of Anaurias
army make short work of the surviving
goblinkin. As a monument to their victory
the Lord of the Eastern Marches renames,
Mount Storoway, Mount Shaddath in
honour of the Queen who once again
saved her people.

76 DR
In the early days of the new year a relief
army from Hlondath, lead by High King
Hillorn and the surviving forces from
Anauril, Hlitham and Ramanath
join
together to finally break the siege of
Amazandar. With the forces of Hlundadim
all but wiped out, peace settles over
Anauria and Hlondath as the surviving
16

people attempt to rebuild their ravaged


lives land.

spellblades of Anauria drive the


Hlondathans back along the Black Road all
the way to the border town of Oum.

77 DR
90 DR
High King Hillorn is killed in an accident
whilst competing in a tourney meant to
celebrate Hlondath & Anaurias victory
over their hated goblinoid foes. Shocked
and appalled at this turn of events, the
surviving royal party leaves immediately
for Rulvadar under the leadership of the
new High Queen, Hillorns arcanist wife
(and cousin), Lady Lumia Eqfaor.

83 DR
Anauria is plunged into mourning when
Queen Shaddara dies of a mysterious
ailment that ravages her body.
Investigations trace the contagion back to
a small broach given to the Queen by
envoys from Hlondath, who in turn had
bought the trinket from a tomb raider out
of Asram. After a state funeral attended
by nobles from all across the heartlands,
including the Coronal of Cormanthyr,
Queen Shaddaras eldest surviving son,
the
bloodthirsty
Prince
Olzogath
Thardresk is crowned King. He
immediately orders the arrest and
execution of the Hlondathan ambassador
and his entire retinue. Outraged by this
action, Queen Lumia of Hlondath executes
every Anaurian at her court and declares
war upon the southern land.

84 DR
Using little known portals Hlondathan
forces attack and raze Helvara and the
many towns and villages in the lands
around Lake Miir. Shocked into action,
King Olzagoth the Grim orders his legions
from Anauril east to wipe out the
northern upstarts. In a series of sweeping
counter attacks the war magi and

Enraged by the constant harassment of


villages and farms by raiders from the
goblin-infested Gathrael Forest, King
Olzagoth the Grim leads an army from
Hlitham into the woods to eradicate the
problem once and for all. After months of
frustrating guerrilla warfare, the king
commands his royal arcanists to raze the
forest to the ground thus denying the
goblins the cover it provides. The Burn is
created with magical fire, that lets no
trees grow again for many a year.

95 DR
King Olzagoth is slain in a mysterious
accident whilst hunting for stags in the
Shaddar Hills. His body is not found for
several days, and despite the best efforts
of Anaurils priests the king cannot be
raised. After burying his father in the Hills
of Anaur, the cunning and politically
astute Prince Orlath becomes the next
king of Anauria.

99 DR
In an effort to save money to pay for his
monumental beautification and building
programme for the capital, King Orlath
begins raising taxes and reducing the
garrisons by half in Towers Ramanath and
Hlitham. The defiant and protesting
Marcher Lords of both citadels are
arrested and replaced with more
compliant relatives.

17

101 DR

111 DR

Queen Lumia The Just dies peacefully in


her sleep having re-established Hlondath
as a pre-eminent realm of law and justice,
seen by many as a replacement for the
increasingly decadent and paranoid
Anuaria. The new High Queen, Lumias
grand-daughter, Teresia Eqfaor has little
time to rest as a hobgoblin army lead by a
nest of beholders pours south out of the
northern steppes, threatening to overrun
the entire realm.

Goblinkin of Hlundadim led by the orc


shaman Andegril the Wise, attack and
conquer Anauria. Zamandar quickly dies
and along with it Queen Catherine and
most of the royal court. With its southern
flanks left dangerously exposed thanks to
the years of neglect of the kingdoms
defences by King Orlath, Anauria is
destroyed by the orc horde, though it
ensures the mutual destruction of the
horde, and orc numbers are reduced for
centuries in this area.

102 DR
With an increase in goblin raids coming
from the woods to the north of Hlitham
now that its garrison has been reduced to
a token force, the avaricious King Orlath
declares the woodlands a royal hunting
preserve and places a bounty upon the
heads of any goblinkin killed there. Over
time the forest becomes known as the
Wood of Orlath, after the king who
chooses to hunt goblins there, not raze a
forest as his father had done.

108 DR
The capricious King Orlath is murdered in
his sleep by the daughter of Duke Nemrin
whom he had kidnapped several days
before and brought to his chambers for
the privilege of Prima Nocta, just before
her wedding.
The Dowager Queen Catherine, Orlaths
mother, returns from her self-imposed
exile in Anauril to a realm in turmoil and
quickly restores order despite Orlath not
having named a successor.

High Queen Teresia leads a reflief force


south down the Black Road using her
army to root out the remaining goblinoids
and their demonic overlords. Gathering
up every survivor her army can find, Lady
Teresia joins with other refugees led by
the son of Duke Nyntynel. The two groups
under escort by Hlondaths Blacklions flee
eastward to Helevar and thence to Port
Miir and onward to the relative safety of
Cormanthyr. Eventually the refugees are
resettled in Hlondath, Teshar, Halruua,
Delzoun or Ascalhorn.

118 DR
High Queen Teresia is badly wounded
whilst battling and successfully driving off
a flight of blue dragons from the skies
over Rulvadar. The badly crippled queen
abdicates in favour of her aged son, the
effete and weak willed arcanist, Prince
Tymmion Eqfaor who quickly falls under
the sway of his mentor and chief advisor,
the Arch-Mage Laummas Nezarr.

120 DR
The Mage Royal, Lord Laummas Nezarr,
subtly seizes power when he disintegrates
the High King and assumes his identity,
beginning a long and difficult charade.
18

Slowly at first nobles and servitors most


familiar with Prince Tymmion begin to
disappear.

129 DR
The High King Tymmion dies in a horrific
fire that claims him, his wife and their only
child, dieing without issue, the Mage
Royal, Lord Laummas Nezarr is officially
crowned High King of Hlondath.

133 DR
The Barony of the Steeping Falls is
founded at the site of present-day
Daggerford by Artor Morlin, the Baron of
Blood, an outlaw hailing from the lands of
the Shoon. Sponsored by Laummas of
Hlondath the Baron begins raiding elven
tombs and abandoned villas looking for
hidden artefacts and lost treasures. Soon
the baron and his Hlondathan supplied
magi come into conflict with the elves of
Cormanthor who guard their peoples
graves.

171 DR
The elves of Cormanthyr complete a twoyear-long siege to destroy the sole
surviving temple to Moander in northern
Arcorar at the site of present-day Ylash.
The wizards of Cormanthyr use High
Magic to banish the Jawed God from the
Realms.
Using the elves preoccupation with
Moander, High King Laummas personally
leads tomb raids on the barrows north of
old Uvaeren gaining many elvish artefacts
of subtle and awesome power.

194 DR

The temple to Eilistraee and its good dark


elves are slaughtered by a new infestation
of drow from below; the temple is
restored as the Twisted Tower military
garrison. Leading another raid into the
ruins of Uvaeren, Lord Laummas is badly
wounded by Drow grave robbers seeking
elven magic of their own. Gravely injured
Laummas uses forbidden Aryvandaaran
magics to become a lich much like a
Baelnorn thus maintaining his vice like
grip on power.

198 DR
The goblinkin of Hlundadim invade
Cormyr, burning the settlement of Arabel
and plunging south into the Kings Forest.

199 DR
Crown against the Sceptre Wars: Under
Laummas - The Lich-Kings leadership
Hlondath instigates the Crown against the
Sceptre Wars, intent on raiding
Cormanthyr for more elven magic. The
skirmishes happen once every three years
or so, and are more annoying than
damaging, but they bleed away forces
that could fight the Twisted Tower.
Ultimately the conflict ends in victory for
Cormanthyr. But unbeknownst to the
elves the real purpose of the raids is the
gain elves needed by Lord Laummas to
extend the life of his imperfect lichnee
form.

200 DR
The armies of Cormyr led by King Moriann
defeat the goblinkin of Hlundadim north
of Suzail and drive them out of the
kingdom and into the Stonelands.

220 DR
19

Coronal Eltargrim opens the forest of


Cormanthor to non-elves, NTelQ uess,
primarily druids, great wizards, and
crafters who can add to the glory of
Cormanthyr.

261 DR
The elf city at the heart of Cormanthyr
becomes the unified city of Myth Drannor.
Coronal Eltargrim, in an edict called the
Opening, declared that Cormanthyr was
to be an open realm, accessible to all nonelves (NTelQ uess), following the laying
of the mythal and the renaming of the
city.

268 DR
The seemingly unending spread of the
great desert Anauroch sees the fall of the
realm of Hlundadim. Its mysterious ruler
known only as Great Hlundadim
disappears, and his goblinkin subjects
quickly disintegrate into warring, nomadic
bands.

Winterstar,
Prince
Rammalar
Wintermornn is installed by the Coronal of
Cormanthyr as Laranlor of the subject
realm of Hlondath. Lord Rammalars first
act is to order the abandonment of most
of the outlying settlements in the south
and west of the realm as the desert
encroaches more and more upon the
realms once fertile lands.

329 DR
Hlondath is abandoned when the
encroachment of Anauroch begins to
destroy its fields. At the behest of the
realms last lord Rammalar Wintermorn
and escorted for the most part by elven
and human allies from Teshar and
Cormanthor, its inhabitants migrate east
to the Moonsea and south into the
Dalelands. The Anauroch Desert ceases to
spread when the sharns finally defeat the
phaerimms.
Lord Rammalar and his
family settle within the Teshen Valley in
fortified villa just above the settlement of
Whitewater Falls and its dwarven trade
settlement.

351 DR

308 DR
The Crown Against the Sceptre Wars end
as Cormanthyr makes it clear the
Hlondathans are to cease or be destroyed
by the elves. Until this year, little loss of
life occurred during the war, though the
Hlondathans were sorely outmatched in
weapons and spells. With the loss of the
source of his elven lifeforces, the Lich King
is forced to flee, persued by elven battle
magi and warrior priests. Fleeing east,
Laumass finds refuge with the Drow in the
Shadow-Dark establishing a new lair in the
hills nearby the Twisted Tower.
The ranger and direct descendant of both
Bianfranca Chandramorn and Debronn

Yrlaancel grows with an influx of refugees


and becomes Ondathel, Eldaths City of
Peace. Shortly after the fall of the
Netherese survivor states, a group of
pacifistic refugees from the city of
Rulvadar, fleeing goblin raiders from the
south, made their way north and east to
20

the desolate wastelands known today as


the Tortured Lands. Amidst the mountains
at the northern extent of the Border
Forest,
northwest
of
present-day
Whitehorn, the refugees encountered the
descendants of a culture dedicated to
inner peace and tranquillity which existed
during the time of Netheril. Together the
two groups founded Ondathel, City of
Peace.

479 DR
Teshar falls in this year to the Rumbling
Rage Giant and Goblinoid horde as it
pours out of the Dragonspines and Thar.
The horde is eventually annihilated by the
combined forces of Rystall Wood,
Cormanthor and Tethyamar. The surviving
humans re-settle in the areas now known
as Dagger Dale and Teshendale.

The Wizard-King took to wife Hlonaghs


youngest daughter, Shaleaera, through
the use of enchantments and killed the
rest of Hlonaghs family and supporters.
When Shaleara bore Alokkair only
daughters, he transformed her into a red
dragon and by art drove her to attack
nearby elves who slew her with arrows.
Alokkairs subjects rebelled frequently,
and eventually even his three daughters
attacked the cruel wizard. Alokkair turned
two into juju zombies, but the youngest,
Alaphlame, may have escaped. Alokkair
fled to his lair underneath far-off Fox
Ridge
(located
in
modern
day
Shadowdale) where he still lurks as a lich.
To this day he lures adventures to his
Grinding Gulf taking all of their magic
for his own. After Alokkairs departure,
Hlonatar collapsed in 569 DR, and its
inhabitants
eventually
founded
Teshendale.

536 DR 569DR
After Teshar vanished, the remaining
inhabitants and new immigrants from the
west, south, and east eventually formed
Merrydale and Hlontar along the banks of
the River Tesh. With the aid of Alokkair
the Wise, a mage of great power, a
minor lord, Hlonagh, conquered several
local lords and founded the realm of
Hlontar at the terminus of the River Tesh.
Alokkair soon slew Hlonagh and seized the
throne.

21

The Realms of the Western Kingdoms


Anauria -339 DR until 111 DR
The lands directly south of Netheril became the home of the Anaurians, who became
renowned for creating fine swords and carrying on the magical legacy of Netheril. The lack
of high-level magics and the mythallars severely hampered their efforts, however, and the
kingdom was finally destroyed in a bloody and costly battle against an orc horde in 111 DR.
Many sages find it ironic that Anauria was destroyed by an orc horde that was fighting for its
own survival. With the spread of the desert, many of the remaining orcs united and tried to
take over a land of their own, but they were boxed in by the survivor-states. Led by Andegril
the Wise, an orc shaman, the marauders decided to concentrate their attacks on a single
kingdom instead of hitting each surrounding nation. Despite their costly victory against
Anauria, however, the orcs once again fled as the desert consumed their newly conquered
lands.

Richest of the Lost Kingdoms, Anauria was a human-ruled land of humans, elves, and halfelves, where nobles hunted boar, stags, and monstrous game while the farms of the
commoners produced food for the Three Realms, and spare grain enough to sell to all the
lands about the Inner Sea. From its glittering capital, Amazandar, the City of Gems, Anauria
dominated overland trade to and from the Three Realms. Rich gem mines lay underneath
Amazandar, reached by well-guarded deep shafts that were kept as secret as possible by the
noble families that owned them. In the catacombs beneath the temple to Jergal lay the
royal tombs of the realms greatest rulers, the tombs of King Thausimbel and his daughter
Shaddara the Fair. These tombs acted as a portal to the Dungeon of Swords (the real Tomb
of Thausimbel Thardresk), which is in fact a key stone to the portal network leading to the
tombs of the nobles of Anauria. Lurking within are sword-wielding, spell-hurling mummies
22

that practice the ancient traditions of Anaurian battlemages. Although each tomb is thought
to contain at least one portal, most of them remain undiscovered, even in tombs that have
already been plundered.
The distant Hills of Anaur being composed mostly of granite provided a perfect hiding place
for the noble dead of the kingdom. The hills also provided many mineral resources as iron,
salt & silver mines and alabaster and marble quarries made the distant Hills of Anaur a
profitable mining colony and source of great wealth for the noble families who controlled it.
In the days of Anauria, the Stonelands were green and forested, a well-watered upland of
swift streams rushing down from the mountains to the south. A number of Anaurian noble
families built hunting lodges, villas, and summer palaces in the hills, retreating to the cooler
elevations during the hottest months of the year.
The most powerful noble families of Anauria were the elven houses of Nyntynel and Olyrnn,
and the human lines of Thardresk (the royal house), Nemrin, and Anaurias greatest king
was Thausimbel The Wise (a.k.a. Greybeard and The Long- Lived). He had elven blood,
and ruled for three hundred and sixty-odd years, arranging alliances, marriages, and
business dealings that wove long-lasting peace between elves, the dwarves of Oghrann, and
humans in what was to become known as the Dragonreach. One of the most influential
noble families was House Nemrin, a family of wealthy nobles who wielded great influence in
the affairs of Anauria.
During the last years of the kingdom, the Nemrins fell out of favour. Accused of trafficking
with demons and plotting rebellion by a rival noble family House Maluradek Lord
Ashkelor Nemrin found himself banished from the court on the basis of evidence presented
to the king by his rivals. Ashkelor removed himself to the relative seclusion of his familys
summer palace in the hills, Nemsergaar. There Ashkelon plotted revenge against his
accusers and awaited his vindication before the king. Ashkelors vindication never came. A
great orc-horde swept down from the harsh reaches of northern Anauroch in the Year of
Fallen Guards, destroying Anaurias cities and plundering its countryside. Roving bands of
monsters pillaged most of the estates in the southern hills. Nemsergaar was sacked and
burned during one such raid, and left in ruins. Most Anaurians died under 23avour axes or
fled to other lands, never to return but the Nemrins remained. A warlock of no small skill,
Ashkelor Nemrin concealed his family in caverns hidden beneath Nemsergaar and survived
the destruction of his home.
After the fall of Anauria, Ashkelor emerged to claim what was left of the realm but it was a
vain boast. For a few generations, the surviving Nemrins clung to their claim and tried to
23avourite2323h the kingdom, but nothing came of their efforts. In time most of the
remaining Nemrins drifted away and finally abandoned ruined Anauria. Ashkelors greatgrandson Asbaron, a warlock even more formidable than his ancestor, was the last of the
line born in Nemsergaar.

23

The city of Anauril was noted for the making of fine steel swords, the best human smiths
produced in the Moonsea North at that time. These blades were enhanced by the wizards
of houses Nyntynel and Olrynn. Anaurias best forges were here, working plentifully with
iron and tin (but lacking much copper and zinc). Helvara was Anaurias main fishing and
agricultural market and farm outfitting center. The prosperity of the land was guarded by
the fortresses of Tower Hlithal (which guarded against the goblins of Araugul, nomadic orc
hordes, and occasional outlaw raiders out of Asram) and Tower Ramanath (which patrolled
against brigands and monsters out of the Hunters Hills).

Rulers of Anauria
Length of Reign

Rulers Name

Race & Gender

-339 DR to -308 DR
-308 DR to 51 DR
51 DR to 83 DR
83 DR to 95 DR
95 DR to 108 DR
108 DR to 111 DR

Marafraeas Thardresk
Thausimbel Thardresk
Shaddara Thardresk
Olzogath Thardresk
Orlath Thardresk
Catherine Thardresk

Human ( Elf) Female


Elf Male
Elf Female
Human ( Elf) Male
Human Male
Human Female

24

Anauril The City of Swords

Population: 55000
Products: Fine steel weapons & blades, ironware, armour, leather goods, tin and bronze
ware, cereals, cotton & flax, magic items, books & scrolls, fruits & vegetables, beers & ales,
horses.
Who Rules: Lord/Lady of Blades: Duke/Duchess Olrynn
Who Really Rules: Council of nobles, mages, military leaders, guild masters and merchants.
Armed Forces: The Dawnblades of Skodass Bladesingers & Swordmages who patrol the
wall and lands around the city and its client villages, hamlets & farms. The Silver Spears
Local militia lead by a core legion of professional men & women at arms.
Temples: Jergal, Mystra, Targus, Tyche (Tymora), Waukeen, Oghma, Corellon, Angharad,
Labelas, Amaunator, Dumathoin, Moradin.
Important Magi: Royal Order of the Golden Griffons battle magi, spellblades & arcane
archers, Drintaer School and Enchanters & Invokers, Bremmeran Weapon Enhancers Guild
(sponsored by houses Nyntynel & Olrynn).
Important Organisations: Skygael Palace, Dewyntaar Citadel military headquarters, Seven
Diamond Smithies Guild, Feeran Bakers Co-operative, Vanath Stud Stable Masters, Blue
Blades of Justice Magisters and Bailiffs.
Important Locations: Dawnspires Citadel Central fortress and palace of the family Olrynn,
Havenloch Smiths & Forges, Seven Diamonds Row Central manufacturing district, Zurrinn
House palatial home of house Nyntynel, Souk of Swords, Gurlath Gardens, Quiet Waters
Caravanserai, Scalandor Spire House of Courts Justice.
Local Lore: The heavily fortified yet ornately carved walls and towers of this shining city
manage to provide protection for all of the people of Anauria and significantly to the lands
well beyond its immediate vicinity. Its mighty citadels, soaring spires and noble palaces are
the envy of cities throughout the western lands and are often sung about and compared
with the alabaster towers of ancient Rasilith. The city of Anauril is noted for the making of
fine steel swords, the best human smiths produced in the Moonsea North. These blades are
enhanced by the wizards of houses Nyntynel and Olrynn. Anaurias best forges are here,
working plentifully with iron and tin (but lacking much copper and zinc).
25

Amazandar The City of Gems

Population: 68000
Products: Gems & jewellery, silks & linens, stone fruits, herbs, flowers & perfumes, cheeses,
breads, mixed grains, magic items, musical instruments, songs, art works & 26avourite26,
books & scrolls, sheep & cattle.
Who Rules: The King or Queen of Anauria Lord or Lady Thardresk as head of state.
Who Really Rules: The Lord or Lady Seneschal and and council of ministers over seen by the
current monarch.
Armed Forces: The Knights of the Three Diamonds, The Ruby Griffon Riders, The Golden
Spears Three legions of professional heavy infantry lead by veterans of the goblin-kin
wars.

26

Temples: Waukeen, Targus, Mystra, Jergal, Amaunator, Tyche, The Seldarine, Moradin, Garl
Glittergold, Loviatar, Selune.
Important Magi: Cabal Grande Royal Arcanists Council, Theoflyte Geomancers Guild,
Military College of Spellblades & Battle Magi, Octuurance Council of Lore Lords & Ladies,
The Nefforists Shadowmancers Guild.
Important Organisations: Garron Bardic Guild, Ferrat Teamsters Guild, House of Gossamer
Threads Silk Growers, Weavers & Merchants Guild, The Sable Pearls Arcane Lore Takers
& Thieves Guild, The 17 Ladies of Fortune Courtesans Union, The Freedom Watchers
Independent body against abuses of power including slavery and crimes against the crown,
or by the officers of the crown.
Important Locations: The Opaline Palace The seat of government & royal residence, Halls
of Gazael Lore library of the realm, Tower Histalanth Military headquarters, Vellin
Gardens of Light & Sound, Mistraffan Spires, The Emerald Eye.
Local Lore: Celebrated as the most beautiful and awe inspiring city of the Scimitar Crescent,
the glittering capital, Amazandar, the City of Gems, Anauria dominates overland trade to
and from the Three Realms. Seated in a natural amphitheatre 3 miles across, the garden and
parks of this city are contained within interlocking ring roads radiating out from the central
palace plaza. The citys skyline is dominated by many sparkling, gem studded towers and
palaces reflecting the immense wealth brought to the realm by those noble families fleeing
the onrushing sands. Many magical wards and mantles are laid across these palatial homes
that protect the residents and their all too valuable estates from the worst ravages of the
climate and the ever present sand storms. Rich gem mines lie underneath Amazandar,
reached by well-guarded deep shafts that are kept as secret as possible by the noble
families that own them. In the catacombs beneath the temple to Jergal lie the royal tombs
of the realms greatest rulers, the tombs of King Thausimbel and his daughter Shaddara the
Fair. These tombs act as a portal to the Dungeon of Swords (the real Tomb of Thausimbel
Thardresk), which is in fact a key stone to the portal network leading to the tombs of the
nobles of Anauria.

Helvara

Population: 41000
Products: Mixed grains, fruits & vegetables, farming equipment, all manner of livestock, fish
& eels, freshwater shellfish, shrimp & crabs, fishing boats, sails, nets, rope, cotton & flax,
leather goods, iron & bronze ware, tents, spears, bows, arrows, staves, beers, ales, wines,
honey & mead, herbs & spices, medicines, camels & horses.
Who Rules: The Water Baron/Baroness - Nemrinn
Who Really Rules: The Growers & Merchants Council elected by those with the money plus
seven lords & ladies appointed by the current ruler.

27

Armed Forces: The Sapphire Knights Light Cavalry made up of spellblades, rangers, arcane
archers, wilderness warriors, rogues, scouts & guides. The Bronze Glaives Local Militia
lead by a core of Gobli-war veterans.
Temples: Jannath, Eldath, Targus, Waukeen, Sharess, Amaunator, Jergal, Tyche, Kozah,
Mystryl, Selune, The Seldarine.
Important Magi: Blackwater Bay Elementalists, Maalee Park Transmuters & Abjurers, Leafs
Ladies, Kings of the Sand.
Important Organisations: Fishers & Netters Guild, Boat Captains & Pilots Association, The
Bronze Wyrms Heralds & Historians, Kelural Brewers & Vintners, Urlara Water Diviners,
The Moonshadows Assassins & Smugglers Guild.
Important Locations: Nmerill Wharf, Blackwater Bay Shipyards, Greenways Bazaar, Helquiss
Manor, Golgular Citadel Home of the Water Barons & military headquarters, Faerynn
Farmers Market.
Local Lore: The fierce rival of Miirsar for domination of the fishing and pearling industries
that are the staple of industry upon Lake Miir, Helvara is home to the ambitious and
narcissistic nobles of house Nemrinn. Their constant interference in local guild politics and
their heavy local taxation and protection rackets ensure a restive population operates a
strong black market and smuggling connection with distant Port Miir. For every honest coin
taken in tax, ten head north east over the waters to either Port Miir or one of the dozens of
villages located on the eastern and northern shores of Lake Miir.

Tower Hlithal

Population: 2500 + 10000 Soldiers


Products: weapons & armour
Who Rules: Border Lord Duke Maluradek, Knight Marshal of the West.
Armed Forces: 2500 heavy cavalry, 500 light cavalry scouts, 2000 crossbow men, 5000
heavy infantry.
Temples: Targus, Amaunator, Corellon.
Important Magi: Golden Cockatrice Order of Battle Magi, Guild of Scryers, Scouts and
Messengers.
Important Organisations: Ironbolt Goblin Hunters Lodge, Gumorth Siege Breakers & Tunnel
Ratters.
Important Locations: Hlithtaunton the town within the walls of the citadel that provides
services to the soldiers within.
Local Lore: Built to guard against the goblins of Araugul, nomadic orc hordes, and occasional
outlaw raiders out of Asram, the sprawling fortress started out as a single four story motte
and bailey keep. As the garrison grew the outer curtain wall was reused to construct
28

barracks, stables, smithies, granaries, store houses, armouries and a variety of other
buildings needed to serve the burgeoning garrison. Covering almost a square mile, the
citadel is surrounded by a crenulated, double curtain wall 30 then 50 high, reinforced by
mighty cylindrical towers 40 and 60 high. The inner walls are topped by siege engines and
the inner killing ground is filled with pits filled with pitch, tar, spikes, green slime, poisonous
and carnivorous plants. The inner compound is dedicated to practise fields, market gardens,
orchards, living facilities, stables, armouries and the like. At the centre of all this activity is
the grand citadel of Tower Hlithal, and 18 story spire of glittering white marble with several
lesser sharply pointed spires surrounding it. Great vines of scarlet Ashurvines completely
cover the balconies and breezeways that lead from one tower platform to the next. A
hidden portal nexus links the tower to the capital and Anauril and an extensive, multilevel
system of underground chambers, barracks, cisterns, storage rooms and armouries can be
found deep beneath the central castle. These are able to be sealed and are for all intents
and purposes a separate fortress capable of supporting several thousand beings for up to a
year or longer if pushed.

Tower Ramanath

Population: 4000 + 15000 soldiers


Products: weapons & armour, horses, siege equipment.
Who Rules: Border Lord Duke Nyntynel, Knight Marshal of the East
Armed Forces: 3000 heavy cavalry, 1000 light cavalry scouts, 2500 archers, 500 engineers,
8000 heavy infantry.
Temples: Targus, Amaunator, Corellon, Moradin.
Important Magi: Torgamat Shields of Justice Battle Magi & Royal Magistrates, The
Felhammers of Garond Siege Engineers & Sappers.
Important Organisations: Coldaron Tunnelers & Goblinstickers,
Important Locations: Raman Town, Grey Spire Lake, The Hostel, Arcanlyfe Fotress &
Armoury, Lowendan Plaza.
29

Local Lore: The mirror image of its sister citadel this sprawling fortress complex set high
aside the lower Raman Hills is home to the White Eagle and Chimaera Legions which patrol
against goblinoids and raiders out of Hlundadin and the Lower Teshans. Covering almost a
square mile, the citadel is surrounded by a crenulated; double curtain wall 30 then 50 high,
reinforced by mighty cylindrical towers 40 and 60 high. The inner walls are topped by siege
engines and the inner killing ground is filled with pits filled with pitch, tar, spikes, green
slime, poisonous and carnivorous plants. The inner compound is dedicated to practise
fields, market gardens, orchards, living facilities, stables, armouries and the like. At the
centre of all this activity is the grand citadel of Tower Ramanath, a 24 story high spire of
shimmering rust red granite with several lesser sharply pointed spires surrounding it. Great
vines of scarlet Ashurvines completely cover the balconies and breezeways that lead from
one tower platform to the next. A hidden portal nexus links the tower to the capital and
Anauril and an extensive, multilevel system of underground chambers, barracks, cisterns,
storage rooms and armouries can be found deep beneath the central castle. These are able
to be sealed and are for all intents and purposes a separate fortress capable of supporting
several thousand beings for up to a year or longer if pushed.

Asram -339 DR until 33 DR

No sooner had Asram recovered from the Fall then it was suddenly struck by a horrendous
plague that claimed all the Asramans in 33 DR. In the spring months that led up to what
many call a repeat of the Dark Disaster, cattle were found dead in the fields and crops
withered and died, sometimes overnight. During the first week of Eleasius, however, the
plague struck the entire nation. Few survived. This seems to have been the result of the
interloper goddess Kiputytto attacking the goddess Talona, using the city of Phelajarama as
a battleground. Talona gained the upper hand by plaguing the city, forcing the inhabitants
to pray to her. Kiputytto struck back with similar method; however her plagues overcame
the curative resources of the city and left the population dead in less than a month. In the

30

aftermath, Talona slew Kiputytto. Yet because the plague still clings to Asrams ruins, its
treasures still remain untouched.
Second richest of the Three Realms, Asram was governed from rich Phelajarama, the City of
the Golden Serpent, known for its gold-leaf-covered carved serpents, but the most
important city of the realm was Orolin, the City of Magicians. In this land, magic was used in
everyday things (not reserved for a ruling elite, as in Netheril). Magicians could be hired on
every street of Orolin, and their wealth and works made the city a sprawling place of villas
and orchards, clustered around a circular city core with four canals dividing the city into
quarters, (a fifth circular canal encompasses the entire inner city), parks, and a crenulated,
bastion walled fortress. At the centre of the fortress is an deep artesian well that feeds an
impressive fountain and water gardens. Spell-guarded expeditions went out from Orolin to
secret places in the Great Sand Sea, and brought back much gold, rarer zinc, and the finest
copper known in those days. If Anauria was proud, Asram was decadent. Parties went on for
days, and every citizen pursued his or her own whims, trusting to the magic of the realm to
defend them against foes. Jaded young nobles even invented a sport of monster-baiting,
wherein they wore outlandish costumes and sought out monsters in their lairs, to flee
through the night for the excitement of it all, until searching friends laid the pursuing beast
low with magic.
The Asraman city of Ulshantir was noted for its coppersmiths and fine brass goods, whereas
the port of Miirsar was known for its finely-crafted ships. Many small-net fishermen dwelt in
Miirsar, going out in the dawn mists of Lake Miir every day to fish for the blue-scaled brench
and the spicy crabfin.

Rulers of Asram
Length of Reign

Rulers Name

Race & Gender

-339 DR to -299 DR
-299 DR to -226 DR

Baerubal Olor
Jansreene Olor
The Queen of Stars
Faarlla Olor
Merfluor Olor
Hannafshar Olor
Jerraz Olor
Gadrath Ulshaer
Veldannath Ulshaer

Human Male
Human Female

-226 DR to -208 DR
-208 DR to -161 DR
-161 DR to -137 DR
-137 DR to -85 DR
-85 DR to -70 DR
-70 DR to -33 DR

Human Female
Human Male
Human Male
Human Male
Human (Tiefling) Male
Human (Tiefling) Male

31

Phelajarama City of the Golden Serpents

Population: 62500
Products: religious icons & relics, books/scrolls/tomes, gold, silver, platinum, jewellery, silks
& linens, fine foods, wines, cheeses, preserved meats, magical items, education, horses,
flowers, statues & artworks, ceramics & pewter ware, musical instruments, leather goods.
Who Rules: The Grand Arcantor High King or Queen of The Phoenix Throne.
Who Really Rules: The High King or Queen advised by the Royal Council of Arcanists
representing the different schools and major communities of the realm.
Armed Forces: The Golden Plumes Spellblades, Swordmages, Arcane Archers all, the city
garrison and elite personal guard of the Monarch, answerable only to him or her and the
High Seneschal of the army.
Temples: Jergal, Mystra, Talona, Targus, Amaunator, Sharess.
Important Magi: The 71 Lords & Ladies of the Blue Lotus, Sisterhood of the Blood Orchid,
Jeremfala Brotherhood, Mindlords of the Yellow Rose.
Important Organisations: Pleasure Seekers & Monster Hunters Society, The Scarlet Kites
Royal spies, smugglers, thieves and assassins, The Rainbow Seekers Guild of Pleasure
House Owners & Operators, Fotinni Transporters & Portal Shapers Guild, The Guardians of
the Opal Shield Body guards & unique mercenaries,
Important Locations: The Palace of the Golden Phoenix, The Shimmering Stupa of Asram,
Peacock Row pleasure house & festhall district, Theatres of Laughter and Tears, Zabyran
Amphitheatre, Faqerill Concert Hall & Musicians College, High Bazaar & Caravanserai, The
Opal Palace, Monastery of the Yellow Rose, Fotinni Plaza & Portal Hub, Garden of the
Golden Orchids, Bacramm Arena.
Local Lore: Asram is governed from rich Phelajarama, the City of the Serpent, known for its
gold-leaf-covered carved serpents and many golden spires. The city is elitist in its outlook
and decadent in the extreme. Parties carry on for days, and every citizen pursues his or her
own whims risks and pleasures, trusting to the magic of the realm to defend them against
foes. Jaded young nobles have even invented a sport of monster-baiting, wherein they wear
outlandish costumes and seek out monsters in their lairs, to flee through the night for the
32

excitement of it all, until searching friends lay the pursuing beast low with magic. Despite
their precautions occasionally young nobles get out of their depths baiting dragons, demons
or worse in their pursuit of hedonistic pleasures far beyond the reach of ordinary citizens.
The Grand Arcantor, the king or queen of the realm rules from the Pheonix Palace at the
heart of this golden city. The many golden nagas that adorn the citys many noble villas,
temples and royal buildings are representative of the old city state of Asrams royal symbol.
Much of the population are amoral, pleasure seeking hedonists who see magic and its use
as being only for the elite few to be doled out to their loyal servants as a reward for services
rendered. This outlook puts them at odds with the more outward looking and attruistic
rulers of Olorin, who see the excesses of the capital as a gross display of all that was wrong
with old Netheril. Yet despite the two citys being very much logger heads over each others
use or abuse of magic, they are really two sides of the same coin. Asramans are loyal to a
fault regardless of what one has done in the past and Asraman will honour a debt no
manner what the cost.

33

Orolin City of Magicians

Population: 49000
Products: gold, zinc, copper & associated products, magic items, books/tomes/scrolls/
glassware & mirrors, timber products, unusual plants & pets, slaves, antiques, art works,
music & poetry, Sophistry Schools (philosophy and rhetoric for the purpose of teaching
excellence, or virtue predominately to young statesmen and nobility), clothing, wines.
Who Rules: The Grand Duke or Duchess + council of advisors.
Who Really Rules: The Grand Duke or Duchess + council of advisors. (the Roayl Arcanist,
head of the royal temples, the Seneschal, Guild Lords, Merchant Princes.
Armed Forces: The Sapphire Dragons Knights & Heavy Infantry supported by spellblades &
battle magi, The Griffons Wings City Militia, The Lanterners City Watch & Local
Magisters.
Temples: Mystra, Tempus, Selune, Sharess, Sylvanus, Jergal, Tyche, Garl Glittergold.
Important Magi: The College of Mundane Arcane Industry, The Growers & Plant Shapers
Guild, The Caralond Guild of Mercantile Movers, The Brightraven Magisters, Lords & Ladies
of the Hated-Worm Hunters Guild, Masters of Thaalud.
Important Organisations: Guilds of Smiths & Stone Masons, The Caravan Masters Guild,
Skyship Masters Council, The Garenddi Order of Psychic Arcanists, High Council of
Antiquities Reclamation, Re-use and Storage.
Important Locations: The Library of the Silver Crescent, Iitantil Stadium Nerat
Amphitheatre, Imeil Plaza & Orators Forum, The Alabaster Palace, The Well of Souls, The
Magisters Bazaar. Karsus Folly Museum dedicated to showing ordinary people what
happens when magic is abused and horded, not used for the good of all, The Geolann Spice
& Silk Market.
Local Lore: The most important city of the realm is Orolin, the City of Magicians. In this land,
magic is used in everyday things (not reserved for a ruling elite, as in the capital). Magicians
can he hired on every street of Orolin, and their wealth and works make the city a sprawling
place of villas and orchards, clustered around a circular city core with canals, parks, and a
fortress. Spell-guarded expeditions head out from Orolin to fallen citadels in the Great Sand
Sea, strip them of all things valuable and bring back many useful items along much gold,
rarer zinc, and the finest copper known.
The edge of the city is marked by a circular canal that connects the four radiating canals
together. A grand avenue encircles this canal, and from it four magnificent two-tier bridges
leap the canals, to plunge into the centre of each quarter of the city. Each bridge is of
granite, its mosaic-adorned pediments lifting two levels of roadway, each in three
horseshoe-shaped arches, across the water. Every arch is crowned by a shallow point, and
34

the central arch of each tier is decorated with a diamond-shaped mosaic. The underside of
each bridge contains pumps that take water from the canals out into the surrounding
farmlands.
The central fortress is magnificent, with its alabaster covered, crenulated rampart-walls.
Most of the buildings that line the insides of those walls are stables, barracks, and
armouries- surround the inner courtyard. This courtyard, about fifty yards across, holds a
raised dais at its centre, where a deep, high-pressure artesian well bubbles to the surface in
an impressive fountain. The water empties through a small spout at the midpoint of each
side of the fountains square basin, into four ducts covered by rusty steel gratings. These
ducts run to the inside edges of the walls, to form four shallow watering- pools for cavalry
horses. Each pool has a spout at its bottom that feeds one of the four radiating canals
outside the fort. Beside each pool is a staircase up to the fortress ramparts. There is an
escape tunnel from the fortress to the hills outside the city

Ulshantir

Population: 15000
Products: Copper, brass & bronze wares, armour & weapons, piping & heating systems,
water pumps & bathing systems, plumbing, elemental engines, cattle, rothe, goats, leather
goods, meat products, fruits, vegetables, herbs, oils & flowers.
Who Rules: The Duke or Duchess Ulshaan
Who Really Rules: Ruling Council of noble & arcane advisors, guild heads & military leaders.
Armed Forces: The Sable Guard ducal knights & infantry, The Grey Feathers rangers,
scouts & guides, The Far Reachers Tomb Guardians and Phaerimm Hunters.
Temples: Sharess, Sylvanus, Jergal, Tyche, Targus, Kiputytto,
Important Magi: Tomb Raiders of Ulshaaraniir, Zeebroa Battle Magi, Arcylan Seers.
Important Organisations: Branomin Miners Guild, Fatheril smithies & metal forges Council,
Shunyrkath Cameleers & Stud Masters, Cataclaer Goblin Hunters, Hebrador Farmers &
Growers Co-operative.
Important Locations: Castle Ulsaera Ruler fortress and home of the city arcane school, Far
Reachers Lodge, Speakers Forum, The Plazade, Six Axe Row smithies & metal forgers
district, The Rainmakers Spire, The Copper Mountain Metal Smiths Market, The Wash
farmers market & bazaar, the Silken Glove clothiers district.
Local Lore: Whilst the Asraman city of Ulshantir is noted for its coppersmiths and fine brass
goods its main claim to fame is the quality of its herb lore and farms, and the bitter
successes its soldiers have had in battling the savage servitors of the Phaerimm. At least a
35

dozen conical worm heads adorn the inner halls of the Far Reachers Lodge in downtown
Ulshantir. A city of miners, herders and farmers, the citys resources are ever stretched by
the constant goblin raids coming out of the Fangwood. Whilst they have never managed to
breach the stout brick and rubble walls surrounding the city, they regularly raid the outlying
villages and farms. The city garrison maintains a series of watch towers and patrols along
the northern and western borders whilst regularly sending patrols up the River Tarkhan as
far as the mining community of Tarkhaldan, even though it sits officially inside Hlondathan
territory.
The people of the city are a hardy and independent lot who see the encroaching desert as
their biggest threat. Far removed from the petty politicking of the cities down south then,
the folk here are practical and hard working with little time for the fripperies of effete
nobles. Everyone here has access to practical magics, yet they have little time for acranists
and their petty squabbles. The temples hold many of the people within their sway and
theocratic debates often ring out within the Speakers Forum, or the Plazade the square
about which all the citys major temples are built.

Miirsar

Population: 12600
Products: Fish & fish products, seaweed products, shellfish, fishing smacks, sailing ships &
barges, nets, ropes, sails, chandlery, water sculptures, trade goods, weapons & armour,
pottery, silver, copper & lead.
Who Rules: Baron of the Eastern March
Who Really Rules: The ruling Baron/Baroness and a council of arcanists, military leaders and
notable citizens.
Armed Forces: The Green Sea Reavers small navy of privateers, The Silver Eagles knights
& heavy infantry, Waves of Shadow smugglers, thieves & spies in service of the Baron.
Temples: Eldath, Selune, Waukeen, Auril, Tempus, Tyche.
Important Magi: The Sisterhood of the Silver Eagles, Ghalador Circle of Elementalists, The
Brotherhood of the Mithral Shield abjurers & invokers, Brannath Hall School of Magic.
Important Organisations: Dawnmist Shipwrights, Wings of Eagles Aerial Messengers &
Passenger Service, Greenwater Bay Fishers Co-operative, The Razorfish Traders Coterie,
Important Locations: Greenwater Bay Harbour, The Tourmaline Palace home of the citys
ruler, Casteron Smugglers & Traders Bazaar, Fishermans Wharf, Dawnmist Shipyards.
Local Lore: The port of Miirsar is known for its finely-crafted ships, its fast and free-wheeling
business style, its never-say-day attitude to life, its state sponsored smugglers and pirates.
The local baron is given much latitude in how she or he runs their city so long as the taxes
36

are paid and the orcs are kept at bay. Miirsars main rival is the Anaurian city of Helvara, but
because of that citys greedy nobles the trade route from Hlondath to Port Miir is kept wide
open as goods from southern Hlondath and eastern Asram easily make their way east across
the mountains to the rich trading markets beyond. Asraman privateers frequently steal
Anaurian and Hlondathan cargoes and are not above ransoming back cargoes to their
owners thus pushing up the prices of luxury goods. The Baron never lets such attacks get
too far out of hand as it is bad for business. The most successful merchants find a way to
protect their cargoes (expensive) or simply pay a waterways tax to the local magisters thus
guaranteeing trouble free trade across Lake Miir. Many small-net fishermen dwell in Miirsar,
going out in the dawn mists of Lake Miir every day to fish for the blue-scaled brench and the
spicy crabfin. A noted delicacy smoked brench commands a high price in the desert bound
citys further west and competition for this rapidly vanishing commodity is fierce and at
times deadly.

Hlondath -339 DR until 329 DR

The longest-lived of the survivor-states, Hlondathans immediately began blaming others for
the fall of Netheril discounting the news that Karsus himself had caused the destruction of
Netheril. Their 37avourite target for such blame were the elves of Cormanthyr, whom they
saw as accomplices of the phaerimm. They established good relations with the dwarves of
Tethyamar, but otherwise concentrated on logging the nearby forest and herding cattle
across the plains.
Force of arms would not serve to shield Hlondath from the approach of the Anauroch,
however. The desert slowly consumed its fields and fertile plains, driving the few that
remained farther into the heartland. The Hlondathans finally incited the Cormanthyr elves
into a war. In what became known as the Crown Against Scepter Wars, the elves and
Hlondath exchanged a series of blows back and forth. Time after time, Myth Drannor
crushed Hlondathan forces, and the wars served only to weaken Hlondath. Still certain
Hlondathan raids managed to net the humans many valuable and powerful Elevn artefacts
they gained from raided noble villas, wizards towers and tombs.
Least powerful of the Three Realms, northerly Hlondath was a land of loggers and herdsmen
(who kept sheep, goats, and rothe). Its capital was Mhaelos, but its most important city was
Rulvadar, a fortified refuge against marauding ogres, orcs, hobgoblins, bugbears, and flind
for folk in the Moonsea North. Companies of spearmen made many forays into the Border
Forest. Under their protection, Hlundites made sturdy wagons, fine furniture, paper, and
lumber to ship to other lands.
37

Rulers of Hlondath
Length of Reign

Rulers Name

Race & Gender

-339 DR to -288 DR
-288 DR to -273 DR
-273 DR to -262 DR
-262 DR to -219 DR
-219 DR to -211 DR
-211 DR to -210 DR
-210 DR to -210 DR
-210 DR to -210 DR
-210 DR to -148 DR
-148 DR to -126 DR
-126 DR to -95 DR
-95 DR to -90 DR
-90 DR to -69 DR
-69 DR to -18 DR
-18 DR to 2 DR
2 DR to 12 DR
12 DR to 36 DR
36 DR to 48 DR
48 DR to 77 DR
77 DR to 101 DR
101 DR to 118 DR
118 DR to 120 DR
120 to 308 DR

Holondath Chandramorn
Gerain Chandramorn
Havloch Chandramorn
Bianfranca Chandramorn
Fellistra Chandramorn
Gormndath Nezarr
Dfaern Chandramorn
Gaznyth Nezarr
Qalyrr Winterstar
Allyssra Winterstar
Debronn Winterstar
Zidreil Cormass
Ezkiel Cormass
Vazzra Cormass
Ieantar Torsel
Flaressa Torsel
Hlotath Torsel
Errenfa Torsel
Hillorn Torsel
Lumia Eqfaor
Teresia Eqfaor
Tymmion Eqfaor
Laummas Nezarr
The Lich-King
Rammalar Wintermorn

Human Male
Human Female
Human Male
Human Female
Human Female
Human (Tiefling) Male
Human Male
Human (Tiefling) Male
Human Female
Human Female
Elf Male
Human ( orc) Male
Human Male
Human Male
Human ( elf) Male
Human Female
Human Male
Human Male
Human Male
Human ( elf) Female
Human Female
Human Male
Human Male

308 DR to 329 DR

Human Male

38

Mhaelos

Population: 34000
Products: magic items, education, books/scrolls/tomes, gems & jewellery, timber products,
leather goods, livestock, music & art, horses, weapons & armour, steel & bronze ware, fruits
& vegetables, beers & ales.
Who Rules: The First Horse Lord/Lady or the High Queen or King
Who Really Rules: The Council of Horse Lords & Ladies spellblades all.
Armed Forces: The Five Tribes Palanior, Hassram, Nuelath, Arganyth, Belfnaer each a
roving army of 500 5000 light cavalry who answer only to the horse lords and the High
King/Queen.
Temples: Auril, Talona, Jergal, Selune, Shar, Tempus, Mystra, Sylvanus.
Important Magi: Rainbow Falls legion of arcane archers, Mhaelosaar Royal School, The
Royal Order of the Bronze Rods arcanists & sorcerers loyal to the realm and not always the
ruling monarch, The Mage Royal and the court magi.
Important Organisations: Hlaters Stud Masters & Horse Breeders Council, Loigarja Council
of the Clans & Tribes, Independent Order of Preservists, Anachronism Collectors &
Antiquities Council, The Halls of Belfondar Scribes & Historians League.
Important Locations: Citadel of the Winged Horses rulers palace, The Fields of Heaven
horse breeding pastures & caravanserai, Timberfellers Hall, Citadel of the Ironguards
mercenary & caravan guards, Vawraen Bazaar & Souk, The Ice Ladies Confectioners
market, Holtagger Hall Home of the Magi Royal, Hall of Heavenly Horses.
Local Lore: With the fall of Asram and Anauria, the realm of Hlondath became the last,
direct, surviving bastion of Netherese learning and wizardry on the face of Faern. Although
a society predominately made up of loggers and herders, elements of Hlondite society held
onto the legacy of Art passed down to them by their ancestors, the fabled Archwizards of
Netheril, and kept it safe for future generations of pureblood Netherese. In the words of
Elder Loremaster Kaelendril of Maetharn they shouldered the birthright of Nether the
Elder and strove to keep alive the teachings and secret lore of their forbears.
With Mystras Ban and the inability of human wizards to access true spells of 10th level and
higher, many of the surviving arcanists of Netheril returned to their earliest studies of
wizardry and the lessons learned from the elves of Illefarn and Eaerlann. In this way the
wizards of the Netherese diaspora began intensive studies into the various forms of epic
magic and sought to duplicate their earlier mastery of Art by means of this type of
spellcasting. Of all the previous heights of Netherese spellcraft, it was the magic of mantles
that met with the most success in the testing times following Karsus Folly. Alongside the
Netherese, the elves of Faern had also mastered the magic of mantles through their epic
magic traditions known as High Magic. But whereas the Netherese developed and created
magical fields to hold and unleash spells, the Fair Folk achieved similar ends through the use
of gems known as thaelkiira, which acted as vessels for their mantle magic (see Sidebar).
39

Mantle magic remained the backbone of Netherese spell lore in the centuries that followed
and for many years following the Fall helped such far-flung realms as Halruaa, Helbrester
and Anauria stave off enemies and rivals as diverse as the phaerimms, the serpentfolk and
other grasping barbarian humans.
In the Year of the Broken Lands (191 DR), the arcanist Eltraggar, Mage Royal of Hlondath
collected the spell lore of mantles into a single libram of inestimable worth titled
Mhaelosian Mantles. This tome of Art was said to describe in exacting detail the nature and
function of spell mantles and provide the means and understanding to allow epic
spellcasters to create one or more of these legendary spell fields for which the arcanists of
Netheril were so famous. Eltraggar is known to have perished at the hands of a young
Hastos Auglamyr at the Battle of Crowns Aflame during the Crown and Scepter Wars
between Cormanthyr and Hlondath, but the whereabouts of his most coveted libram of
spell lore died with him. Hlondath was abandoned in 329 DR as the Great Desert of
Anauroch spread east, killing that realms fields and livestock, and while adventurers and
treasure-hunters explored much of ruined Mhaelos in the fifth century of Dalereckoning, no
word was ever received about the discovery of Mhaelosian Mantles, nor its likely
whereabouts.

Rulvadar

Population: 60000
Products: leather goods, weapons & armour, siege equipment, tack & harness, saddles,
ploughs, iron wares, horses, rothe, fine furs, preserved meats, herbs & fruits, beers & ales,
sturdy wagons, fine furniture, paper, and lumber.
Who Rules: Flame Lords/Ladies of Ironhorse
Who Really Rules: The Flame Lord & Council of military advisors.
Armed Forces: The Legions of the Iron, Bronze, Adamite and Platinum Horses mounted
medium cavalry, The Iron Eagles professional soldiers on permanent garrison and watch
duty within the city and immediate surrounds of 5 days hard march.
Temples: Sylvanus, Selune, Mystra, Eldath, Tempus, Waukeen.
Important Magi: The Scarlet Wands Battle magi, swordmages & arcane archers, Aareen
Sisterhood of Necor, Royal Order of the Bronze Rods.
Important Organisations: Elf Hunters Guild, Order of Peaceful Waters Psions dedicated to
peace through negotiation & non-violence, Spines of the Forest foresters & spearmen &
40

scouts in service to the timber felling companies, Galloedaer Teamsters & Caravan Masters
Guild, Verengoth Carpenters Collective, Devenyr Brewers League, Council of Guild Masters
& Journeymen & women.
Important Locations:
Local Lore: Even though Mhaelos is the political heart of Hlondath, the most important city
is Rulvadar, a fortified refuge against marauding ogres, orcs, hobgoblins, bugbears, and flind
for folk in the Moonsea North. The legions from the city make regular forays against their
hated enemies, the elves of Rystallaar and the orcs of the northern mountains. Aside from
these enemies, infrequent dragon raids and attacks by bandits from Asram and phaerimm
marauders keep the forces of Hlondath alert and ready for action. The great horse and
rothe herds of Hlondaths northern steppes provide much of the income for the realm and
are the main reason for the realms continued success. Xenophobic in the extreme, it is only
the dwarves of Tethyamar, who provide much needed metallic weapons and armour for the
many soldiers of the realm. The two realms have fought alongside in frequent wars against
the goblinoids and giants of the north. Hlondaths is a warrior culture bent on fully utilising
all the resources at its disposal. This no-nosense, inward looking can do attitude has
frequently brought them into conflict with their neighbours. Companies of spearmen make
many forays into the Border Forest. Under their protection, Hlundites make sturdy wagons,
fine furniture, paper, and lumber to ship to other lands.

41

Independent Cities
Port Miir

Population:27000
Products: fishing boats, sail boats, sails, rope, chandlery, antiquities, trade goods, gems,
precious metals, stolen & smuggled goods, weapons & armour, useful & practical magic
items, mountain ponies, griffons & giant eagles, foreign coin exchange, investment & money
lending.
Who Rules: Council of Merchant Wizards
Who Really Rules: Lord of the Vaults handles all major trade and military negotiations.
Armed Forces: The Magpie Freesails, The Lyre Birds Independent mercenaries who
smuggle, steal, enforce laws and provide protection to the city and its many diverse
residents.
Temples: Selune, Mystra, Mask, Tyche, Waukeen, Auril.
Important Magi: The Merchant Lords and their lackeys are the only legally allowed wizards
in the city, The Sisters of the Moon shape changing sorcerers, Blackblade Smugglers
Consortium, The Magpie Larks wizards for higher, The Blackrobes wizardly assassins &
spies.
Important Organisations: The Grab Baggers thieves & fences consortium, The Fonteral
Runners smugglers & free booters, The Shining Coin Money Lenders Council, The
Selumiir Freesails League, The Merchants Court Self appointed magisters who settle trade
disputes & set blood prices in feuds involving deaths of locals, also try & execute, fine or
imprison those who break the Ports loose collection of laws, the chief being dont steal from
your neighbours in town, never side with the west, use no harmful magics within the city
walls and kill not in public and never get caugt.
Important Locations: Mercantyll House Fortifeid palace of the merchant lords, The
Leopards Exchange Merchants clearing houses & meeting halls, The Onyx Queens Court
Money lenders district, The East Docks, Sixstars Slipway & Careening Beach, Fort Amostylla
treasury, The Jug smugglers fortified warehouses.

42

Local Lore: Port Miir is a lawless, roaring place, the center of commerce for goods entering
and leaving the West Kingdoms as they are called being west of the Teshan Mountains, The
goods come and go east out of the port on Berothirs Trail (named for the ranger who
established it, slain by orcs in doing so). It is a city of moneylenders, caravan masters, and
quick money, where a loose band of ruling wizards struggles to keep down the numbers
and successes of thieves. It is notorious for its gaudy displays of wealth and loose morals
and almost anything or anyone can be had for a price. The city has a reputation as a cesspit
where most residents are smugglers, thieves, unscrupulous merchants, pirates, cutthroats,
or prostitutes. Merchants sponsor trading endeavours with the the western kingdoms while
also sponsoring bandits to attack west kingdom ships and caravans and rob small villages
and towns. While the merchants most certainly have the upper hand, it is the privateers
who are an integral part of the operation. The citys wealth is so great that coins are
preferred for payment rather than the more common system of bartering goods for
services.

43

Oum

Population: 19700
Products: most trade goods from across the western kingdoms, spices, herbs, dyes, leather
goods, wooden wares, furniture, books, scrolls, inks & quills, sages, mirrors and glass
windows, glass & crystal-ware, fine clothing, jewellery, lamps, pottery and ironware
Who Rules: The Farrkull Alliance Council of the heads of the five most powerful merchant
families, the heads of the 4 temples & 3 arcanists schools, leaders of the mercenary
companies in the employ of the council, ambassadors from Hlondath and Asram.
Who Really Rules: The Lord Farrkull (head of the most powerful trading coster in Oum)
Armed Forces: The Red Scorpions Company, The Company of the Rampaging Tarasque, The
Golden Scimitars Mercenary Companies employed to guard caravans and protect the city
from invasion by goblinoids and over ambitious nobles from Hlondath and Asram.
Temples: Selne, Targus, Tyche, Waukeen.
Important Magi: Nitriskar School of Elementalists, Barusban Academy of Invokers &
Abjurers, Infkor College of Diviners & Scribes.

Important Organisations: The Reingash Caravaneers, Mercantors Caravan Guards & Guides,
Bronfell Glass Blowers & Shapers Guild, Cantafraer Scribes & Copyists, Wolfschaas Forge
makers, Smiths & Metalworks Council, Spice Vendors & Suppliers Collective.
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Important Locations: Shattered Moon Palace Rulers fortress & meeting place of ruling
council, Meeting of the Hands Five way junction in heart of the city, Hawkers Corner
spice market, The Westfields caravanserai, Mountainview Hall library & booksellers
market, Silver Mirror Souk & open air market.
Local Lore: Oum is a dusty crossroads-town, where roads and merchants meet. It straddles
the border between Hlondath and Asram, belonging to neither (and at times, is a source of
tense hostility and confrontation between the two kingdoms). It is a place of bookshops,
sages, and proud craft-folk, who make mirrors and glass windows (both rare), fine clothing,
jewellery, lamps, pottery and ironware. The fiercely independent people of Oum are used to
being the pawns in the power games of Hlondath and Asram. The town and surrounding
district changes hands about once every 10 years, or whenever a new ruler in either realm
feels he or she must flex their political muscles. During times of plague when the mutual
border is closed, Oum is the only gateway between the two mighty realms. Sitting astride
the Great Black Road, Oums population is quite wealthy yet ostentation is seen as gauche
and in extremely poor taste just crying out for someone to come and steal a persons
wealth. The houses are brightly painted in a riot of colours adorned with designs each
unique to the family. The styles and quality of the works reflects both the cultural
backgrounds of the householders and their relative wealth, a fact lost on those not of the
town. Most anything can be bought here, except slaves. For to enter Oum is to gain
automatic manumission thus traders and visiting nobles tend to leave their slaves outside
the town limits. The solid ironwood gates set within stout brick and cut stone walls are
rarely closed, even at night this is mainly due to the large number of independent arcanists
who call the town home and value their privacy and distance from the political games found
in Phelajarama and Mhaelos.

45

Rasilith

Population: 9000
Products: pottery, dried fruits, beers, trade goods, weapons, stolen/smuggled & looted
goods, caravan supplies, pack animals & guards, leather goods, water & water containers,
caravan guides & guards.
Who Rules: The Council of Independent Caravaneers & Merchant Traders
Who Really Rules: The Council of Independent Caravaneers & Merchant Traders
Armed Forces: City watch sponsored by the traders council, independent mercenary
companies & caravan guards employed on a needs basis to keep the city free from outside
trouble.
Temples: Waukeen, Aumanator, Tyche, Jergal, Tempus, Shar.
Important Magi: Several independent minor elementalists and sorcerers, but most powerful
magi are outlawed and any found using powerful magics are hunted down and fed to the
servitors of the phaerimm who inhabit the deeper catacombs of the lower city.
Important Organisations: Brothers & Sisters of Sdaar Assassins Guild, Jarraff Caravan
Masters Cartel, The Ironswords Caravan Guards Guild,
Important Locations: Palace Tarvell seat of government (sic) and home of the Sandlion
mercenary company, The Spires of Art and Might 21 Alabaster towers set of 3 concentric
rings dedicated to the study and development of arcane lore in all its forms without fetter or
restriction. Largely abandoned in modern times the towers never-the-less still hold many
heavily guarded secrets and are filled with lost lore and hidden dangers for the unwary or
unschooled, The Grand Souk of Pasha Calliir, Sraukha Castle oldest standing building
within the city with steep stairs leading to the largest and oldest galleries and halls of the
undercity.
Local Lore: Of old the city of Rasilith served as the capital of the kingdom of Thaerval, the
Land of the Alabaster Towers. The corrupt and decadent realm was overrun by the newly
emerging nation of Netheril. After the fall of Thaerval, Rasilith became an important
garrison town. Arcanists eager to gain new knowledge of the arts often travelled to Rasilith
to comb its ruins and study under the local sages and lost lore masters. Over time the city
became a quiet and dusty backwater and whilst officially abandoned very early on in the
war against the phaerimm, the city became a quiet hub for Netherese outcasts and those
with no truck for the arcane machinations of the highborn arcanists and their ilk. Life was
maintained through the careful use of gated water supplies and a liberal use of decanters
and other water producing devices that were never stored for long or used for long in the
same place twice. The city became a popular stop-over for caravans skirting the southern
deserts en-route from Anauria to the lands further west.

46

The ring shaped city is surrounded by solid granite walls 10 thick, capped by slabs of
polished limestone that glitters in the sunlight. Inside the walls, alabaster and marble
towers ring a central citadel also in the shape of a ring with great gates leading to a vast
inner plaza. In the centre of this plaza is a great well, a shaft that descends down five
hundred feet, opening into a great labyrinth of underground grottos filled with rivers of cool
water, subterranean passages, halls, galleries and vaults that make up the undercity of
Rasilith. As the desert grew closer and the days grew hotter, much of the surface city was
abandoned and the many thousands of refugees and lowlanders fleeing the encroaching
sands moved into the cooler water rich undercity, only to be enslaved by the phaerimm and
their lackeys.

Geographical Features of the Crescent Lands


Hlundadim
In the days of the great kingdom of Anauria, a powerful goblin nation existed in the lands
south of the Hunters Hills, made up for the most part of goblins, kobolds, orcs, hobgoblins,
and gnolls, and leavened by a few bugbears and the occasional human. A powerful,
sorcerous being from another plane controlled the vast forces of this dark nation. To them,
it was named Hlundadim. Whether the controlling being was male or female (or neither)
remains a mystery. Their loyalty to this being defies all reports of cowardice, stupidity, and
shallow loyalty. The goblins and their ilk still evoke Great Hlundadim when in peril. In those
far-gone days, both orcs and goblins attacked their neighbouring human nations in huge
armies. Often enough, they won. In its glory, the ancient goblin realm sacked great cities
and devoured travelling caravans.

47

Orc shamans, in units called ularim, held their own against many human wizards. Only wellorganized armies supported by powerful wizards were able to stop them. Hlundadims
power was great, and its cunning tactics and battle lore were greater yet. The goblinoids
were based in a huge fortress called Araugul, or Goblin Mount, constructed in the center of
what is now the Goblin Marches. They had other strongholds as well, of course. Goblinkin
commanded a powerful presence in the areas then known as the Border Forest, the
Hunters Hills, and even the Teshan Mountains.
When the Great Desert to the north began to expand, huge clouds of loosened earth blew
into this ancient goblin realm. For all their power and cunning, for all their masters control,
the ancient goblinkin were not brave. Terrified by the roiling clouds raining earth and stone,
the goblins fled from what most believed was their impending doom. The Anauroch did
indeed swallow the northernmost portion of the goblins realm. But the desert did not come
as far south as they had feared. The damage was done, however. Hlundadim had
disappeared, the goblin strongholds had been abandoned, and their organization was lost.
Many goblinoids returned to their homes, once the weather normalized. But far more
stayed cowering in the Stonelands, the Storm Horn Mountains, and the western lands to
which they had fled.

The Cloudlands
In the cloud filled skies above the goblin lands of Hlundadim is a realm of silver dragon,
there also dwell mist dragons as well as giants and other beings such as ki-rin. There are
many local legends regarding this magical area in the clouds. Some tales offer explanations
for the huge stones scattered below it on the blasted earth. This kingdom boasted a society
comprised of dragons, giants, sylphs, pegasi, asperii, giant eagles, and even some avariel.
These races coexisted in peaceful harmony among the clouds, avoiding the decadent human
realms of the time, especially Asram.
These beings came down to the surface of the Realms only to gather or trade for food and
other necessities, and quickly fled back upward to their cloudy haven. The giants, ever
industrious, even brought huge stones up with them. They built magnificent fortresses and
cities in the sky, hidden by the clouds. It wasnt until the Cloudlands were discovered by the
mages of Asram and Anauria that disaster struck. The sky-dwelling races had been right to
avoid their earthbound neighbours. The great and powerful wizards of these nations
intended to conquer the Cloudlands, for they knew that such a kingdom would be a safe
haven from the encroaching desert that was soon to destroy their earthbound realms. In the
war that ensued, the Cloudlands were destroyed. The fortresses and cities so carefully
crafted by giant artisans fell to the earth. Most of the enchanted places in the clouds that
once supported solid surfaces are gone. The great spells that were unleashed in this
earth/sky war linger on in the form of powerful storms that frequently lacerate the area.

48

Arntethyl
Is the high alpine valley where the River Tesh is formed, and spills out of the mountains
down gorges to the valley of the Tesh, it is along this route that the high road travels east
from Hlondath, via the mines of Tethyamar, to the farms, crofts, towns and cities of the
western Moon Sea region and beyond. Whilst the dwarves were about in numbers the road
was dotted with watch towers and was relatively safe. But with the Hlundadin citadel of
Ironthrone Mountain in existence, the way was fraught with dangers from above (aerial
attack) and below, goblinoids and drow).

Fangwood
A remnant forest of pines and desert ash, a pale echo of the vast eastern forests that ran
the length of the Hills of Ulshaar. This wood is a goblin and wolf filled forest is a royal
hunting preserve with the last remaining forest buffalo and razorbacks using its shelter as a
haven from predatory hunters, they being too big and fierce except for the boldest and
most vicious goblin or wolf packs.

Hills of Ulshaar
The line of shattered hills running north east from the Plains of Asram all the way to the
northern steppes, cut through by gorges formed when built up waters burst through to the
desert marshes beyond in the wake of the early Sharn/Phaerimm Wars in the lands below.

Tarkhaldale
Tarkhaldale is a flourishing mining and farming community, trading with the dwarves of the
Desertsmouth Mountains and the human realms of Asram and Hlondath. Originally an
independent realm of frontier hunters and farmers, it soon became a province of southern
Hlondath even after its official fall. The rumours of the dales destruction were greatly
exaggerated and it was not until the final fall of Hlondath that the fertile valley was finally
abandoned. The chief town of the dale was the Mining and farming centre of Tarkhaldan, at
its height it boasted 12 taverns, 8 inns and 11 brothels. As the mining boom passed, it
settled into a longtime service centre of some 2500 souls.

Phelsmiir
This shallow marshy, bird filled lake sits at the feet of the Scimitar Mountains. The lazy and
polluted River Phel shallows and empties out into this mosquito ridden lake that dries to a
few scattered permanent water holes in summer that are home to schools of brench and
callop, with the giant marsh cod being the biggest predator in this system.

49

Lake Miir
A deep, blue water lake, once a lush forest filled valley that was in turn a dry remnant of an
ancient inland sea known to the elves of Ilhodar as Selumiir. Lake Miir was in its day a
source of fish such as blue-scaled brench and the spicy crabfin and in winter dawn mists
would cover the lake for hours, slowly revealing fleets of small merchant ships and fishing
smacks.

River Saffaril

Once flowing directly into Lake Miir, the slow flowing river meanders its way across the
plains of Anaur before emptying into sandy marshlands at the foot of the southern Scimitar
Mountains. The rivers course was dramatically altered during the years prior to the fall. In
50

the battles between the Phaerimm and Sharn in the lands below major earthquakes were
triggered permanently altering the course of some rivers and removing others altogether
from the surface world. The lower reaches of the river are flanked by rice, cotton and flax
fields is deep and wide, and a home to fresh water crocodiles, pigmy hippos and huge flocks
of water birds both sedentary and migratory.
Plains of Anaur

Shaddan Hills
These formerly lush and heavily wooded hills, now dusty and rock strewn were once known
as Moanders Footsep or the Hills of Rot. Duke Lorthon Maluradek renamed, the Rot Lords
hills, the Hills of Shaddar, and erected stone stele and other monuments throughout the
west commemorating the victory over their troublesome southern neighbour during the
Goblin Wars.

Mount Shaddath
Formerly known as Mt Storoway the westernmost peak of the Teshan Mountains is named
after the legendary queen Shaddara The Fair, after her victory against the Hlundadin
goblins of Mt Storoway. As a monument to their victory the Lord of the Eastern Marches
renamed Mount Storoway, Mount Shaddath in honour of the Queen who once again saved
her people. Mt. Shaddath is today known as Rausrawna, which means westernmost, in the
tongue of the Dtarig; its former name survives as Shadow, in the name Shadow Gap.

The Burn
The Burn, was once a goblin-infested forest, eradicated (with magical fire, that let no trees
grow again for many a year) by an Anaurian army led by Olzogath the Grim,

51

The Hunters Hills


Home to dozens of noble and merchant villas and estates, the legendary child - queen who
was called the Fair, and grew up to be a proud, keen huntress who often hunted boars and
monsters in the Hunters Hills. She was the greatest Queen of Anauria. Many royal hunting
preserves are located within the heavily wooded hills and for much of Anuarias existence
goblins dared not enter these heights except in great numbers.

Shaddath Gap
This hidden caravan road was the main route through the lower Teshans opened up after
the defeat of the goblins of Mount Storoway. Anaurian caravans and military units used the
narrow, winding and rockslide filled road as a way east avoiding the hazardous roads
through Hlundadin. Linking with the Stoneway the road veered south west to the lands
south away from the Lands Under Shadow.

Orlath Wood
Like the Fangwood in the north, Orlath Wood, on the border between Anauria and Asram is
a goblin filled haven for the last tree dwelling wildlife of the old Wolfsberg River. The forest
was named for Olzogaths son, who chose to hunt goblins there, not raze a forest as his
father had done. The ever-present goblins had a stronghold at Araugul {pronounced Ar-ahgOOL), also known as Goblinmount.

52

Rituals of a Fading Empire


Name: Basils Mirror
Level:1
Components: vsm
Casting Time:1
Range:10+10 per level
Effect: one polished surface
Duration: permanent
Saving Throw: none
Spell Resistance: none

Finish

This simple spells was developed by the armourers in Anauril to make polishing metals quick and
easy. The spell lasts as long as the metal is kept clean. It allows the metal to resist corrosion so
that it only needs the occasional polish. The spell has been used to make polished silver or steel
mirrors, and is very useful against gorgons and other creatures with ranged gaze attacks. Even
beholder rays can be reflected away by the bright burnish this spell creates on smooth metallic
surfaces.
Name: Cutlers Gift
Level:1
Components: vsm
Casting Time: 1
Range: 10+10 per level
Effect: up to 10 small blades or points/5 medium blades or points/1 large blade or point
Duration: permanent
Saving Throw: none
Spell Resistance: none
The bladesmiths of Anauril developed this spell to maintain the keen stabbing points and cutting
edges of their weapons. The spell hardens the metal and provides it with a shaper edge. The
weapon can still go dull but takes twice as long to do so. Weapons treated with this spell gain a
+1 damage bonus for the first blow they strike and then only need sharpening half as often. This
spell is frequently used on bundles of arrows, javelins and spears that are preplaced in armouries
for use against invaders.

Name: Flight of the Hawk


Level:2
Components: vsm
Casting Time:1
Range:20+20/level
Effect: 10 arrows /5 javelins/spears/1 large bolt per level of the caster
Duration: permanent
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Saving Throw: none


Spell Resistance: none
This useful spell was developed by Hlondaths mounted arcane archers and siege specialists to
extend the range and accuracy of their missile weapons. When cast upon specially prepared
flights the spell provides a 1 time only, non-magical +1 bonus to hit by improving the quality of
the guidance flights (or feathers). This also adds a further 50 to the maximum range of the
missiles. If the missile weapon is damaged in anyway then the +1 and 50 range bonus are lost.
Name: Basileus Goblin Cutter
Level: 3
Components:vsm
Casting Time:1
Range: 20+20 / level
Effect: 20 diameter sphere of shards
Duration: instant (upto 10 second delay)
Saving Throw:
Spell Resistance: none
The tunnel ratters of Anauria developed this spell to clean out nests of kobolds and goblins within
their small inaccessible burrows. Using specially prepared pieces of overhardend bronze, steel,
ceramic, crystal or glass the arcanist unleashes a small storm of shrapnel in a 20 diameter sphere.
In an open space these grenades will do 5d4 hp damage (save for half) to all with the area of
effect. In a tightly enclosed space this damage increases to 5d6.
Name: Gemtrees
Level:3
Components:vsm
Casting Time: 3
Range:10 yards + 10 yards per level
Effect: 1 large plant or tree per 3 levels
Duration: permanent
Saving Throw: yes
Spell Resistance: yes
This spell was developed by Hlondathan arcanists in an attempt to halt the spread of the desert.
Simply put, using a small piece of their own life force, a drought hardy sapling and a small
diamond chip, the caster causes a semi-mature tree to appear that is effectively immune to the
life draining effects produced by the phaerimm. The tree is semi sentient and when grown in
large groves are capable of a group mind reminiscent of the people who planted them. The trees
wood is hardened and is immune to normal rot, termites and the like, life draining magic simply
do not work and whilst fire will burn the tree to the ground it will re shoot in a manner of weeks
and within a year a healthy semi-mature tree will have coppiced producing not one trunk but 2 or
three. The trees can exist for centuries without water and their sap and leaves take on a
shimmering, highly reflective quality that reflects heat whilst maintaining moisture levels evenly
within a 50 radius. The wood burns slowly but produces a stench like rotten flesh and the smoke
is highly toxic. Only scavengers seem to find the smell enjoyable and flocks of vultures regularly
nest in these trees.

54

Name: Goramonds Favour


Level: 3
Components: vsm
Casting Time: 1
Range: 10 yards + 10 yards / level
Effect: infuriating illusions
Duration: 1d4 rd +1 rd / level
Saving Throw: yes
Spell Resistance: yes
When cast amongst a group of enemies the caster chooses the most dangerous foe who is
entitled to a single saving throw. If they fail they take on an illusory form depicting the most
heinous enemy of the creatures allies that the caster can imagine. So a goblin chief would appear
as a dwarf complete with sounds and smells of said same creature, or an elf would appear as an
orc amongst its worst enemies. Those surrounding the illusory creature will react according to
their intelligence and natures. Many a Hlundadin chieftain was murdered by his own body guard
when transformed in such a way.
Name: Thieves Silken Touch
Level:4
Components: vs
Casting Time: 1
Range: 50 yards + 20 yards/level
Effect: snatch one item upto 50 pounds + 2 pounds/level
Duration: instant
Saving Throw: yes
Spell Resistance: no
This spell is used by magical thieves, tomb raiders and law enforcement officers to remove from a
place or person an object within the weight limit and transferring it into their hands, a bag,
pocket, net, cage etc. The spell only affects non-living matter and creatures holding onto an
object get to save to resist losing their items. Those items just upon their bodies also save but at
-2 unless carefully secured. The reverse of this spell can send an object from the caster to the
hand of another, so that warrior whose sword has just shattered and who is about to be run
through may suddenly find himself with a new weapon courtesy of his swordmage ally. Tomb
robbers have been known to use this spell to circumvent traps and guards usually with great
success. Objects with magical traps placed upon them are not indicated, this spell simply moves
object quickly and accurately short distances.

Name: Cherry Blossom


Level: 4
Components: vsm
Casting Time: 4
Range: 20 yards + 10 yards/level
Effect: blossoming pink flames
Duration: 4 rounds
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Saving Throw: yes


Spell Resistance: yes
The caster unleashes a web of bright pink and white flames that erupt from a central point like a
blossoming flower in a 40 radius. The flames burst from above and settle down over a target
area where they continue to burn for 4 rounds. The flames will burn through most metals and
organic matter, any creature caught in the net must save each round to avoid permanent
damage. Damage starts at 5d4+5 hp dg, going up by 5d4+5 every round. A successful save means
a victim has escaped the net and have only taken the damage for that round. Only creatures
escaping the net on the first round can avoid damage all together. Items caught beneath the
flames must save vs magical fire each round to avoid being damaged or destroyed by the flames.

Name: Minor Mantle of Mhaelosaa


Level: 5
Components: vsm
Casting Time:1
Range: self
Effect: absorb incoming magic
Duration: 1 turn/level or until exhausted
Saving Throw: no
Spell Resistance: no
This spell creates a shimmering mantle of arcane energy that the wearer uses to protect herself
from hostile magical effects either spells or powers from creatures and devices of up to fourth
level of ability. The mantle provides protection from 2d4+1 per two levels of spells. So that the
mantle of a 10th level mage with 12 charges in her mantle will be able to withstand a fireball, a
lightning bolt an icestorm and two magic missiles spells before her mantle collapses. If a mantle
has less than the required charges then it collapses and the spell is saved against with a bonus
but is not avoided completely.
Name: Maralans Coalescence
Level: 5
Components: vsm
Casting Time: 1
Range: 30 yards + 20 per level
Effect: 1 non-corporeal entity
Duration: 1 round per level
Saving Throw: yes
Spell Resistance: yes
This simple spell is used to draw spirits and non-corporeal beings into a solid state for a limited
time. This spell allows the affected entity to handle and manipulate solid objects, wear clothing
etc. Conversely it also makes them vulnerable to physical attacks reducing their effective armour
class by 10 for the duration of the spell. Attacks on the physical form with mundane weapons
causes the solid spirit pain but no lasting damage, but damage from magical weapons is
permanent until healed magically or with the fullness of time. The spell is particularly effective
against vampires as it prevents them from assuming gaseous form for the duration of the spell.

56

Name: Iron Sky Bolts


Level: 6
Components: vsm
Casting Time: 1
Range: 180 yards + 10/level
Effect: 1 or more magical ballista bolts
Duration: instant
Saving Throw: none
Spell Resistance: none
With this simple spell the mage transforms 1 heavy crossbow bolt per 4 levels into a heavy iron
ballista bolt. Each bolt is +4 to hit and uses the mages chance to hit modified only by their
dexterity. The bolts can be aimed at individual targets so long as they are within a 50 yard
spread. Each bolt does 3d10 hp damage to individuals and will stun human sized creatures for
1d4 rounds. Structures take 1d10 hp damage. The spell can conjure up to 6 bolts and even if they
miss their intended targets the bolts are real and have to end up somewhere.
Name: Mantle of Mhaelosaa
Level: 6
Components: vs
Casting Time: 1
Range: 1 creature
Effect: absorb incoming arcane energy
Duration: 1 hour per level or until exhausted
Saving Throw: none
Spell Resistance: no
As per the fourth level spell except it wards off spell levels of fifth level and below.
Name: Sand Nixy
Level: 7
Components: vsm
Casting Time: 1
Range: 150 yards + 10 yards / level
Effect: 1 magic absorbing pulsating decoy
Duration: 1 turn per level
Saving Throw: no
Spell Resistance: no
This spell is used by arcanists to act as a decoy to attract the attention of phaerimm who use the
use of powerful magic to track their opponents. The spell produces a powerful spinning orb of
pure magical energy that gives of a powerful arcane echo that can be felt my magically sensitive
beings for upto 100 miles in every direction. Most creatures are able to ignore its persistent
pulsing through the very fabric of magic. Phaerimm find this almost irresistible and will move
towards it like a bee to nectar or a shark to blood. The golden sphere, some 2 feet across absorbs
all magic within a 50 radius creating a magic dead zone where all forms of magic (weave and
57

shadow weave) are nullified. When a phaerimm is detected within this radius and its powers are
neutralized the sphere released all its pent up energy in a cataclysmic blast that draws all matter
into itself like a sphere of annihilation. Anything with the 50 radius when the sphere implodes is
drawn into the event horizon and utterly destroyed forever. Only divine intervention will reverse
the effect.
Name: Basileus Vendetta
Level: 8
Components: vsm
Casting Time: 9
Range: self
Effect: terrible vengeance visited upon a foe
Duration: dormant until triggered
Saving Throw: yes
Spell Resistance: yes
This spell is used by arcanists as a form of vengeance. A type of mantle but one filled with the
venom of revenge. The arcanist sets into the field 4 spells that are designed to wreak total
catastrophe upon the victim: The first is a major curse or bane spell, the second spell strips all
access to arcane magic away from the victim permanently, the third inflicts the being with a mind
shatter effect, whilst the last infects the being with a highly contagious and fatal disease that only
affects those of the same bloodline and who are of the same alignment. The disease kills within
three days, leaving the victim covered in painful, puss filled boils. The victim is entitled to a
saving throw to avoid each effect, but at a -5 penalty for each throw.
Level:
Name: Flensing Web
Level: 8
Components: vsm
Casting Time: 2
Range: 150 yards + 20 yards/level
Effect: a solid web of fine razor sharp threads
Duration: 1d4 rounds + 1 round per 3 levels
Saving Throw: yes to avoid
Spell Resistance: yes
This spell creates a web of razor sharp gossamer threads over a 5 per level radius designed to
entrap then slice up whatever it catches. Victims caught in the web become entangled unless
they save vs spells or can teleport away. The round after becoming trapped and entwined the
net begins to shrink drawing its razor sharp threads back towards the center. Each round a being
is caught within the web it takes 10d4 hp damage. This is cutting and slicing damage, and on the
third round critical hit roles begin to apply as different parts of a beings anatomy are sliced off or
into. Eventually the web will dice the trapped being/s into small cubes. A variation of this web
includes cold or negative energy damage. The spell has no effect on non-corporeal beings unless
they are brought into a solid state first, then the damage is lethal. Magic/Spell resistance will
protect an entrapped being once if they make the relevant dice check, otherwise such protection
is useless against the webs strands that are fire proof and can only be cut by powerful magic,
slicing blades or psionics. Each of these methods will damage the entrapped beings.

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Name: Greater Mhaelosaar


Level: 9
Components: vs
Casting Time: 1
Range: 10 or self
Effect: a persistant protective field
Duration: until exhausted or dismissed
Saving Throw: none
Spell Resistance: no

Mantle

Just like its lower level counterparts this spell protects its wearer against incoming hostile
magical effects & powers up to 9th level of ability/power. The mantle absorbs 2d6+1 /per level
units of arcane energy. Eg a beholders disintegrate eye ray would draw off 6 units of energy from
the mantle. A 20th level arcanists mantle would absorb 20+2d6 units of arcane energy before
collapsing. The mantle lasts until exhausted or until mentally dismissed by the caster. It has no
effect on personal spells used by the wearer and can be suspended for up to 4 rounds so that the
wearer can receive healing magic and the like from others. At this time the wearer is vulnerable
to magical attacks. This powerful abjuration can be worn in conjunction with other mantle like
spells as it is purely defensive in nature. A variation on this spell turns incoming spells into
healing energy that is equivalent to 1 hit point per spell level and can be used by either the
mantle wearer or transferred to another being within touch range. (Rumours are this spell was
developed from notes stolen by Hlondathan raiders during the Crown & Scepter Wars).
Name: Power Word: Inversion
Level: 9
Components: v
Casting Time: 1
Range: 180 yards + 20/level
Effect: all beings in a 30 radius save vs spells or die horribly
Duration: instant
Saving Throw: yes to avoid
Spell Resistance: yes
This nasty little spell was developed by a few surviving Asraman arcanists as a punishment to
followers of Talona for bringing about the destruction of their realm. Centered on a single being
living or dead the caster utters a single word of power and all beings within a 30 radius of the
target creature must save vs spells at -4 or be literally turned inside out. Even gelatinous beings
and shape shifters must make a life/system shock check to avoid dying outright. The targeted
creature gets no save unless they posses more than 65 hp. Any items carried upon the body of an
inverted being will become entangled in the mess and may have to save vs crushing blow to
avoid being damaged. Magical items affected in such a way may go off and cause further
complications for those around the affected being/s.
Name: Up She Rises
Level: 10 (epic)
Components: vsm
Casting Time: 1 turn per 1000 cubic feet

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Range: 1000 yards + 100 yards/level


Effect: 1 building/structure
Duration: permanent
Saving Throw: none
Spell Resistance: no
Fashioned on the tower building spells of the elves, this epic spell is used by arcanists to create
instant buildings from carefully pre-constructed models and drawings done to scale. So long as
enough raw materials are on hand and canny mage can shape up to 1000 cubic feet of structure
per 10 minutes, they can keep this up for a number of turns equal to 1/3 of their constitution
score. Many arcanists working together are able to construct whole towers, bridges, keeps,
castles, manors etc in a single day. The works are usually sturdy affairs and are often later
decorated by crafters such as sculptors, stone masons, painters, gardeners etc. The spell draws
on bed rock or collected materials to complete the task. Some large buildings will require several
casting to complete. This spell is so exhausting that 24 hours must be used to rest between each
use of the spell. Structures are permanent and non-magical so impossible structures will need
other magical reinforcements. Protective enchantments can be woven into the casting to
strengthen a structure and protect it from the elements, scrying, fire, disintegration etc but each
additional enchantment effectively doubles the cost and halves the amount of time the caster
can spend in any 24 hour period building and shaping their new creation.
Name: Scintillating Mantle of Thausgras
Level: 10 epic
Components: vsm
Casting Time: 5
Range: self or another touched being
Effect: personal scintillating shield about the receiver
Duration: 1 hour per level or until dismissed or exhausted
Saving Throw: see below
Spell Resistance: yes
This spell creates a shimmers rainbow like aura about the caster that is equal to full daylight (in its
intensity and how it affects dark loving creatures and undead) within a 100 radius. This glow can
be dimmed to invisibility at the discretion of the wearer. It can be made to flare brightly,
temporarily blinding and stunning creatures who fail to cover their eyes or look away in time. The
mantle has all the strengths and weakness of a scintillating colours spell except that the wearer
can handle items with out them being affected by the spell. The wearer may shrug off a layer of
the mantle in a bright pulse of colour that will affect all within a 100 radius (standard saves
apply). Any being attempting to attack the wearer physically will suffer the full effects of the
mantle and any beings attempting to use magic or psionics against the mantle wearer must first
overcome the defences embedded within in the specific order as stipulated by the scintillating
colour spells. A mantle wearer can end the spell at any time, but once done it cannot be recast
upon the same person for a full seven days. To do so see them suffer the full effects of all the
colours which is usually fatal and definitely painfully inconvenient when ne becomes an insane,
poison filled statue upon a random plane.

60

Artefacts of the West

Hlondathan Twin Tail Serpent


Worn by wealthy nobles who eschewed most magic but liked to keep a few handy baubles
on their person. These rings inspired by elven bracelet wands serves 2 -3 purposes. They
provide a bonus to armour class +1 to +6, act as a wand of the creators choice (able to be
recharged), and one defensive power eg invisibility, immunity to poison, fire resistance etc.

The Emerald Serpent of Asbaron


This diamond and emerald encrusted golden ring is the
master controller ring that the Lich Asbaron of Anauria
uses to control all of his servants both living and dead.
It acts as a rod of rulership as well as providing
continuous mental control over every being implanted
with one of Asbarons control emeralds. The ring also
acts as an emergency phylactery if all others have been
destroyed. Anyone else attempting to don the ring
automatically comes under the lichs full control

61

Asraman Bonding Rings


These serpent rings were
invented by Asraman arcanists
for young hedonistic nobles to
wear whilst they participated in
their wild monster chases all
across the realm. The rings allow
the nobles friends to follow them
at a distance without ever losing
track. The wearer of the master
ring will always know within a
few feet where the other ring
wearer is and in what physical
and mental state they are in.
Two way communication is possible but rarely used. A talented arcanist could teleport right
to a noble you in trouble. Whether this would asctually happen or not would very much
depend upon the political connections fo the noble youuth in question. Each ring is charged
with a cure critical wounds spell, a neutralise poison spell and a light spell. The rings were
often used by parents to keep an eye on wandering children as they allow the mastrer ring
wearer to scrying unearringly upon the lesser ring wearer with abolsute clarity.

62

Resources Used
Anauroch by Ed Greenwood
Anauroch Empire of the Shade
Lost Empires of Farerun
Grand History of the Realms
Forgotten Realms Campaign Settings 1st 4th Editions
Lords of Darkness by Ed Greenwood
The Magister by Ed Greenwood
Shadowdale The Tearing of the Weave
Elminsters Ecologies Boxed Set
The Moonsea
Mysteries of the Moonsea
Netheril: Empire of Magic
Cormanthyr: Empire of the Elves
Faiths & Avatars
Powers & Pantheons
The Cavern of Death by Rich Baker
(http://www.wizards.com/DnD/Article.aspx?x=dnd/drrl/20071205)

The Magic of Mantles by George Krashos


(http://forum.candlekeep.com/topic.asp?TOPIC_ID=11779&whichpage=1)
Various Scrolls by the Scribes of Candle Keep

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