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Nations and Regions
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The Kingdom of Cormyr
Likeness: Avalon/Andor/Rennaisance France
Cormyr is all about chivalry, blood and honor.
- The largest of only two true kingdoms in the Heartlands, sometimes called the Forest Kingdom. Few non-humans - the few that might be encountered are half-elves or, in the mountains, dwarves.
- The beloved King Azoun Obarskyr IV rules fairly and evenly, and there are many noble families. Purple is the color of royalty, and the Purple Dragon is the crest of the King.
- The standing army is known as the Purple Dragons, and the Purple Dragon is the king's banner.
- The King's advisor is Vangerdahast the Royal Magician, who leads the Council of Mages (aka the War Wizards) as an adjunct to the army and whom many believe to be the real power behind the throne
- Armed groups without a royal charter are illegal, and unregistered practitioners of magic are hunted down by the Council of Mages.
- Cats are seen as messengers from the gods, and trapping or harming one is blasphemy.
- Sembia is a rival nation, especially for trade
- Cormyr mints its own coins, which are used throughout the Heartlands.
National traits:
- We are the most - perhaps the only - civilized people in the world.
- Noblesse obligé.
- Gods save the King!
Class archetypes:
- Bard
- Cleric - Crusader, Missionary, Monk, Pilgrim
- Fighter - Knight, Paladin
- Ranger
- Rogue
- Sorceror - War Wizard, Outlaw Wizard
- Wizard - War Wizard, Outlaw Wizard
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Regional feats:
- Discipline
- Education - Without the education of the nobility, there would be no civilization.
- Foe Hunter - goblinoids
- Saddleback - Of course, Cormyr boasts the finest knights in the world.
Available prestige classes for this background:
- Mage-Killer (War Wizard status only; MoF pg.32)
- Purple Dragon Knight (FRC pg.49)
- War Wizard (MoF pg.40)
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Cormyr is the only true kingdom in the Heartlands, walled in to the north and west by the Storm Horns, by the Thunder Peaks to the east, and by the waters of the Dragonmere to the south. Sometimes called the Forest Kingdom, the land is ruled by the Obarskyr royal family, currently King Azoun IV, son of the famous warrior-king Rhigaerd II. The King rules by the fealty of landed nobles, numerous rich "merchant lords," and the Lords appointed to each town; his banner is the Purple Dragon, and the standing army is known as the Purple Dragons. Magic is heavily regulated by the King's advisor, the Royal Magician Vangerdahast, and the army is supported by the widely feared Council of Mages (popularly known as the War Wizards) under his control. The capital is Suzail, which lies on the coast. The High Road that runs from the kingdom's second largest city, Arabel, to Iraebor and the Sword Coast is the only passage west that lies north of the Dragon Coast; the country is much like late medieval Romantic France, with hospitable peasants and flambuoyant nobles with a taste for good wines. Cormyreans speak Chondathan with a precise and rather melodious accent.
           
Cormyr has suffered from a number of uprisings and raids, but has been officially at peace since King Rhigaerd overthrew the Border Raiders long ago; still, anyone who goes armed must tie their weapons to their sheaths with a peaceknot, and no armed warriors not in service to the King may gather in groups of more than five, except in public markets, inns and taverns. "Lawless freeswords" can't operate within the borders unless they are under contract to one authorized to hire them (nobility or chartered merchants) or they possess a royal charter, customarily granted only to wealthy adventuring companies. In addition, all mages must by law report their names, sigils and whereabouts to the Royal Magician in Suzail, and must give their names whenever challenged by the King's soldiers or officers of the Court, on pain of destruction by the Royal Magician or the Council of Mages. Adventurers are a curiosity - the idea that people would risk their lives needlessly for gold or glory strikes natives as odd, a throwback to a darker age.
           
Cormyreans are generally happy with their lot and loyal to the throne. About two dozen major noble families can claim some blood relation to the throne, though it's rumored that the King's indiscretions (and his forefathers' before him) qualify a far larger group than that. Cormyreans are law-abiding, friendly and open, and see themselves as cultured, peaceful and refined, destined to bring order to the sprawling, disorganized world outside. They are often perceived by foreigners as elitist, out of touch with current events, and overbearingly bossy.
           
Cormyr mints its own coins, which are used almost exclusively within the borders of the country, though outside their value drops quickly the farther one gets from the country. Carriages are much in use, and the finest, most modern in the world are Cormyrean, nobles being willing and able to pay for a smoother ride. Cormyr is also home to a number of lapdogs and fine hunting hounds, as well as the Fell pony, a docile, long-maned and -tailed beast.
           
Cormyr is notable for its colorful royal family as well as a number of others: King Azoun IV, son of a famous hero and rumored to be a rover; Princess Alusair, who rides with the Purple Dragons to protect the realm and gets into plenty of trouble; The Royal Magician Vangerdahast, a fat man who most think is the real power behind the throne.
           
Nonhumans are rare (there are no gnomes at all), but those few there are are mainly half-elves and halflings.
Cormyr is a civilized kingdom where independent adventurers are frowned upon. Cormyreans see them as eccentrics, throwbacks to more barbarous days - unless they fight to right wrongs and bring civilization to others. Others, of course, don't really appreciate the effort - the Moonsea in particular is not on friendly terms with Cormyr.
- Warrior: Many warriors join the Royal Army, known as the Purple Dragons; some turn to the holy orders to serve their Church (The Churches of Ilmater, Sune, Tempus, Torm and Tyr have paladins). Cormyrean warriors favor the best armor money can buy, usually splint or plate. Otherwise they wear well-made but functional cloaks and other finery. Often coats of arms are worn, either on a tabard or a shield. They're from a powerful, civilized nation, and conduct themselves with honor, pride, and style. They pride themselves on their etiquette, but also tend to patronize those they consider less refined or civilized, or whose motives are less noble than theirs. Often this arrogance is unintentional, and not meant as an insult.
- Rogue: Cormyr is home to the bard and the beloved outlaws who champion justice, or at least are quite charming while they rob you. They take no steps to hide themselves, wearing bright colors, plumed caps and exotic jewelry. They favor light, highly ornamented weapons and seldom wear armor. They are noted for their great exploits and daring, always finding humor in a tight situation.
- Mage: All spellcasters are required to register with the Council of Mages, colloquially known as the War Wizards. They think of themselves as the best of the best, and don't understand why anyone wouldn't want to be a member. Therefore they viewed the registered as inferior in talent, power and intelligence, and the renegades as dangerous criminals who must be hunted down for the good of society. Registered mages take pride in that they're so powerful that the government fears them and wants to know where they are at all times. They seem to be vying with each other to look the part of a wizard, with beards, robes, staves, familiars etc. War Wizards are considered government lackeys, and renegades shiftless upstarts. Renegade mages are in danger of execution for treason, so they dress as commoners. They consider the War Wizards the thugs of an oppressive government, and the registered mages as misguided fools who have put their lives in peril by allowing the government to watch them so closely.
- Priest: Virtue, nobility and honor are important in Cormyr, and the most popular gods reflect that. There are temples or shrines to Chauntea, Ilmater, Mystra, Oghma, Siamorphe, Sune, Tempus, Torm, Tymora and Tyr.
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Local powers
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Top religions
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Local conflicts and dangers
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- King Azoun IV
- Queen Filfaeril
- Royal Magician and Advisor Vangerdahast
- Princesses Tanalasta and Alusair
- The appointed Lords
- The landed nobility
- The merchant lords
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- Torm
- Chauntea
- Tyr
- Oghma
- Tymora
- Sune
- Siamorph
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- The King's forces vs. traitors and rebels in and arounnd Arabel.
- The Zhentarim
- Orc, goblin and ogre raiders
- Wolves, sun bears, boars
- Peak griffons, trolls, wyverns
- Bickering nobles
- Semban expansion to the southeast
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Local phrases
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Local traits and facts
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"Caught like a cat" - handled carefully/gently
"angering the Dragons" - a reference to the Purple Dragons, meaning to provoke a force far superior to/outnumbering your own
"Safe as the High Horn" - safe as Fort Knox
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- The King is said to roam the land in disguise to learn more about his people.
- Cormyreans are generally armed with woodsman's axes and knives if peasants; nobles wear an emblazoned shield and fine armor under an emblazoned tabard, and they carry lances or longswords, and a bow.
- Those who go armed must wear peacestrings about their swordhilts - colored and tasseled cords tied in ornate knots that prevent quick unsheathings.
- The small black-and-gold sun bears, the Cormyrean hunting hawk and peak griffons are native to the region.
- Commoners must bow their heads to royalty.
- Popular pastimes include beer, wine or liquer, dancing, street theater or other performances, card games and jacks.
- Burials are followed by wakes.
- Women interested in finding a mate wear purple scarves at hip and/or throat.
- It is unlucky and blasphemous to kill a cat, for they're the eyes and messengers of the gods. It's good to keep one (never in a cage), but a sin to clip its tails, ears or fur or neuter it.
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History and important events
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The Year of the Highmantle
(1311 CR/1336 DR)
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Prince Azoun Obarskyr IV is crowned King of Cormyr.
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The Year of the Snow Winds
(1310 CR/1335 DR)
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Princess Alusair Nacacia Obarskyr is born. King Rhigaerd Obarskyr dies in the waning days of this year.
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The Year of the Blazing Brand
(1309 CR/1334 DR)
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Prince Foril, infant son of Prince Azoun IV and Princess Filfaeril Selzair, dies. Princess Tanalesta is born.
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The Year of the Sword and Stars
(1307 CR/1332 DR)
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Prince Azoun IV and Princess Filfaeril Selzair (later dubbed "the Dragon Queen" of Cormyr) have a son, Prince Foril.
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The Year of the Lost Helm
(1304 CR/1329 DR)
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Prince Azoun Obarskyr IV and Princess Filfaeril Selzair are wed.
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The Year of the Shadowtop
(1289 CR/1314 DR)
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King Rhigaerd defeats the border raiders.
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The Year of the Mace
(1282 CR/1307 DR)
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Prince Azoun Obarskyr IV is born.
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The Year of Thunder
(1281 CR/1306 DR)
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The Royal Magician Vangerdahast founds the Council of Mages, popularly known as the War Wizards.
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The Year of the Moat
(1250 CR/1275 DR)
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Prince Rhigaerd Obarskyr II crowned King of Cormyr; his uncle Salember "The Rebel Prince" reigns as Regent in Cormyr until the Year of the Rock (1261 CR).
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The Year of the Moat
(1244 CR/1269 DR)
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Prince Rhigaerd Obarskyr II born.
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Back to top
The Dalelands
Likeness: The Black Forest/Lothlorien
The Dales are all about loyalty, friendship and family.
- Settlements around the great elven forest of Cormanthor, where the Elven Court resides; the area was gifted to them by the elves with the raising of the Standing Stone. Nonhumans tend to be elves, half-elves, gnomes and hobbits.
- No central government, though there is the loose Dales Council to settle disputes. The individual Dales are protected by each Dale's militia.
- Distrust Sembians since they swallowed a Dale, and takes the brunt of the attacks of the Zhentarim from the north.
National traits:
- We don't have a king because we don't need a king.
- Magic and heroes are all well and good, but everyone needs to eat.
- There's no reason not to get along with folk who mind their own business.
Class archetypes:
- Bard - Storyteller
- Cleric - Missionary
- Fighter - Constable, Militiaman, Retired
- Ranger
- Rogue
- Sorceror - Witch/Warlock
- Wizard - Apprentice, Retired, Witch/Warlock
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Regional feats:
- Blooded - just because ye're country folk don't mean ye just fell from the turnip wagon.
- Forester - We know our way about the woods, not like some city folk; they can't walk from the house to the privy without gettin' lost!
- Luck of Heroes - We keep our wits about us, aye, and Lady Luck favors the bold.
- Militia - We're smallfolk, but even the small have teeth, and best the big remember it.
- Strong Soul - Sometimes the difference between living and dying is how much you want it.
Available prestige classes for this background:
- Arcane Archer (elf only, DMG pg.176)
- Loremaster (DMG pg.191)
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The Dalelands are located in and around the ancient forest of Cormanthor, and are a collection of independent Dales with representatives on the Dales Council rather than a true nation. The Dales were founded after a pact was signed with the elves allowing humans access to the area around the forest, and the pact was sealed by the raising of the Standing Stone, from which Dalereckoning is counted. Now the Dales are rural lands without large cities, surrounding the retreating forest of the Elven Court. The major surviving Dales are Archendale, Battledale, Daggerdale, Deepingdale, Featherdale, Harrowdale, the High Dale, Mistledale, Scardale, Shadowdale and Tasseldale. Dalesfolk speak Chondathan with a drawl and many archaic words.
           
The Dales are, in general, much like late medieval/early Rennaisance farming communities, with half-timbered houses in farming villages and towns. There are plenty of tiny, unremarked hamlets hidden in the rolling landscape for each larger and better-known one;
cartroads lead to and from the major byways, shipping their rich harvests out to the rest of the Realms. The people are tough, down-to-earth, level-headed and independent (some would say stubborn), but have a mischevious sense of humor. They're proud of their status as independent Dales and have time and time again fought back armies trying to swallow them into other nations; the Dalesmen take the brunt of the attacks launched by Zhentil Keep to the north, and keep a wary eye on Cormyr and Sembia as well - they've lost Dales to the Zhents and the Sembans before. Like Northerners, Dalesfolk have a relatively relaxed attitude towards magic and mages, provided they aren't bothering anyone; however, criminals find them a lot more nosy than the mind-your-own-business Northerners. Still, many powerful people find the Dales a pleasant and peaceful place to retire, and the steady flow of people in and out of the region mean that Dalesfolk are a fairly mixed lot, though there's a general tendency towards brown hair and eyes. Elves get along better with Dalesfolk than almost anyone else, and the archers of the Dales are the finest in the Realms. Dalesfolk are primarily farmers and woodsmen, and considered rather backward by their more urbane neighbors.
- Warrior: The Dales are surrounded by nations that want to swallow them, and are full of warriors to defend themselves. The finest trackers, archers and woodsmen in the Heartlands come from the Dales. Competent and unpretentious, they're ready for action at all times, but tend to react rather than initiate. Their clothes and armor are very utilitarian; they shy away from ostentatious displays of rank, family coats of arms, or ornamentation. Brave but not foolish, proud of their homeland's history of independence, for them the Dales' troubles always come first. They're slow to trust strangers, so they're reserved when they speak and reluctant to ask for help. If their first impression of someone is that they're mysterious or suspicious, they may never warm to them. Once they're won over, they're selfless and loyal.
- Rogue: There are no guilds in the Dales, as there's not a large enough population to support them, but there are plenty of bards to make up for it. Always ready to go elsewhere, the rogues bear light clothing and traveling supplies. Noted for their interest in adventures and travel, they have a bad case of wanderlust; the grass is always greener where your face is unknown by the constabulary and the treasures of the unsuspecting are practically lying around for the taking.
- Mage: As they tend to be adventurers and explorers, the wizards of these realms are noted for their casual manner and utilitarian dress. With few exceptions, a wizard in flowing robes, with a long beard and wearing a pointed hat, is likely to be looked upon as something of a dandy or a fool. One can expect the typical wizard of the Dalelands to be in comfortable clothes, often liberally sewn with
pockets for spell components as well as a stout staff (that may or may not be enchanted) and ready access to a good assortment of traveling supplies. A wizard from the Dales should be willing to take chances and risk all for a good cause. Folk of the Dales are known to be steadfast companions and good allies. There are few of the Dales who would abandon a friend in need or give up on a quest that seemed impossible.
- Priest: There are plenty of shrines and the occasional temple scattered about the Dales. The most popular gods are Chauntea, Helm, Lathander, Malar, Mielikki, Milil, Selūne, Silvanus and Tymora.
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Archendale is the richest and best-defended Dale, but also the most agressive and unfriendly. Arkhenfolk are a difficult, haughty people who regard most other Dalesfolk as backward, rustic simpletons, Sembans as spineless, lazy fops, and most other outlanders as unscrupulous vagabonds. They have the best army in the Dales, but are insufferably arrogant. Sharp and honest businessmen, few will admit to being anything but peddlers of some sort. Noted for their love of nature and, in particular, the ferns, flowers, and grasses that prosper along the banks of rivers and shallow streams.
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Battledale is the most famous and most-traveled of the Dales, and the one with the bloodiest history; the open ground has played host to Dragon Reach battles for centuries. The sprawling territory is all winding lanes, rolling hills, rugged backlands and open farmland known throughout the Dales as "the Belt." Battledarrans are the most eclectic and tolerant people east of Waterdeep. It's a bucolic farming Dale full of gossipy bumpkins. The historical site of battles for the region, they're used to letting others have their own way. Those who live in the shadow of Aencar's castle are proud of their warrior heritage.
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Daggerdale is a beautiful forested Dale occupied by forces from Zhentil Keep, who deposed the ruling Morn family and now struggle to fully control the Dale with punitive raids against dissenters, sometimes with unhuman mercenaries; their economy is lousy. The natural paranoia of Daggerdale's folk is both widely known and readily apparent, but the folk are quick to think on their feet. A lawless region; some say it's nothing but a giant thieves' guild. The scars of the Dale's brutal past are evident in the distrusting, almost paranoid, folk that come from this land. Daggerdalesmen are generally thoght to be cruel, surly and suspicious. Hunting has replaced much of the farming in the Dale, and what farms there are are huddled within running distance of the small, stockaded villages.
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Deepingdale is known to many as "the Dale of Trees," and is the both most beautiful of the Dales and the Dale that keeps closest to the spirit of the Standing Stone pact. Deepingfolk are quiet, peaceful and in harmony with the land, and many are elves or half-elves. A Dale where Men and elves mix in harmony, and everything has been greatly influenced by the subjects of the Elven Court.
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Featherdale is a prosperous country of gently rolling farms with waist-high fieldstone walls, wood lots here and there, and and small ridges of hills. The Dale has no central authority; each farm and village looks out for its own business and justice. Despite having no ruler, army, or even any towns, Featherdale has avoided annexation by Scardale, Battledale and even Sembia. Featherdarrans are easygoing, stout, sturdy, extremely patient, and have a large helping of common sense. Without education or ambition, these folks have rustic good sense and old-fashioned values. Stoic and simple, favoring their rustic lifestyle, they have little fondness for cities and their ills - such as crime. Their scouts are known for silence and hiding in plain sight, and take exception to being called thieves. Few heroes of any type come from Featherdale, not because of an absence of magical talent among the populace, only a lack of interest. The children of this region grow up tending the flocks and seeing to other chores that leave little time for the idle fancy of magic. While it is true that the sages of Featherdale seem unnaturally sagacious, it is also true they tend to be quiet and rather lacking in presence. To be blunt, they are some of the dullest people a hero would ever want to spend time with.
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Harrowdale is the oldest surviving Dale, and the land shows it; roads cut through hills in deep, time-worn ditches, and crumbling stone walls, bridges that lead to nowhere and old millstones are everywhere. People are close to the old land and live in harmony with it. Much of the land is given over to herds and orchards. Harrans are a quiet, confident people, full participants in the laws of the land, and their Watchers and the mysterious, forest-ranging Gray Riders keep the towns safe. The folk are drifters and layabouts with no taste for real work, often said to be somewhat dimwitted and set in their ways. This might well be the case with many of the common folk. What some take for a lack of intelligence, however, is often only an introspective personality. This is especially true of the sages of Harrowdale, who are noted as much for their acumen as their intellect. The generally easy-going folk of Harrowdale don't see the adventures that others crave as anything worth seeking.
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The High Dale is a high, cold and nearly barren earthen-floored mountain pass that's baking in the summer and icy in the winter. The insular Highdalesmen lead quiet, simple, hardy lives as shepherds, weavers and stonecutters, and have no use for ceremony or grand airs. The most famous place in the Dale is the Dancing Place, where it's said the elven gods once met, and the Harpers were founded. Thousands of followers of the Seldarine and some of Deneir, Eldath, Lliira, Mielikki, Milil, Mystra, Oghma, Selūne, Sylvanus and Tymora make pilgrimages to the Dancing Place each year. Highdalesmen have great respect for the elves, and let them alone. Of all the folk in all the Dales, there are none more well-known or respected than the Flying Archers of the High Dale. There is not a child in this land who didn't learn to use a bow as soon as he was strong enough to draw back an arrow.
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Mistledale is almost entirely composed of the peaceful, fertile, well-drained, prosperous farm country that the other Dales wish they had more of, and enjoys a strategic position protected against agressive powers and raiders by the other Dales, but traversed by the important trade road (the Moonsea Ride) linking the Moonsea to the west. It's a prosperous land, the larder of the Dales, and produces more grain, hay, cattle, sheep and vegetables than any others. Mistrans are very conscious of the desirability of their land, and are a well-policed, careful, law-abiding folk, many of whom serve in the mounted, well-equipped militia; more halflings live here than in any other human community but Tasseldale. Mistrans are also wealthy and educated, with a good work ethic and plenty of common sense - "good friends and good folk." Because of Mistledale's sprawling natural landscape, their folk learn to ride horses and drive wagons at a young age. They have a natural affinity for horses of all types except those trained for battle. The mists give the Dale a reputation for hauntings, which the locals romanticize.
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Scardale is a long Dale that lies along the steep-sided defile of the Ashaba known as the Scar, which runs from Feather Falls to the Dragon Reach. It's a prosperous trading community, among the largest and most powerful of the Dales, and keeps agressive outside powers at bay with the large and revered militia. Scardale Town is the most important port in the Dales. Scardalesmen are hard-working and agressive traders, tending to be both wealthier and more worldly than other Dalesfolk. They're proud, even haughty, and spend their money and free time on luxuries - there are relatively many taverns, street theaters, bookstores and schools. Scardalesmen tend to be cheerful, hard bargainers but free with their own money, fairly tolerant of foreigners, prosperous, educated, complacent in their superiority and patronizing towards other more provincial Dalesfolk. There are generally two types of folk in Scardale: Pro- and Anti-Lashan. Both attempt to exert a great deal of influence in order to attain the goals they desire.
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Shadowdale is composed of dense forests, a few villages, a scattering of clan farms, and a large number of old ruins supposedly hiding treasure, which makes it popular with adventurers. It straddles the North Ride, thus controlling a major trade route, and is the Dale most open to strangers, usually ruled by a chosen outsider. Shadowdalesmen are independent farmers and homesteaders of two varieties: Dalesmen and retirees. Dalesmen are the descendants of the original settlers, and retirees are former adventurers. Both are self-reliant, strong-willed and polite if taciturn around strangers, and have a strong sense of community. Shadowdale has taken the brunt of the attacks from Zhentil Keep. Home to countless adventurers, Shadowdale is residence to far more than its share of heroes and villains; all its rogues have great style. The children grow up hearing tales of epic adventure and learning lore that those in other lands never hear of. It's only natural that they long to follow in the footsteps of the heroes they worship. The cautionary tales these heroes pass on remain with a person throughout his life, though they suffer somewhat from the fact that many of these are at least exaggerations and often outright lies. Dalesmen are the favored target of many foreign enemies.
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Tasseldale is a gently sloping river valley comprised of gently rolling grasslands broken by many small coppices, farm hedgerows, and little dells. It's the richest of the Dales, and that most like Sembia. Tassadrans are fine craftsfolk, contented and well-off, but easily dismissed by other Dalesfolk as money-grubbing would-be Sembans. However, they are brave, cool-headed, efficient and patient fighters, protected by the mairshars who are the judges and peacekeepers of the Dale. Every able-bodied male of over 15 winters is in the militia. A major crossroads, the folk are familiar with the ways of many nations. There are many who say that Tasseldale is the most cosmopolitan of all the Dales. The folk here take pride in their reputation and make use of their position as a crossroads to keep informed about the news of the world. It is for this reason, many have supposed, that Tasseldale produces more bards than any of the others. The people have a natural thirst for knowledge and information which rivals that of even the most inquisitive bard. This curiosity, however, has been the downfall of many adventurers from Tasseldale.
           
The lost Dales: A number of Dales have disappeared over the years:
- Moondale abandoned the Dalelands and was absorbed by Sembia hundreds of years ago; Ordulin, the capital of Sembia, was built on the site of the former Dale. The other Dales take Moondale's example as a warning.
- Sessrendale was founded long ago between the Thunder Peaks and the Semberholme northwest of Deepingdale, , and stretched from Tilver's Gap in the north to the Thunder Pass in the south. The Pass was also claimed by nearby Archendale, and the Arkhenfolk invaded about a hundred years ago, driving everyone away, destroying the buildings and finally salting the land to ensure that the families who had fled would never return and resettle their lands. Sessrendale is also known as the Dead Dale.
- Tarkhaldale, also known as the Lost Vale, was located somewhere on the border of the Great Desert and disappeared shortly before Teshendale fell; people say it was due to orcs and goblins, who slew the dwarves of the mountains around the Dale and drove the elves from the nearby Border Forest. Once known for its carved mugs and pipes, no one has attempted to settle the Dale since.
- Teshendale, once situated along the valley of the River Tesh, is now only piles of ruins overgrown by brambles and shrubs. A full member of the Dales Council a generation ago, now it has vanished, its people slain or enslaved in a series of raids by orcs and Zhents in the Year of the Gulagoar (1316 DR). Much of the walls of Zhentil Keep were built of the rocky sides of this dale, which have been entirely quarried away. A place is still reserved at the Dale Council for Teshendale, partially in memory of the last Elder to rule the Dale and partially as a reminder of the shame of not aiding a fellow Dale. Nearby Daggerdale feels that shame acutely, which may account for their attitude; it might also be explained by some veiled hints at the time that the Daggerdalesmen were involved in the demise of their neighbor. The sign of Teshendale, still found on cairns and building stones, consisted of two flying snakes, tails intertwined and curving up to face eachother.
           
The Dalelands supply food and raw materials to most of the Heartlands and have easy access to the lands east and west, and are therefore an important strategic location much coveted by rival states. Other than that, the Dales are best known for the nearby Elven Court, in which it's said the accursed ruins of the ancient city of Myth Drannor lie strewn with abandoned treasure; the adventuring company known as the Knights of Myth Drannor spend a lot of time warning away greedy treasure seekers. The Dales are also home to at least two of the legendary Seven Sisters, who reside in Shadowdale and don't approve of gawkers. The Dales are also home to the Dales pony, a powerful, sure-footed, even-tempered and smart breed. Even an impoverished traveler need never go hungry in the Dales; an old custom still honored in this region is the "knock and bite." If a traveler raps on a kitchen door and calls out, "three copper," the cooks within open a service hatch. The traveler hands in a cup or drinking jack with the coin in it, and receives it back filled with small beer and accompanied by a handwheel of cheese and a hard, round loaf of bread.
           
Chauntea is hands down the most important local diety, followed closely by Lathander. Many also worship Mielikki. Selūne has a relatively large following here, as does Malar; Malar's faithful tend their 'flocks,' whereas the reason for the popularity of the church of Selūne is less clear. Perhaps it's because the Dales are filled with wanderers, or because of the goddess' rumored connection to magic, or nature; perhaps it's only tradition.
           
Peoples of every kind can be found in the Dales, and nonhumans more common than many other regions. There are no gnomes and dwarves are vanishingly rare, but there is a relative plethora of halflings, half-elves and elves.
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Local powers
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Top religions
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Local conflicts and dangers
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- Lashan of Scardale
- The Church of Chauntea
- The Harpers
- The Knights of Myth Drannor
- Sylune and Storm Silverhand of Shadowdale (the Seven Sisters)
- Dove Falconhand (the Seven Sisters)
- The Zhentarim
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- Chauntea
- Lathander
- Helm
- Mielikki
- Selūne
- Malar
- Silvanus
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- Daggerdale & Shadowdale vs. the Zhentarim.
- Almost all the Dales vs. raiders, orcs and goblins
- Wolves, black bears, boars, forest hounds, hawks
- Peak griffons, owlbears, kobolds, arrowbirds, wolf-men
- Priests of Malar vs. church of Selūne
- Dalesmen vs. occasional Malarite rituals
- Archendale vs. Sembia
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Local phrases
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Local traits and facts
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"Lost and hapless" - a Realmswide reference to hopelessly wandering the trackless wilds
"In the Dales, the Dalesfolk rule" - things may be done another way elsewhere, but when in Rome...
"If an Arkhen man dies, no one cries" - No one mourns the wicked
To "die Aencar's death" means to take your enemy with you in death
"Faerie time" - when fog lies like a ghostly shroud low over the land, swallowing any rider who descends from their saddle. (mostly in Deepingdale)
"More than one Dale just isnt there." - a reference either to Moondale's defection, the disappearance of the lost Dales, that Sembans can't tell the difference between a village and the woods, or a snide remark about the Featherdarrans.
"He/she got Beshaba's boot" - a reference to an ordinary but fatal accident on the farm
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- The Dales are renowned for their archers, their stubborn independence and their beer; the people are self-reliant and possessed of a rueful good humor.
- Dalesfolk are generally armed with woodsman's axes, knives and bows; professional fighters wear leather or studded leather armor, and they carry swords, knives and a bow. Many of the locals are excellent archers and slingers.
- The forests are well-populated with large black bears, sheep-stealing hawks, hungry wolves, ill-tempered boars and forest hounds, bloodsucking birdbugs and sometimes wolfmen - huge wolves who think and speak as men, but are cursed with the bodies of beasts. The Dales pony is native to the region, and the rivers hold fish as big as a boat.
- Dalesfolk tend to be reasonable but impossible to budge from their convictions, optimistic, hard-working and blunt-speaking, with no use for fancy gewgaws.
- In what spare time they have, locals enjoy going to the local tavern to gossip, dance, drink excellent Dales beer, tell stories and play jacks. Fishing and contests of vegetables and baking are also popular.
- The elves of the Elven Court are reclusive, but still fairly common in the Dales.
- The Dales are full of would-be, current and retired heroes, and many youths run off to join adventuring companies to win fame and fortune; few become mercenaries as Dalesfolk are used to deciding what they want to do and why, and don't release the right easily.
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History and important events
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The Year of the Weeping Moon
(1339 DR)
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Lord Aumry assassinated. Jyordhan captures and executes the murderers.
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The Year of the Sword and Stars
(1332 DR)
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Numerous goblin and hobgoblin tribes are reported on the move among the western Marching Mountains, reputedly led by evil wizards.
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The Year of the Great Harvests
(1325 DR)
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The beer and wine of this year are legendary.
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The Year of Lurking Death
(1322 DR)
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Monstrous attacks at a 50-year high.
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The Year of the Gulagoar
(1316 DR)
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The Zhentarim take control of Teshendale. Refugees pour into Daggerdale and Dagger Falls; shortly after, a rebellion against the Morn family leaves a man named Malyk ruler of Daggerdale.
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The Year of the Starfall
(1300 DR)
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Lord Joadath of Shadowdale dies, leaving Aumry and Sylune as the Lord and Lady of Shadowdale.
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The Year of the Claw
(1299 DR)
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Two dragons fight to the death at the headwaters of the River Arkhen.
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The Year of the Singing Skull
(1297 DR)
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Lord Joadath of Shadowdale has an encampment of Tyrists on Watcher's Knoll massacred.
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The Year of the Snarling Dragon
(1279 DR)
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A dragon goes on a murderous rampage through Battledale, Featherdale, and Tasseldale, killing hundreds of people. It's reign of terror ends when it is driven off by the conglomeration of adventuring companies known as the Crossed Swords.
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The Year of the Wagon
(1273 DR)
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Joadath is noted as being the Lord of Shadowdale.
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The Year of the Groaning Cart
(1267 DR)
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Colderan Morn rules in Daggerdale. He drives the dwarves of Clan Brightblade from the dale.
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The Dragon Coast
Likeness: Late medieval Spain, Caribbean Islands
The Dragon Coast is all about quick wits, a quick blade and quick feet.
- A lawless subtropical land teeming with traders, thieves, smugglers, mercenaries, assassins, politicians and pirates, with exotic people from every country and every walk of life gathered in a few city-states. There is no government beyond what force you can muster. Many diverse non-humans.
National traits:
- Everyone has a price - but the price is more reasonable on the Dragon Coast.
- Opportunity knocks but once.
- The enemy of my enemy is my friend.
Class archetypes:
- Barbarian - still restricted to Heartlands barbarians
- Bard - Traveling circus performer
- Cleric - Cultist, Missionary, Pilgrim, Prophet
- Fighter - Mercenary
- Ranger - Military scout
- Rogue - all kinds
- Sorceror
- Wizard
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Regional feats:
- Bullheaded - "My name is Inigo Montoya. You killed my father. Prepare to die."
- Silver Palm - "My friend, you buy this? Where are you from? I have a cousin there! I sell to you cheap, special price, okay?"
- Thug - "Naw, you don't have to pay. But it'd be a shame if there was an accidental fire or something, wouldn't it?"
Available prestige classes for this background:
- Assassin (DMG pg.180)
- Night Mask (FRC pg.45, Guild Thief)
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The Dragon Coast is the primarily plains and grassland region below the Dragonmere and the westernmost arm of the Sea of Fallen Stars, technically including the tropical Pirate Isles (and Westgate, the largest and dominant city-state of the region, is an infamous pirate port). The climate is similar to that of Spain or France, and the region is made up of a collection of more or less independent city-states, chief among them Westgate, Teziir and Elversult. It's very much a trading region - as they say, "Everyone has a price - but the price is more reasonable on the Dragon Coast." Dragon Coasters speak Chondathan with a sharp accent.
           
As in Sembia it's the merchants who rule, but there's no government beyond hireswords and an unwritten code of conduct upheld by whoever cares to do so, and this combined with the region's proximity to unsettled and foreign lands leaves the region full of unhuman races as well as humans, more common and varied than anywhere else. Dragon Coasters would scoff at being asked what the region's name was for, but in truth it's a name granted its people by other nations - the Dragon Coast is infamous for it's inhabitants' predatory, opportunistic and corrupt tendencies - but also their sharp wits, fearlessness and ruthless determination. Perhaps cynical and passionate describes them best. The law of the land is that anyone has the right to make a living, and people excel at minding their own business. Dragon Coasters tend to be smart-mouthed, quick-witted and unrepentant.
           
People of the Dragon Coast are friendly but ever-wary, and inland holds and villages keep their farms and houses within adobe walls. Often they have a breed of dog peculiar to the region, the fierce, powerful barrel dog, which guard both homes and caravans. The cuisine of the region is eclectic and spicier than elsewhere in the Heartlands, with the strong influence of Turmish and other foreign lands; one of their specialties is the spicy grilled kebab and fried flatbread.
           
Thanks to the many travellers, sailors and nonhumans, the Dragon Coast has a plethora of strange and foreign gods. Due to an incident in the past, worship of Bhaal is lesser here than might otherwise be expected, but Umberlee, Valkur, Loviatar, Talos and Myrkul are well-represented, as of course is Chauntea. Tempus is particularly popular - but Waukeen is the goddess of choice, as their moneychangers are uncorruptable... or so it's said.
           
The Dragon Coast is notable as the home of the legendary pirate-king Immurk.
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Local powers
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Top religions
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Local conflicts and dangers
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- The Lords of Westgate
- The cities of Westgate, Teziir and Elversult
- Merchants
- Pirates/smugglers
- Thieves' and assassins' guilds, esp. the Night Masks of Westgate
- Bandits
- Waukeenites (moneychangers)
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- Waukeen
- Tempus
- Chauntea
- Umberlee
- Mask
- Shar
- Helm
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- Pirate raiders
- Undersea raiders
- Thieves' guilds
- Wolves
- Sea dragons
- Barbarians of Gulthmere Forest
- Slavers
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Local phrases
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Local traits and facts
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"Neat as a plains cat" - casual
"Bhaal-damned"
"hotter than a Turmish curry"
"he/she put on a red robe" - got angry over nothing, is pricklish - a dig at Thayans
"fish-cutter" - a poor peasant
"X marks the spot"
"thin rigging" - thin ice, step carefully
"give it to Bhaal" - I don't care what you do with it
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- The Dragon Coast is infamous for its smugglers, thieves' and assassins' guilds, pirates and slavers; at the same time, it's one of the most open-minded (in the sense of everyone minding their own business) of all the regions.
- Dragon Coasters are generally armed with wicked long sharp knives and clubs; professional fighters wear little or no armor unless they're mercenaries, and in addition to the standard weapons they carry a crossbow and a cutlass or rapier, or sometimes strange and foreign swords and armor. Many of the locals are excellent knife-throwers.
- Plains cats, wild dogs and giant eagles are native to the region, as is the barrel dog. During fishing season, the coast villages are plagued by dragon turtles after their catch.
- It's said that when dealing with a Dragon Coast merchant, you should shake hands and then count your rings, your fingers and your remaining horses.
- Bragging, brawling and tests of bravado are popular pastimes, but gambling is the great vice of the region. Anything that can be bet on is. Cards are known, but dice games are much more popular. Knife throwing isn't as popular as might be thought, as most locals consider knife fights and knife throwing a basic skill, not a hobby. One of the primary sources of entertainment are the gladatorial games to which many flock.
- The town of Proskur is run by a merchant's council, like most other DC cities - but this council is composed entirely of former thieves.
- Adventurers, like other mercenaries, are in high demand on the Dragon Coast.
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History and important events
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1334
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Year of the Blazing Brand
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The faithful of Loviatar swarm in Westgate, making the Church of Pain many enemies.
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1325
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Year of the Great Harvests
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The beer and wine of this year are legendary.
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1322
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Year of Lurking Death
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Monstrous attacks at a 50-year high.
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1304
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Year of the Stag
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In early summer, the hero Maeran Faerlin of Westgate, a trio of mages known as the Hunting Hands, a band of archers and Alion Narithryn of the Morninglord hunted down a black dragon. Only Alion survived the battle.
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1255
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The Year of the Raging Flame
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A tidal wave of murder, purportedly supported by priests of Bhaal, is dubbed the "Crusade of Slaughter," which sweeps bloodily from eastern Amn along the trade-routes to the very walls of Westgate before being broken in late autumn by hastily hired mercenary armies. In their wake, the crusaders leave the shattered ruins of the royal Amnite city of Torlathan, fracturing the trade route between Amn and Westgate. Intermittent efforts to rebuild this link falter with the death of Amn's last reigning monarch in 1276, leading to a precipitous decline in Westgate's westbound caravan trade for several decades thereafter. Bhaalists are relegated to their wilderness fastnesses, driven from the cities.
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1248
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The Year of the Cockatrice
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King Verovan, the last true king of Westgate, dies. Fed up with the excesses of the monarchy, the noble merchant families of Westgate establish the position of Croamarkh, an elected head-of-state whose term of office lasts four years.
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1209
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The Year of the Blazing Banners
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The naval Battle of the Fallen: Cormyr, Sembia, Impiltur and the Vilhon Reach powers unite a great fleet to defeat the pirate Urdogen and his fleet. Urdogen and nearly all of the Inner Sea pirates perish. Hopes of unifying all the nations along the Inner Sea soon die as each country falls to petty bickering over the spoils of the pirates' holds, or accuses each other of delays that result in the near-total loss of the Sembian war fleet.
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1204
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The Year of the Private Tears
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The pirate Urdogen claims the Dragonisle and rule of the pirates of the Inner Sea. He begins raiding all Inner Sea ports.
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1201
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The Year of Embers
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Death of Immurk the Pirate King aboard his ship, the Sea Scorpion, while fighting Sembian warships. By this time, the pirate fleet of the Inner Sea is huge.
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1164
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The Year of Long Shadows
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The pirate Immurk "the Invincible" captures the coronation crown of Cormyr's new king, Palaghard I. This marks the rise of piracy in the Inner Sea from their hideouts in the archipelago that become known as the Pirate Isles.
The nations of the Inner Sea begin building their own warships, seeking to defend their merchant fleets and hunt the pirates in their own lairs. Westgate does not participate. King Blaervaer issues a royal edict that defines piracy as a raid against a ship docked in Westgate's harbor. As a result, Westgate becomes a relatively safe port for pirates to visit, and the city's inhabitants need no longer fear pirate raids.
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1091
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The Year of Watery Graves
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A dragon sinks the treasure-laden Winsome Wyrm just outside Westgate's harbor, a long-popular tale in the city which is told and retold in the form of the "Ballad of the Shadow Storm."
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1018
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The Year of the Dracorage
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Rage of Dragons in Faerūn and the Heartlands.
Westgate is set aflame by a red wyrm of the Thunder Peaks, and the royal family and much of the populace is slain in the resulting conflagration that engulfs the city, bringing the Campion dynasty to an end. The city is eventually saved thanks to the heroics and able leadership of Sarvyn Eorn, a mercenary lord. Sarvyn Eorn is crowned as King of Westgate by acclamation. King Sarvyn holds his throne for many years, widely recognized for his wisdom, craftiness, and principled nature. The Bane of Thungarbarath forges a strong relationship with the monarchy of the Forest King, and marries Lady Ardine Huntsilver of Cormyr, a favored second cousin of King Arangor and a granddaughter of Prince Tanalar, the second son of King Galaghard III.
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Likeness: Russia/Transylvania/The Klondike
The Moonsea is all about control - who is strong, and who is weak.
- A cool, eternally-overcast frontier of city-states governed with an iron hand, the rich land largely undeveloped due to constant monster depradations.
- Only the worship of the Dark Gods is allowed; the people are fanatics. The Church of Bane presides over all.
- The Moonsea is the main source of iron in the Heartlands, and famed for the quality of Melvaunt's weapons (scimitars, maces, flails and polearms).
- Moonfolk speak the gutteral Damaran tongue.
National traits:
- We are of the One True Faith, saved from slavery to the false gods by the mercy of Bane and sheltered by His Hand, and on the Day of Judgement, again the world will be ours! All glory to the Bane of Evil!
- The weak, they die so that the strong may live.
- *Mooneye stare* You think you outrank me, you dog?
- Yes, Master/Lord *[name of superior]*.
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Regional feats:
- Foe Hunter - heretics
- Silver Palm - It is a sad thing to depend on the filthy heretics, but if we cannot yet make them to pay in blood, ve vill make them to bleed coin.
- Street Smart - when you are challenged, you have to know already who is going to win.
- Thug - You will not be needing your things where I am sending you.
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Available prestige classes for this background:
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'The Moonsea' refers to the area immediately surrounding the cold, clear lake the region is named for. Its deep, purplish waters are said to have no bottom. The lake is connected to the Sea of Fallen Stars to the south, and almost all trade in the region is by ship due to the dangers of the wilderness surrounding the settlements. The land is part heath, part forest and part swamp, with a smattering of hills and mountains, and lies under an eternal overcast, foggy and cold. To the north lie inhospitable barrens, home of every evil that plagues the coast; to the east, the only known land routes to the Vast. The region is full of tombs and fallen cities, constantly threatened by monsters that leave human habitation always on the brink of extinction. The Moonsea is a frontier, with a frontier mentality made harder and more cruel by the constant onslaught of monsters that regularly wipe whole cities off the map. The land is rich, but also cruel, and the people are shaped by it - and other forces.
How foreigners see it:
           
To foreigners (or "outlanders," as the locals name them), the Moonsea is a miserable wilderness where the sun never shines, and the brutal, short-tempered locals would as soon stab you in the back as greet you. Hostile and untrustworthy, they live in dismal city-states ruled with an iron grip, and more than their mean natures make them dangerous. The faith of the Moonsea belongs to the Dark Gods, and the people are zealous in their worship. More than a few outlanders have been burned at the stake for the "heresy" of worshipping other gods. The strong prey on the weak, and the scheming Zhentarim of Zhentil Keep are a constant plague to the rest of the Heartlands. If it wasn't for the lumber, furs, gems, iron and not least the high-quality arms and armor shipped out, everyone would be happier if the Moonsea sank into the Moonsea.
           
Of course, Moonseafolk have a different view of things.
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Moonsea culture
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Of course, none of what the outlanders say is true. How can they be believed, misguided heretics as they are? They never see the true face of the Favored People; as Grandmother Apple says, to show yourself to your enemy is to invite their knife in your back.
           
The true story of the people of the Moonsea, it is a grand vision of dark history and destiny manifest.
Religion
The Faith
           
The story of the Moonseafolk, it begins with the True Gods. After all, who can speak of the Favored People without saying who they are favored by? The heathens call them the Dark Gods, but don't blame them too much; they were not so lucky as to be Favored above all others. Of course, don't forgive them too much either; if they were not Favored, it was because of their weak hearts.
           
Here is the story of the ancient world, and our fierce land, and our glorious destiny:
           
In the beginning the world, it was a cruel chaos, and mankind was no more than slaves and cattle to the great demons who ruled the world, and nothing at all to their Gods. But one God, He looked down on them, and saw something great within them, and turned against the demons, sending His chosen prophets among them to demand that they free the race of Man. The demons, they paid Him no heed, for who was He measured against the might of their own heathen gods?
           
But among the people, word spread of this God who held fire in His heart for the plight of men. His word, they spread it among themselves, and they began to pray. His Chosen prophets, they went among the men and the women, promising them freedom - but it was a freedom they could only live if they had the strength to become an army - an army of the One God who fought for them. They must live by His word to learn strength and wisdom, and to remain free of their evil masters forever.
           
But His way was hard, for the path to freedom was hard, and not everyone was unhappy with their lot in life under their demon lords; their masters demanded that they serve as they had always served, seducing them with promises of luxury and pleasure. Only those few who were not corrupted by the lies of their masters turned to the One God for deliverance.
           
His Chosen walked among the demons with the message of His wrath, and His people, grown strong even in their slavery, they rose up against their masters and cast them down. Even their false Gods could not save them, for the One God hunted them down, driving them from the world, and thus became the Bane of Evil.
           
A few Gods, they saw the Strength and the Power of Bane, and they came to join him, while others fled to hide, cowards and tyrants who wished only for a return to their rulership of the world through their demonic lackeys.
           
The cost of victory was high, and so many were the fallen that the sea was filled with their blood, but Bane spoke to them. He said, "Do not let the living despair, for the souls of the fallen shall find their rest in My home, and Glory be theirs forever." And he appointed the God Myrkul the Lord of the Dead, to govern and protect their souls even in the afterlife, that they not fear the greedy Demon Gods would take them. And so the faithful did not fear death.
           
To those who had fought and lived, but suffered, the One God said, "You must all endure pain, for such is a mortal life, but it shall make you stronger than your enemies, and they shall never rule you. But even the strongest mortal may fall to it, and this must not be." And He appointed the Goddess Loviatar to be the Lady of Mercy and of Pain, that she might both teach His flock strength and take what burden they could not bear on Herself. In thanks to the Maiden, the faithful became stoic of nature, to ease Her pain.
           
So many were the dead that a great plague came upon the people, and they cried out to their Lord, the Bane of Evil, for surcease. And so He appointed the Goddess Talona to be the Good Mother, to keep them safe from the sicknesses that preyed on the unbelievers and grant them many children, and the faithful were made hale and fertile.
           
So many had fallen that they were no match for the infidels, who were enraged and frightened by the loss of their masters. The cowardly Demon Gods saw their chance, and called out to the faithless, and promised them the world in exchange for their servitude. Thus did the heathens fall upon the Faithful of Bane, and drive them from the freed lands. The One God, weary from his battles, could only hold them back as His faithful fled, and so he appointed the God Bhaal the Lord of Death, that He might strike against their enemy when the opportunity arose, and teach the ways of the warrior to the faithful, that they might someday retake what was rightfully theirs.
           
The Demon Gods gnashed their teeth and fumed, but were not yet thwarted. They sent their servants to infiltrate the Holy Land where their Bane had led His Faithful, and grew stronger in their own lands. So did Bane tell the Goddess Shar, "Be you the Mistress of the Night, and hide My people from the infidels; cast Thy cloak over the land to protect them from the eyes of the wicked." And Shar cast her dark cloak over the land, hiding the faithful forever from the eyes of the Demon Gods. "As they seek to creep close and wound us, do you do unto them the same - learn their secrets, weed out their spies, and let no evil done against the Chosen People go unseen and unavenged." Shar swore that vengeance would be the birthright of the faithful for all they had lost.
           
And so the Ages passed, and the survivers remained hidden among the heathens, biding their time even as the power of the usurper Gods and their blasphemous servants grew. But Bane sought out a place for His people, and caused them to be sent north, where they did find a land of their own; a fierce but rich land that would temper them, and prepare them for the struggle ahead. Thus the Moonsea was given unto the Favored People, for them to grow strong, and come the Night of Judgement, conquer once more in His name. And to remind them for what they fought, the waters of the cold sea remained tainted as once the waters of the world had been dark with the blood of their ancestors.
           
Blasphemers call them the Dark Gods, but this is only because of their fear and their jealousy of the power of Bane and His Hand, the Five Servants who comprise the Fist that is His symbol. This is how the folk of the Moonsea know the True Gods:
- Bane: The One God, Bane of Evil, the champion and shepherd of mankind. Bane has never been depicted; it's a sin to do so. Only His Chosen are shown, particularly Dvorish, Malenk, Uylren and Vorskj. Priests of Bane advise those destined to rule (ie. nobles).
- Bhaal: The Lord of Death, the protector and reaper of mankind. Bhaal is depicted as the Ravager. Priests of Bhaal are warrior masters, teaching those who are worthy to learn. An Atjets (priest) of Bhaal must be present at the funerals of those who died violently, handing the dead over to a priest of Myrkul.
- Loviatar: The Maiden of Mercy, the Maiden of Pain, the temperer of and martyr for mankind. Loviatar is depicted as a pale, beautiful woman in pleated white armor or spiked black leather, weilding a scourge. The Maiden will take unbearable suffering unto herself, and is usually depicted as kneeling, arms outstretched and face compassionate, as blood runs from many wounds. Manakja (priestesses) of Loviatar mortify their flesh to ease the suffering of their goddess, and teach that through the mastery of pain comes strength and insight. They are versed in the skills of tending the wounded. They are also particularly against the heathen devil-god Ilmater, who corrupts their teachings in order to weaken mankind in preparation for their re-enslavement.
- Myrkul: The Lord of the Dead, Lord of Bones, the guardian and judge of the dead. He is said to be present at every death. Myrkul is depicted as an ascetic, a cowled, bone-white, skeletally thin man with dark eyes in deep sockets. Atjets of Myrkul are must be present at every funeral, accepting the dead into Myrkul's realm. The priests must prepare the bodies for burial and bury them in a sanctified churchyard. If this doesn't occur, the soul of the dead one must wander beyond the protection of Bane's holy domain.
- Shar: Mistress of the Night, the Lady of Loss, the Seeker of Truth. Shar is depicted as a beautiful woman with long, dark hair and dark, swirling clothes, whose eyes pierce past all deceit. Atjets of Shar are the Questioners who seek out the unfaithful spies among the Faithful, and locate those able to control magic, bringing them into Bane's service, as well as being elite spymasters and assassins. They are also the keepers of lore, responsible for educating the nobles and merchants - unlike other places in the Realms, most peasants are illiterate.
- Talona: The Good Mother, Grandmother Apple, tender of the sick and injured. Talona is depicted as an old, motherly woman worn down from years of hardship, stern but gentle. Manakja of Talona are healers, taking in the diseased that no one else will touch as well as the sick (though injury is the province of Loviatar). They are versed in the skills of tending the ill. Many homilies are attributed to Talona, as in, "As Talona has said,..."
           
While outlanders are tolerated for the trade they bring to the cities, anyone caught practicing any faith but that of the True Gods is rooted out and sold to slavers or burned at the stake. This makes the Moonfolk isolated, and mingling with outsiders for anything but trade is discouraged. Read more about the religion of the Moonsea here.
           
For the Moonseafolk themselves, the True Gods are worshipped as a whole - with Bane premier, of course. Anyone may pray to whichever of the Gods that might be associated with their current need, but priests must try to conform to the ideals of the aspect of the Church that they follow (ie. follow the tenets of their specific deity), and to preach the same - though always acknowledging Bane as the head of the pantheon.
The Church
           
Life in the Moonsea is dominated by the Church, which includes the interconnected churches of Bane and His Hand, all of which have become melded into a single organ of immense political and religious power.
           
The Chosen are accorded great respect, as are most priests of the Church, but are not held higher in status than the nobility, with whom they compete for power over the Moonsea. They also compete with the Brotherhood of the Cloak for power, though they are better trusted among the people than the Cloaks are. Still, the Cloaks undeniably have power, and the people follow the most powerful.
           
Church services, called malitva, are held every tenday, and attendance is mandatory (enforced primarily by society rather than the clergy). During these fiery revival sermons, the Brotherhood of the Cloak has been known to descend on and spirit away those with unnatural powers. In addition to the malitva, there are various religious festivals and holy days scattered throughout the year (see the Religion page).
           
The Church of Bane: The most powerful component of the Church, the lower tiers of which are made up of the Slons (Bishops) of the other five. The upper tiers are for those who have gained special power for themselves (and through them, the Church). The Banites set the political agenda of the Moonsea; they are the advisors behind every power and interpreters of Bane's teachings. All mages must exist under their control as part of the Brotherhood or be destroyed for their black sorcery (see Magic). Come Judgement Day, they will be expected to lead the Army of the Faithful to victory.
           
The Church of Bhaal: This branch of ascetic priests and monks are the weapons masters of the Moonsea; warriors who show great promise are sent to train with them. The priests speak with their actions, and needless talk is discouraged - some go so far as to take a vow of silence. They are forever learning new and deadlier techniques, researching weapons, experimenting with tactics, studying the lore of how best to destroy monsters. They are warriors first and foremost, an army of one, and their total lack of fear is legendary. Whether silent and unseen death in the dark or raging engines of destruction on the battlefield, the fearless monks of Bhaal wait for Judgement Day with the patience of the chopping block.
           
The Church of Loviatar: Loviatar is a goddess of pain, and Church dogma is that she takes that which the Faithful cannot bear onto herself; her icon is that of a bleeding maiden with hands outstreched to her flock. Loviatans mortify their flesh to ease the burden from their Goddess, and are responsible for helping the laity understand what they are meant to learn from the trials in their life - to help them overcome them and become stronger for it. If they judge that some suffering cannot be overcome, or that the person will not survive their pain, they may bring merciful death - while Talontar tend the sick, it is most often Loviatans who tend the injured. They preside over marriages, support the grieving, and are midwives at births.
           
The Church of Myrkul: Myrkulites separate the living from the dead; they must be present at every funeral to prepare the body and sanctify the grave, that the deceased not rise up again, lost and angry at being denied entry to the realm of the dead. Their churches are deep, tomblike labyrinths beneath the earth, where acolytes learn to wash, dress and prepare the dead for their final journey. They also learn the lore of death and all that pertains to the dead, and sometimes they are called on to solve murders. They are the line of defense between the unnaturally risen dead and those still living; only they may pray to Myrkul to release the spirits of the departed to return for some desperate need. Aside from the Sharrans, they are the ones nominally in charge of one branch of the Cloaks, namely the necromancers.
           
The Church of Shar: Sharrans are the eyes and ears of the Moonsea; they are the ones to travel to other lands and learn the weaknesses of the faithless, the ones who know your darkest secrets and every heretical thought. Masters of disguise, consummate actors, they move unnoticed through the crowd, learning all that may be learned for the glory of Bane. They are the teachers of lore and the judges of justice, the enforcers of the Law of the Holy Church and the dreaded Inquisitors who ferret out heresy. Sharrans are sent to retrieve information, to silence traitors and to sentence the wicked. Some (especially in Zhentil Keep) call them naug-orls - devil-worms. They are nominally in charge of the Cloaks.
           
The Church of Talona: Like the Good Mother, Talontar take care of the flock. They are herb-healers for the sick and poison-makers for the warriors, and most of the sayings in the Moonsea begin, "As Grandmother Apple has said..." Though they may tend the sick, and in a pinch the injured (who are usually seen to by Loviatans), they never ease the pain of their charges, for that is Loviatar's domain alone. While Sharrans dispense knowledge, Talontar dispense wisdom.
The Crusade
           
In the Year of Lurking Death (two years ago), the Gods tested men to the limit; hundreds of tiny claims and thorps in the wilderness vanished without a trace, and blood was spilled atop the city walls day after desperate day. In the face of such adversity, the Church rallied goatherd and city-dweller alike, and in the end the monsters were driven back. Not content to merely defend from such affront to the Faithful and the Gods, the Church mounted a campaign to drive a spear into the heart of the darkness; thus was begun the Galena Crusade.
           
No man may find a leshy or boginki hiding in the great Black Forest, but giants and beast-men poured down from the Galena Mountains to cavort in the ruins of Sulasspryn and old Hulberg. Such audacity could not be ignored. From every city of the Moonsea, men and women flocked to the standard of the Church to fight for Gods and glory.
Read more about religion on the Religion page.
Customs
The People
           
The men and women of the Moonsea know that life is hard, and is meant to be hard - it will strengthen and prepare them for the inevitable Judgement Day, when they will take back the world that is rightfully theirs. The constant battle against marauding monsters is a reminder of this, and when they are driven back there is much celebration in the proof of their readiness for the Day. They have no time for idle foolishness and no pity for the
weak - that is, for those who cannot contribute to the growth of Moonsea influence and power. Such are the weak link in the chain of humanity's succession that will lead to the rise of the faithful and the destruction of the blasphemers on the Day of Judgement; for endangering the souls of the faithful and going against the will of Bane, they deserve nothing but scorn. The Moonseafolk are stoic, hard-nosed and hard-working; if someone can't contribute to society in some way, they're left to themselves. There are no beggars in the Moonsea, as not only will no one give them what they cannot earn, but slavers have a strong presence, scouring the land for people to sell to the east - usually outlanders captured in the wilds, but also some Moonseafolk who have fallen to illness or some unfortunate behavior (usually for crimes ranging from theft to angering those above them in their hierarchy or doing something frowned on by the Church).
           
Power is the measure of a Moonseaman's importance, and everyone lives according to a strict hierarchy dictated by the Church and largely invisible to foreigners, as they are considered heretics and merely tolerated at best.
           
Seen as brutal zealots by foreigners, the Moonseafolk are actually much deeper than that. Their fanaticism is due to their honest belief in the teachings of Bane, the True God, which value hierarchy and power above all; while this is also part of the reason for their reputation for harsh behavior among foreigners, the main cause of their rough manner is biological - and the fact that they keep all such matters strictly away from the eyes of foreigners (see The Dragon).
           
The west coast, closest to the 'outside world', is less restrictive of foreigners and nonhumans, and even allows nonhumans to serve in the government; it's also the most heavily populated. The north coast is the heartland of the Moonsea, but the south coast is where the orthodox Church is the most powerful. The south coast is populated with folk who, it's whispered, "aren't quite right." They're an eerie bunch, and thus where the practitioners of black magic are kept.
Hierarchy
           
Hierarchy is all-important from birth to grave; no Moonfolk is unsure of their ranking among peers. If there is cause to be unsure, a challenge is inevitable - strangers are always testing themselves against each other for rank. Foreigners mistake this constant scuffling and slavish obedience to the more powerful as evidence of the Moonseafolk's brutal, cowardly nature, but in fact it allows them to draw together and operate with unbelievable efficiency during any crisis. In the untamed Moonsea, there is often some crisis.
Dress
           
The ubiquitous woolen clothing is made in sober colors but excellent quality and cut, and both men and women wear woolen smallclothes and carry a weapon, usually a blade, tucked into their sash-belt. They tend to be blocky, heavyset and grey-faced, with a black sense of humor and literal minds.
           
Men commonly wear furry pillbox hats called shapkas, thick scarves, knee boots and baggy trousers, and a knee-length tunic called a sorochka belted in with a sash. Over that they wear a thick overtunic/robe called a svita, often with a full-skirted, fur-lined longcoat called a shuba (cold weather outfits are the default clothes of the Moonsea). Few men are shaven, but the middle/upper classes trim their beards to be squared off.
           
Women commonly wear a kerchief over their hair, a thick shawl or scarf, a loose blouse with a sash, and a layered woolen dress, along with a pocketed apron when working; the rich sometimes carry fur muffs.
           
Generally, scars (in moderation) on both women and men are seen as attractive, proof that they've held up under the trials of life. Stoicism is the rule; admitting to weakness brings only mockery. "Please" is a word used only by the weak. The strong take what they want; it is the natural order.
Segregation
           
Proper behavior is preached by the Church and strictly enforced by the elders; men and women are kept strictly apart until ready to marry unless absolutely necessary (see The Dragon), and then only if accompanied by a chaperon. Any unchaperoned, unmarried youth in the company of the opposite sex is considered to be disgraceful and likely of loose morals. This makes mixed foreign parties traveling together the object of much derision. However, work is not divided by sex, but by rank.
           
Looking deeper into this custom, there proves to be a biological reason behind it. In the Moonsea alone, unmarried adults suffer a strange affliction - at prolonged exposure to the opposite sex, they go into heat. This is known as "the Dragon."
"The Dragon"
           
The reason for the strict separation of men and women is biological: among the Moonseafolk, a woman who becomes enamoured of a man goes into heat at their first sexual contact. This, in turn, sends all nearby eligible men into heat, resulting in vicious fights as they vie for the woman's favor. While in heat, the woman is fully capable of throwing over her first choice of suitor in favor of one who proves more powerful, transferring her affections onto him. Because of this, couples are expected to wait with any sexual behavior until married. After the marriage ceremony, they are then left alone under the guard of married couples, who aren't subject to the call of 'the Dragon.'
           
Being in heat is known as being 'ridden by the dragon,' and the dragon is not appeased (or 'tamed') until dominance or submission in the relationship has been established. This need not be violent, but often is, and many couples carry scars from their courtship. Defeating their mate's dragon with a display of dominance isn't a permanent solution; challenges to their authority will continue at any sign of weakness until the first child is conceived, at which point the couple settles down into their arranged roles.
           
There is invariably a dominant and a submissive partner in the marriage (due to 'taming the dragon,' see above); the dominant one is expected to make all the important decisions for the family and defend them from outsiders, while the submissive one does as the dominant partner sees best to support the family. Naturally, all foreigners are privy to seeing are men brawling to the point of leaving bodies on the ground, or men and women fighting like cats and dogs when they aren't sequestered away, even as the older, married folk give the intruders the infamous Mooneye fish-eye and bristle, or the cold shoulder if they're of mixed sexes and unmarried - all without explanation. "Mind yourself" is a frequent utterance in the cities, where foreigners are tolerated only for the goods they bring.
           
Only natives are affected by the Dragon, but outlanders who don't follow the custom considered shalavas and whoremongers). Dragon-fed brawls can lead to death.
Marriage
           
Marriage is a Loviatan ceremony in which the first joint of the smallest finger of one hand is severed and consumed by one's partner, representing their union and commitment. The end is then capped, usually in metal, often iron among the peshka. Once married, a couple is fiercely committed, and are never unfaithful; they are trusted to chaperone and guard the unwed. Still, when one dies, the other remarries relatively quickly; fecundity is a tenet of their faith, and families usually have as many children as they can support; having many children is necessary due to the high mortality rate the dangers of the Moonsea present. Public displays of affection are severely restricted.
           
Once married, it is considered safe to leave the couple alone with each other, as the other married folk guard them while the Dragon settles between them. Married couples are immune to the effects of the Dragon, even when their spouse is dead, though it is well seen to remarry quickly in order to provide the land with more children.
Travel
           
Travel by land is very dangerous, and few are willing to risk it. All the same, there are roads in the wilderness, especially on the more tamed south shore; these are generally used by traders making their way out of the wilderness to Melvaunt, Hillsfar or Mulmaster, by adventurers and freesword companies, or by those traveling to the Galena Mountains (see The Crusade). Most travel is done only at grave need, and by sea if possible.
Politics
           
Since survival of the fittest concerns the merchants and plotters along with the warlords (nobles) and warriors, the Moonsea is rife with intrigue and factions trying to gain an edge up.
Government
           
The Moonsea is by no means a united nation. Rather, it is a loose collection of city-states whose only unity lies in their belief and, to a greater or lesser extent, in their allegiance to the Church. Clockwise:
- Teshwave is a military base for forces from Zhentil keep, currently ruled (nominally) by the Zhents; in reality there is no law.
- The Citadel of the Raven is a series of mountain fortresses ruled by a joint council of representatives of the Moonsea cities.
- Zhentil Keep is ruled by the Council of Lords and the Watchlord of the Council - but many say it is First Lord Manshoon of the Zhentarim who rules in truth.
- Phlan is ruled by the Council of Ten, all judges whose head is called Number One.
- Melvaunt is ruled by a Council of Lords, primarily chosen from three Great Families.
- Thentia is a city of inappropriate tolerance for outlanders, ruled by a Watchlord elected by the nobles.
- Hulburg is a ruin inhabited by fishermen, who are ruled by a local warlord.
- Sulasspryn is an abandoned ruin.
- Mulmaster is ruled by the High Blade and the Council of Blades.
- Elmwood is a corrupt village, full of heathens and even demons, but a domovoi watches over them.
- Elventree, while situated in the Moonsea region, is not considered a Moonsea city in the same sense as the rest. It is an enchanted city of forest demons ruled by none, and no Moonseafolk go there without their weapons ready.
- Hillsfar is a corrupt city, ruled by a council of men, forest demons and their misbegotten spawn.
- Yūlash is ruled by a council of noble families.
Trade
           
Trade is mostly handled with barter, but the wealthy pay for what they want in coin; any country's coin will do so long as the metal weighs up right. Traders fall into two categories: those bringing raw materials/slaves to the cities, and those who sail their cargos from the northern ports to Hillsfar and Mulmaster on the south shore. The land trade is heavily curtailed due to the dangers of the wilds, and is generally confined to caravans of heavy-laden mules and well-armed traders, who move at a breakneck pace to get where they're going before trouble finds them. These tough frontiersmen/women usually strike out in the wilderness to find a lode of gems or iron ore and strike a claim, a nearly suicidal proposition in the eyes of most locals. Still, it can make the fortune of the one who finds a good lode, so despite the large number who vanish in the wilds, there are plenty who take up their picks and strike out again. The knowledge of a safe shortcut or the location of a lode is worth blood and gold to them. (In the case of slavers, they confine their prey to the refuse of society (beggars and criminals) and foreigners caught out in the wilderness (even worse).
           
Naturally, the powerful in the cities have an interest in acquiring the source of so much wealth, and so there is a rough form of fiefdom in which an area that seems promising is granted to a local Lord, who in return for the relative safety of a nearby garrison taxes the miners in his domain; this also prevents claim-jumping, as the one to register their claim with the Lord has full rights to it, with the weight of soldiers behind them. Small villages often grow up around these wilderness keeps, and periodically they vanish under the onslaught of the wilderness dangers.
           
The sea trade is where the real wealth lies, and those in power tax it enough to make the merchants complain, but not quite enough to keep them away. Ships carry cargos of iron, lumber, fur, gems, finished weapons (from Melvaunt) and slaves to the southern ports and return with food and processed goods such as cloth, wine and grain. Pirates prey on this heavy traffic, and ship captains are always looking for freeswords willing to hire on or pay with their passage with blood and steel.
           
Crafts are are utilitarian above all, decoration taking second place. That said, though a frontier city, Melvaunt is also the origin of some of the finest weapons made by human hands, and they are coveted throughout the Heartlands. Other crafts reflect the somber spirit of the people, utilizing dark, heavy woods and thick, useful, durable items, beautiful in shape more than decoration. Decoration does exist, particularly in clothing, but tends to be understated.
           
The Moonsea has no cattle, mainly farming bristly black hogs and red-eyed goats, the latter of which produces a famous, sharp cheese. Other than its fine weapons, the region is also known for its hard-hitting liquor (vodka). Vodka and strong dark beer are the drinks of choice. It's home to a horse breed originally kept by the Ride barbarians; the ill-tempered striker is huge, dark and heavy-footed, with a long muzzle and powerful legs, and they make excellent warhorses. The narrow-headed Zhentar dog is also native to the area, bred by the nobles of Zhentil Keep. The region is plagued by beasts natural and not.
           
The region is notable both as the home of the Zhentarim, a power seeking to control and conquer other parts of the Realms, and for the city of Hillsfar, which is the most open city of the Moonsea and the meeting ground between elves and humans for trade and diplomatic dealings.
Organizations
- The Church
The Church is a unification of the six churches of Bane, Bhaal, Loviatar, Myrkul, Shar and Talona, and there are many orders within it, including the Deathdealers and, nominally, the Brotherhood of the Cloak.
- The Zhentarim
           
The Zhentarim, they are the ones who crusade against the infidels. What the Church teaches, they reach for - all of the world once again in the hands of the Faithful (though sometimes, unfortunately, they seem to think that the rest of the Moonsea belongs to the outlanders too!). The heretics call them the Black Network and fight them, of course, and they have a particular secret society to do so known as the Harpers.
- The Harpers
           
Do you know vhy the Harpers are called so? No? There are terrible bird-women in the vilderness called harpies, and these harpies talk and talk until you suddenly realise you are being eaten when you thought the pain was just from all this intolerable harping! This is what the Harpers are like - there are swords in their vords. Do not speak with them, or you vill soon find yourself dead.
- The Brotherhood of the Cloak
           
Based in Mulmaster, the Brotherhood is where all the mages that are found in the Moonsea are taken. Here they must submit to the Cloaks or die. The Brotherhood (impolitely called Naug-Adar) is supposedly under the control of the Church (specifically, the Sharrans and the Myrkulites), but their studies are so esoteric as to be incomprehensible to others, and they are said to have have much leeway. In truth, they are one third of the power structure (which also includes the nobles and the Church) in the Moonsea, and largely autonomous, despite what the Church claims. To become a Cloak is a good way for nonhumans to survive, though few rise to any great rank. (Read more about Moonsea magic here.)
Foreigners
           
All foreigners are considered 'weak southerners' by default - promiscuous heathens and unclean heretics, not to be trusted unless they somehow prove themselves. This is bolstered by the existence of brothels in the Trade Wards that foreigners are confined to in the cities - they exist nowhere else due to a biological quirk among the natives (see The Dragon). Foreign women are thus all derogatively referred to as shalavas (whores), and foreign men as milksops ruled by their cowardice and animal instincts.
           
Outlanders, as they're called, are considered untrustworthy and dangerous (being, after all, pawns of the enemies of mankind). As such, their presence is not looked upon favorably, and as much of the Moonsea customs and culture that Moonseafolk can hide is hidden from them. However, the Moonsea depends heavily on other nations, the Dalelands in particular, for food, so trading is not ill-seen.
           
Nonhumans are perceived as boginki, evil spirits or devils, except for dwarves and gnomes, who are often taken for domovoi (unless they look or act different than such; see the Bestiary) and treated with great respect.
Magic
           
Magic is a dark and mysterious thing, and only the Church can control magi - and must control them, for the good of the people. There is no mention of Mystra; magic is held to be an occult science, though there are those who murmur that sorcerors deal with demons to receive their powers (that could well be Mystra, for them). No one wishes to upset an order that (supposedly) serves the mighty, especially if doing so might get them turned inside out. Of course, such occult knowledge makes the bearer powerful, and no one questions the powerful.
           
Anyone with such talents is required to report themselves for training. Recruiters tend to find recruits at the malitva; otherwise the law is largely unenforced unless a recruiter happens to run into one. This results in a number of lawless mages in the wilds. However, those who are recruited receive training in whatever field they excel at, resulting in a wider panoply of strong powers than otherwise seen in the Heartlands; invokers and necromancers (under the auspice of the Church of Myrkul), in particular, are numerous.
           
Recruits belong to the Brotherhood of the Cloak, and are taken to Sorceror's Isle on the north coast for their studies. The Brotherhood itself is based in Mulmaster, and is considered by the average Moonseaman to be a branch of the Church and under the control of the Sharrans.
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Moonsea settlements
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The Land
           
While the south coast is predominantly temperate woodland, the north coast is a vast, cold swath of swamp, thick forest and hilly badlands that stretch into the
eternally fog-shrouded land of Thar. Rich with furs, timber and especially ore, the land goes largely unexploited due to the frequent ravages of animals, monsters and
bandits, which make all travel and even farming a dangerous affair at best.
More than anywhere else in the Heartlands, people are confined to the cities and small, heavily fortified villages where the gates close before nightfall and stay closed until morning without exception. The most common dangers are wolves, bears, bandits and monsters largely referred to as either boginki or spirit-creatures (Things).
Farming
           
This harrying makes farming difficult, and the farms reflect it. Fields crowd the walls of the village or city, crops are primarily tubers, and animals are brought in during the night and let out to find what food they can during the day. Cattle are unknown; livestock consists of goats, chickens and bristle-furred swine. Crops run heavily toward tubers such as potatoes, onions, garlic, carrots, beets and radishes, but also include rye, rhubarb and cabbage. This diet is supplemented by whatever can be snared or fished. Hunters are greatly respected, both for bringing in the occasional deer or boar and for daring the dangerous wilderness to do so. Much food (especially grain, which the Moonsea hardly produces at all with the exception of rye) is imported, making the region heavily dependent on the Dales and the Vast; this is intolerable to the locals, and fuels their infamous hostility towards Dalesmen.
           
The Citadel of the Raven is an ancient line of linked fortresses that line the Dragonspine Mountains; to the east lies the Ride, to the west the Border Forest. The Citadel is manned by the armies of the allied Moonsea cities - often by the undesirables of the various cities. However, it has a reputation for hospitality that draws in adventuring bands in the region, and sometimes they're hired to aid the defenders of the Citadel.
           
Elmwood is a lush, relatively peaceful farming hamlet unlike any other in the Moonsea - as the local drinking song goes, "Elmwood is a shelter from the harsh rigors of the Moonsea. It brings healing to the spirit and rest for the body. And the serving girls are pretty and friendly!"
           
Elventree is more an elven forest hamlet than a town, a place of tranquility and beauty where all who come seeking beauty and health are welcomed. Its people are so peaceful and tolerant that it's hard to believe the town to be a part of the Moonsea. It's said the community is watched over by the Harpers.
           
Hillsfar is a walled city ruled by a council of Moonseamen and representatives of the Elven Court. The city is widely known for the Arena, a site for races and gladiator games; many athletes travel here to win the title of the best competitor.
           
Hulburg lies below the gray barrens of Thar, a once-beautiful city smashed into desolate ruin. Now all that remains are a handful of fishers and the lord of the keep that protects them.
           
Melvaunt dwells under a gray-brown cloud due to the amount of iron smelted there, and the city is renowned for its fine weapons.
           
Mulmaster is nicknamed "the City of Danger," and is one of the most powerful cities in the region. The air stinks of iron smelting (though not as much as Melvaunt) and fish, and being nestled into the East Galena mountains, it's freezing cold.
           
Phlan is an old city, once as powerful as Zhentil Keep and Mulmaster, but so often smashed by invaders that it's always in a state of rebuilding. The city is divided into Civilized Phlan and Old Phlan.
           
Sulasspryn was the easternmost of the Moonsea settlements, but in the Year of the Mace, the earth itself opened up and swallowed the city down. Now it's a desolate, abandoned ruin shrouded in mystery, avoided even by adventurers.
           
Teshwave was once the largest town in Teshendale, but the Zhentilar invaded in the Year of the Gulagoar, and the town is now little more than a garrison for their forces with most buildings lying in ruins.
           
Thentia is a fiercely independent trader's city, smaller and less foul than Melvaunt. Thentians are more tolerant and liberal than other Moonseamen, and rumors hold that the only reason the city has survived for so long is that it's protected by a cabal of magi.
           
Voonlar is nearby Shadowdale's chief rival, an independent town six centuries old and left more or less alone by marauders - something few Moonsea cities can claim.
           
Yūlash was ruled by Zhentil Keep for centuries, but granted its freedom in the Year of the Blade. In the Year of the Wandering Maiden, the lordship was abolished in favor of rule by council.
           
Zhentil Keep is one of the most powerful cities in the Moonsea, and the oldest city still standing. The huge, dark, stone city is crowded with multi-storey buildings and ruled with an iron fist, and boasts some of the largest temples in all the Realms. This is the home of the armies of the Zhentilar, and rumored to be the home of darker things.
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Melvaunt
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Melvaunt is a busy industrial city, known for its high-quality goods and the billowing black cloud of smelting smoke that hangs over it. Ever wary of fire - either from forges or enemy forces - the houses are built of heavy gray stone, with slate roofs. The city is crowded, noisy, smelly, and utterly lacking in vegetation, but unlike most other settlements in the area, the streets are cobbled. This is to facilitate the heavy trade that passes through here, as Melvaunt is an important port as well as exporter of goods. It's also a prominent player in the Moonsea's politics.
           
Melvaunt is ruled by the Council of Lords, made up of the city's wealthiest merchants. When a member dies, their seat is filled by a vote from the other lords. Control of the Council is fought for by the city's three most powerful families: the Nanthers, the Leiyraghons and the Bruils. Small skirmishes between the family factions are commonplace, and usually no one interferes with them. But the families hate Zhentil Keep more than each other, and they form an uneasy alliance against the Zhentish forces, thus keeping Melvaunt strong, prosperous and defended.
           
The Zhentilar covet Melvaunt, who has fought the forces of Zhentil Keep since they took over the Citadel of the Raven. However, Melvaunt is also known for its small but highly efficient navy, and keeps a large standing army responsible for the law and order of the region.
           
Currency from any region is accepted in the Moonsea, with a prevalence of Sembian coins. Taxes in the city are extremely high - every transaction is recorded and taxed, and wagons and ships must pay a tax to enter the city as well. The city's main industries are smelting ore and exporting metal items, and caravan traffic is heavy. The city is also known for its thriving slave trade, the slaves usually foreigners rounded up from the wilderness, but also the 'human refuse' of society - neither theft nor begging is a viable option in the Moonsea. A common phrase is, "If it's not in Melvaunt, you don't need it."
           
Foreigners are confined to the Trade Ward of the city, both due to their 'unclean' nature (ie. not worshippers of the Moonsea pantheon) and to protect the citizens, who suffer from a condition referred to as "the Dragon;" see Moonsea Culture for details. The Trade Ward has a poor reputation due to the foreigners, some of whom work at the only brothels in the cities. Foreign prostitutes are called shalava, and held in contempt by the moral Moonfolk - not that this puts a dent in the brothels' business.
           
There are three temples within the city: The Resting Place of the Whip is dedicated to Loviatar (where the seriously injured plead for surcease from their pain, passing it on to the Manakjas), The Hall of Laughter is in honor of Bane, and The Purple Portals is a house of Myrkul.
           
The region surrounding Melvaunt is dominated by the threat of the fallen kingdom of Thar to the north, long since usurped by the beast-men. The fog-cloaked barrens crawl with dangers, and no one ventures into them alone - no one who expects to return. The half-ruined city of Phlan lies roughly thirty miles to the west, giving name to the caravan trail - the Phlan Path - that lies between it and Melvaunt. The liberal trade city of Thentia is about the same distance to the southeast, reached by the Sword Trail. Both trails skirt the barrens to the north, keeping to the dubious safety of the clear lands below them.
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Speaking Damaran
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Damaran is a clipped, guttural language with a Russian/Germanic flavor, which native speakers should indicate by using the standardized rules below. Non-natives speak normally, indicating their bizarre foreign accents/speech patterns.
WHEN WRITING:
- Most 'W' sounds (NOT letters - ie. no "tovers" or "svords") should be replaced by 'V': When = vhen, one = von (no E, as it would make the O hard), but who = who because the sound is 'H', not 'W'. If at all possible, retain the original spelling of the word (when should not be 'ven,' but 'vhen;' however, 'one' cannot be changed to 'vone' as that changes the pronunciation of the word, so it must be 'von'.)
- The subject of a sentence is often spoken first. "The city, it is in great danger." "The vater, it cannot last for long."
- Native Damaran-speakers never contract their words. I'm = I am, can't = cannot, etc. Foreigners are considered to be garbling their words when they contract them.
- Moonseafolk do not, under any circumstances, use the names of their gods rudely. However, they're not opposed to using them for emphasis. ("In the name of Bane! Vhat is that?" "Vhat in Shar's name are you up to?" "Bhaal take you!")
WHEN READING:
- Apart from indicating one's self, there is no 'I' sound. Instead they use a long 'E'; thus Ivan = eeVON. Note that the emphasis in a word is not on the first syllable, but the second.
- The 'J' sound is replaced with 'Y', or at least softened to 'Zjh' (think "Zsa-Zsa Gabor"). Julie = Yulie (You-lee), Jacob= Yakob (Yah-kob, with a soft 'ah' sound rather a hard 'A' as pronounced in English), Jarrow = Zjha-roh, Tjesnitsérs = Chyes-neet-chairts.
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Glossary:
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EVENTS
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Daernuth
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A day-long festival held once every 12 days, it's the only ceremony open to heathens. Offerings are accepted to spare the person from injury, ill-health and disease.
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The Dusking
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offerings to Myrkul are accepted from those who wish to appease Him or ask their forebears for wisdom
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The Feast of the Moon
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malitva
(ma-LEET-va)
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Prayer ceremony that everyone attends once a tenday. Banites may also declare a malitva at any time.
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tjornuk
(tyOR-nook)
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a hunting party (well, it wasn't an item...)
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The Rite of Pain and Purity
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On all four seasonal festivals, the Loviatans mortify their flesh to ease the Maiden's burden, and accept offerings to ease the pain of the faithful.
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ITEMS
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dagger
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The ubiquitous weapon of all classes, usually curving down to a wide base in a fang-shape - serrated if the carrier is well-off
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saber
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a slim scimitar, the typical Moonsea longsword
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shapka
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a man's fur hat with square edges and flaps that go over the ears but can be tied back; common in the Moonsea
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shuba
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a full-skirted longcoat lined with fur on the inside
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sorochka
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knee-length tunic worn under a svita, often belted with a sash
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svita
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a thick, robe-like overtunic that goes over a sorochka; can be buttoned up the front
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SLANG/INSULTS
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Naug-Adar
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"devil dog(s)"; mage in the service of Bane
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Naug-orl
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"devil worm(s)"; a spy or informer to the Zhentarim
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pizda
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cunt
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shalava
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slut (derogatory for foreign women)
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svoloch
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bastard (insult)
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Vanka
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village idiot (a name used in stories)
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TITLES
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Atjets
(ah-TCHETS)
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priest - a term of great respect
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boyar
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minor lord, essentially a mayor
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bugor
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(the) boss
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Chosen
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Chosen of the Gods / Chosen of (specific god). One who has passed the Test, in which witnesses see the Chosen's prayers answered.
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Cloak
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a mage in the service of Bane; short for The Brotherhood of the Cloak
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Dvor
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Sir, the title of a Cossack (knight)
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Favored
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One who is hopeful of passing the Test to prove themselves Chosen by the Gods.
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mag/maga
(capitalized when addressing one)
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magician, witch, warlock
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Manakja
(mahn-AHK-ya)
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priestess - a term of great respect
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Holy Master of the High Discipline
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a high-ranking Church official whose duty it is to administer and witness the Test of the Favored.
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peshka
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peasant
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Saer
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the common Heartlands word of polite address, esp. when rank is unknown
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Slon
(sLOne)
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Bishop
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Thanks to Jos, Steven, Katie and Noelle for input and ideas!
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Back to top
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A Moonsea Bestiary
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bannik
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A bannik, or Bathhouse-Thing. Bathhouses resemble a sauna that has an inner steaming room and an outer changing room. A place where women give birth and practice divination, the bathhouse is strongly endowed with vital forces. The third firing (or fourth, depending on tradition) is the offering to the Bannik, and no religious images are allowed as it might offend the occupants.
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birds
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Oddly, every bird native to the Moonsea is black.
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boginki
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Boginki vary widely in appearance and size, from no larger than a thimble to the height of a dwarf. They count the dead among their companions, and can weave nightmares out of gossamer and insert them into the ear of a sleeping human. They borrow horses from stables and ride them all night, leaving them tired in the morning. They steal human women and children and hide them underground. They replace babies with Odmience, the Changed Ones, which are ugly and horrid. They leave the surface world in the winter so they aren't trapped outside their caves by the snows. The Feast of the Moon is the last day before winter, so they live it up on that night before retreating to the Underdark.
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bugbird
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A common, oily-furred menace that hangs in clumps from the trees during the day, wrapped tightly in its two sets of wings, and swarms during the night; about the size of a seagull, they suck the blood from their prey with their odd multi-holed beaks, and can make short work of an unprepared caravan's pack animals. Fortunately they're not fond of the light - or perhaps it's fire they fear; in any case, camps in the wilderness do well to keep their campfires well-stoked to keep the bugbirds at bay.
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busbus
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The bogeyman. This is a hairy cannibal-creature primarily used to frighten naughty children with, rather than one that's believed to be real. It's said to be able to enter the locked rooms of bad children and eat them without waking any others, but only so long as it's dark.
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domovoi
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A domovoi is a House-Thing. Some say they're small old men covered with hair. Traditionally, every house is said to have its own domovoi. They are usually not considered a malicious presence, as they are seen as protectors of the home, and they sometimes help with household chores. Their favorite places are the threshold under the door or under the stove. Peasants make sure to feed it nightly, in return for being well taken care of and protected. When a new house is constructed, the homeowner attracts one by placing a piece of bread down before the stove is put in, and they tempt the old house's domovoi to move with the family by offering an old boot as a hiding place.
Special care is taken to make sure to only obtain pets and farm animals it likes, as it torments the ones it doesn't care for. its behavior can foretell or forewarn about the future. It will pull hair to warn a woman of danger from an abusive man, or moan and howl to warn of coming trouble. If it shows itself, it forewarns of death, and if weeping it is said to be a death in the family.
If it is laughing there are good times to be expected. If it strums a comb there is a wedding in the future. If a domovoi becomes unhappy, it plays pranks on the household, such as moving and rattling small objects, breaking dishes, leaving muddy little footprints, etc. If the family can determine the cause of their domovoi's discontent, they can rectify the situation and return things to normal. If not, the spirit's tricks may escalate in intensity, coming to more closely resemble those of a poltergeist, or threaten to stifle people in their beds. Salted bread wrapped in a white cloth appeases this spirit. Putting clean white linen in its room is an invitation to eat a meal with the family. Hanging old shoes in the yard makes it happy as well.
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drekavac
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A drekavac is a hideous demon resembling a cross between a man and a mastiff, but with the hair of its arms and legs blackened by the fires of the Nine Hells, known for its terrifying yell that breathes fire, blackening its hairy face as well.
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gargoyle
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It's said that gargoyles are so ugly they frighten away evil spirits and devils, and one glance at them can turn a man to stone - or even another gargoyle, if they can be tricked into it. Therefore carved gargoyle statues adorn important buildings.
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karzelek
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A Mine-Thing, guardian of gems, crystals and precious metals. They protect miners from danger, and lead them back when they're lost. They also lead them to veins of ore. They're deadly to those who are evil or insult them, pushing them into chasms or collapsing tunnels onto them. Throwing rocks, whistling or covering your head are insulting to a karzelek, who warns the offender by pelting them with soil.
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kikimora
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A kikimora is a House-Thing that lives behind the stove or in the cellar. It looks after the chickens and the housework if the home is well kept. If not, it will tickle, whistle, and whine at the children at night. It comes out at night to spin; if it appears spinning to someone it is said that person will die. To appease an angry kikimora it is said one should wash all the pots and pans in a fern tea. In some tales she has a head as small as a thimble and a body as thin as a straw. In other tales she is said to look like an average woman with her hair down (Moonsea peasant women keep their heads covered). A kikimora may also be a Forest-Thing or a Swamp-Thing. Then it looks like a small humpbacked woman in a dirty dress.
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kohpox
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A kohpox is a mythical creature said to be part beast, part man. They were once demons, but because they followed Bane in his great endeavor, protecting the Faithful from the devils sent by the false gods as they fled to new lands, they were blessed with the souls of men, and vowed forever to keep and protect the people from evil in the name of Bane.
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lakanika
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A lakanika is a Field-Thing.
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leshy
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A leshy is a Forest-Thing. Offerings are left to it to ensure safe passage, and to thank it for what good fortune is encountered there. It protects wild animals, has a close bond with the wolf, and is often seen in the company of bears. It's said to shapeshift into animals and plants of all sizes, and if you befriend one it can teach you the secrets of magic. Farmers and shepherds try to make pacts with the leshy to protect their crops and sheep.
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mora
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A mora is a soul that leaves the body during the night, appearing as wisps of straw or hair or as moths.
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Nocnitsja
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The Night Hag, who brings nightmares.
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the Neuri
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Terrible sorcerors that can take the shape of a wolf for one ride once a year.
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poleviki
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The poleviki is a Field-Thing that appears as a deformed dwarf with different colored eyes and grass for hair. He appears either at noon or sunset and wears either all black or all white. He will lead wandering people in a field astray; give them diseases or ride them over with his horse if he finds them asleep. If a person falls asleep on the job after drinking, the Poleviki might murder them. Appeasing the Poleviki requires two eggs and a rooster, a toad and crow placed in a ditch when no one is looking.
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Polundica
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The whirlwind named "Lady Midday," who shows up in the middle of hot summer days. She takes the form of whirling dust clouds and carries a scythe. She will stop people in the field to ask them difficult questions or engage them in conversation. If anyone fails to answer a question or tries to change the subject, she will cut off their head or strike them with illness. She may appear as an old hag or beautiful woman, or a 12 year old girl; and she is useful in scaring children away from valuable crops. She is only seen on the hottest part of the day.
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prizrachnji
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Spirits of the faithful who haven't been laid to rest by a priest of Myrkul. The frontierfolk want so much to cling to the land that after death, they still try to live in it - and finding they are immune to repercussions against a living body, they try to take over the area and make it theirs, governing as a Lord and feeding on the living. Only a priest of Myrkul can remove the ghost, though any priest can banish them for a time.
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Rarog
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A hawk, falcon, or fiery dwarf who turns himself into a whirlwind. It's customary to throw a knife into a whirlwind to kill the demon residing in it. Peasants cast themselves facedown before a whirlwind to ward off misfortune and illness, and shout "a belt around your neck!" in order to strangle the demon.
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rusalka
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A rusalka is the vengeful ghost of a girl who was drowned, whether by accident, suicide or murder. Her eyes shine like green fire, and men seduced by her die in her arms. She haunts the lake or river where she was drowned until her death is avenged. It is said only witches dare swim with the rusalki.
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strzyga
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A stillborn child with two hearts, two souls and two sets of teeth. When they die, only one soul passes on, and the other makes the dead strzyga come alive and prey on the living. Burying the body in a different place from the head is said to prevent a strzyga from returning, as is burying the body face down with a sickle around its neck. They stalk forests at night, attacking nighttime travelers and people who wanter into the woods at night, eating out their insides.
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vila
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Vila are the souls of betrothed girls who died before their wedding night. They can appear as swans, horses, wolves, falcons, or beautiful women. They have power over storms, which they delight in sending down on lonely travelers. Peasants lay flowers and offerings for them at sacred trees, fairy caves and wells. It is said they gather on the highway at midnight to lure young men and dance them to death, but must disappear at the break of dawn.
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vodyanoi
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A vodyanoi, or Water-Thing, is said to be a master shapeshifter that lives in whirlpools and keeps rusalkas as servants. It protects millers, beekeepers and fishermen. Fishermen ask it for help by placing a pinch of tobacco in the water and saying, "Here's your tobacco, Lord Vodyanoi, now give me a fish." It can be appeased by giving it the first fish or pouring butter into the water.
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Local powers
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Top religions
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Local conflicts and dangers
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- Fzoul Chembryl, son of the True God
- The Chosen of the Gods
- The Church of the True Gods
- The Brotherhood of the Cloak
- Manshoon
- The Zhentarim
- The Mulmans
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- Bane
- Bhaal
- Loviatar
- Talona
- Shar
- Myrkul
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- The various raiders of the hinterlands
- Slavers
- Press gangs in the cities
- Political intrigue
- Other Moonsea cities
- Wolves, great weasels, lake sharks
- Nightmare cats, bhaalravens, beast-men
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Local phrases
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Local traits and facts
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"If it's not in Melvaunt, you don't need it."
"Bane's will" - a fatalistic but pious comment
"When a wolf bares its teeth, it isn't smiling."
"Slept like on the slab" - slept like a log, refers to the slab priests of Myrkul use for the dead.
"The dark times" - the time until Bane triumphs over the other gods and the Moonfolk take their lands
"Judgement Day" - a time when the faithful will rise up and inherit the earth
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- The Moonsea is renowned for its rough inhabitants, but also for its ore, liquor and highly organized mercenaries. They also have a special, oily fish (sardine-like) that's very popular.
- Moonfolk are always armed, usually with a sling and a knife or club. Professional fighters favor the heaviest armor and shield they can carry, polearms or heavy swords, and crossbows.
- The people believe in the Otherworld (The Thrice-Tenth Kingdom).
- Moonfolk are derogatively known as "Mooneyes" by foreigners due to the fixed, unblinking stare of barely restrained challenge they offer strangers.
- People prefer to remain unremarked by those more powerful than themselves, so there is little public fighting or disturbing of the peace; however, short, brutal alley fights are common, bragging and brawling are a popular pastime, and almost everyone drinks heavily. Rat races are common, and card games proliferate. Dogfights and slave-baiting are also popular.
- Moonfolk are avid churchgoers.
- When married, the first joint of the couple's ringfinger is sacrificed to Loviatar; hence the local reference to married couples as 'even-handed,' and to newlyweds as 'bleeders' or 'redcloths' after the ceremonial bandages that trail from their hands.
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History and important events
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1345
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Year of the Saddle
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The current year.
Hammer:
The Dales: Daggerdale is occupied by Zhents.
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1340
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Year of the Lion
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Tyranthraxus assumes control of the Ruins of Phlan, and rules from beneath Valjevo Castle until he is defeated by adventurers.
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1339
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Year of the Weeping Moon
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The Zhentarim aid Jyordhan in assuming his rightful throne in Shadowdale. Shadowdale and Zhentil Keep sign a treaty of friendship and trade.
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1338
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Year of the Wanderer
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The gnoll invasions of Mulmaster end.
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1337
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Year of the Wandering Maiden
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Yulash's nobles agree to abolish the lordship and rule by council instead.
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1334
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Year of the Blazing Brand
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Manshoon and Fzoul Chembryl become the new lords of Zhentil Keep.
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1333
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Year of the Striking Falcon
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Lord Iorltar of Zhentil Keep names Manshoon his successor as first lord.
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1322
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Year of Lurking Death
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Monstrous attacks at a 50-year high.
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1317
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Year of the Wandering Wyrm
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The first High Blade takes power in Mulmaster.
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1316
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Year of the Gulagoar
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The Zhentarim take control of Teshendale, the Dalelands.
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1307
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Year of the Mace
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Sulasspryn (Moonsea) collapses into a huge sinkhole, destroying the city.
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1306
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Year of Thunder
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Moonsea War. Mulmaster vanquished by an alliance of the other Moonsea cities. Hulberg is destroyed by Mulmaster. Sulasspryn suffers heavy damage.
A dragon invasion, known as the Dragon Run, sweeps out of the Moonsea North. Phlan is destroyed.
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1303
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Year of the Evening Sun
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Fall of the human kingdom of Thar (northern Moonsea).
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1288
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The Year of the Roaring Horn
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Human kingdom of Thar (northern Moonsea) established.
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1275
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The Year of the Blade
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Zhentil Keep grants Yulash "independence."
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1261
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The Year of Bright Dreams
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Manshoon (Zhentil Keep) founds the Zhentarim.
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1164
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The Year of Long Shadows
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Voonlar (southwestern Moonsea) founded.
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1018
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The Year of the Dracorage
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Rage of Dragons in Faerūn and the Heartlands.
A great flight of dragons assaults Zhentil Keep. The old Keep is destroyed, but the city is saved by its Banites.
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The Moonshae Isles
Likeness: Avalon/Ireland and Viking Scandinavia
The Moonshae Isles are all about ancient legends and honor.
- Cool, misty islands at the westernmost edge of the world, populated by the kingdoms of the Ffolk, ruled by the High King, and the kingdoms of the Northland vikings.
- The islands are also home to surprisingly numerous nonhumans: Elves (known as the Llewyrr) and half-elves live deep in the forests of the Ffolk, and hobbits live peacefully in their own shires alonside men. The Northlander islands boasts some few dwarves, and have a greater population of gnomes than seen anywhere else in the world.
- Highly superstitious, magic and those who wield it are held in deep suspicion by both peoples. Nonetheless, the High King is served by a council of thirteen wizards, and the mysterious isle of Flamsterd is notorious as the home of the greatest number of mages in the Heartlands.
- Rather than the normal gods, the Ffolk worship the Earthmother, and it's whispered that the forest holds cults whose worship requires blood. On the other hand, the Northlander's warlike gods require blood and death as a matter of course. Missionaries from the mainland aren't well regarded by either sort of islander.
- Bards are held in the same regard as kings among the Ffolk, and there are three Greater Bards who weave the history of the people.
- The Ffolk speak Waelan; the Northlanders speak Illuskan.
National traits:
Ffolk:
- I've th' right o' the matter, an' no word or weapon will budge me from it.
- It's not true that red hair means you have a temper, an' I'll knock the head o' anyone who says otherwise!
- The world is turned by passion, not logic, an' you see farther with the heart than with your eyes.
- We were doin' fine when the strangers came, and we'll be doin' even better when they go again!
Northlanders:
- We have no fear of death, for when we die fighting, the valkyries vill take our souls to Valhalla to fight and feast forever.
- Warriors do not stoop to trade with soft silver or copper; for all we have, we pay the iron price.
- You keep your honor and I'll keep my shield; see who's still standing in the end.
Class archetypes:
- Barbarian - Northlander Berserker
- Bard - Lesser Bard, Northlander Skald
- Cleric - none
- Fighter - Knight, Raider, Sellsword
- Ranger - Scout, Trapper, Woodcutter
- Rogue - Envoy, Pirate, Raider, Trader
- Sorceror - Councellor's apprentice, Witch/Warlock
- Wizard - Councellor's apprentice, Witch/Warlock
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Regional feats:
- Bullheaded - The islanders are well known for their stubbornness.
- Strong soul - Both the Ffolk and Northlanders are known for their fierce will to live.
- Survivor - Northlanders live on water and ice, and the Ffolk on swamp and stone.
Available prestige classes for this background:
- Archmage (DMG pg.178)
- Oracle (Ffolk only, FRC pg.42, Divine Disciple)
- Runecaster (Northlander only, FRC pg.51)
- Saint (FRC pg.42, Hierophant)
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The Moonshaes are a cold, mist-cloaked cluster of rocky islands off the Sword Coast, the westernmost reach of the Heartlands. They are divided into the kingdoms of the Ffolk in the south and the realm of the sea raiding Northlanders in the north. The Ffolk speak Waelan, and the Northlanders speak a heavily accented version of Illuski.
           
The Moonshaes are comparable to the isles of the English, Irish and Scottish: forested, boggy, somewhat mountainous, wet and chilly. It's a land of mists and mystic shadows; of cloud-wraiths on the purple mountains; of weird silences in the lonely hills, and fitful skies of deepest gloom alternating with gorgeous sunset splendours.
           
The Ffolk are stubborn, hard-working pragmatists with a reputation for their fiery tempers, but they also love their land with ferocious devotion. They're ruled by nobles who serve a king under oath to the High King; peasants are chiefly fisher and shepherds. Oddly enough, despite their pragmatic natures the people are heavily superstitious, particularly regarding the fey. This is a land where all forces are dealt with as the supernatural, and despite the attempts of the nobility to lead the people to a more enlightened view of the world through worship of the gods, most still worship nature in the old ways, and druids are said to come and go among the people, held in deep respect and awe. Outlanders are not welcome among the Ffolk, for often they're thieves or rivals to the petty kings.
           
The Northlanders are chiefly raiders, and their culture reflects it; it's shameful for a warrior to wear decoration he hasn't taken from a fallen foe. This is known as "paying the iron price." Their skalds are also respected, for these poets are all most ever know of their history and of the gods. While they are superstitious, they treat the subject of their superstitions (which center around the gods and giants, mischievous gnomes and crafty trolls) with familiarity; unlike the Ffolk, they have many tales of men dealing with the supernatural and coming out on top through their cleverness. Northlanders dwell in half-buried houses and great longhalls when they aren't off raiding.
           
The usual gods of the Realms aren't worshipped on the Moonshaes; the Ffolk hold to the Earthmother, though some also make offerings to Silvanus. The Northlanders have their own odd beliefs, but do worship Auril, Chauntea, Milil, Sune, Tempus, Talos, Tyr and Umberlee.
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Local powers
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Top religions
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Local conflicts and dangers
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- The sea raiders
- Pirates
- The Waterdhavian Navy
- The King of the Ffolk
- The Church of the Earthmother??
- The nobles of the Ffolk
- The merchant ships
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- The Earthmother
- Silvanus
- Tempus
- Talos
- Tyr
- Umberlee
- Chauntea
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- The Ffolk vs. the Northlanders
- The Northlanders vs. the people of the Sword Coast North
- Orc, goblin and barbarian raiders
- Wolves, boars, bears
- Fairies, giants, trolls
- Priests of outside religions
- Local governments vs. ancient religious traditions
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Local phrases
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Local traits and facts
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"elf-shot" - acting oddly or in love
"the Fair Folk" - elves and the fey
"the Wee Folk" - the fey
the home of the great shaggy moorhound
"h’gge" - a Northlander term meaning something akin to both fun and cozy
"tvekamp" - a Northlander contest of strength, wit and fighting skill, usually performed on a rock in the surf
"boggins" - goblins
"For the King!" - standard battle cry
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- The Moonshaes are known for their odd local cuisine, their sailors and their archers. The people are survivors, hard-working and enduring.
- The Ffolk are generally armed with farming tools (such as pitchforks) and bows; professional fighters wear a tabard over their armor with the colors of their liege lord, scale armor with visored helms, tallshields, swords and longbows.
- Giants, ogres and great boars are native to the region, as are red chickens (a local breed with brick-red plumage).
- Nonhumans are viewed with awe and/or suspicion; elves are rarely seen and are honored, but other races (and particularly dwarves) are discriminated.
- Locals like to drink, brag and tell stories (ancient but disturbing tales of the fey are popular); hunting, horse racing, jousting and music are popular among the nobility.
- Druids are held in great respect by the commoners, and come and go as they please; people often leave offerings to them to ensure their goodwill.
- The sea is the second great love of the islanders, second only to that for their land itself.
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The North
Likeness: The Klondike/Viking Scandinavia/Ankh-Morpork
The North is all about ambition - fame and fortune follow the daring.
- A vast region covered with snowy forest and the occasional cold swamp, as well as hundreds of independent communities large and small. Far to the north lie the Sea of Moving Ice and the Spine of the World.
- The North is rapidly being populated by humans, but before them the land belonged to the gnomes, the elves of the High Forest, and the hordes of goblin-kind. The human population includes the Uthgardt barbarians and the on the Sword Coast North.
- Waterdeep, the City of Splendors, is the marvel of the Heartlands and their largest city.
- Auril and Lathander are important gods of the North.
- Northerners speak Illuski.
National traits:
- Been there, done that. Nothing new under the sun. (Waterdeep)
- Keep a keen eye and your mind on your work; the orcs are always with us, and we'll deal with them. (Savage Frontier)
- The future is bright! (Silver Marches)
Class archetypes:
- Barbarian - Uthgardt (FRC pg.168)
- Bard
- Cleric
- Fighter - Sellsword, Knight, Bandit
- Ranger - Scout, Trapper, Woodcutter
- Rogue - Pirate, Trader, Thief
- Sorceror
- Wizard
Available prestige classes for this background:
- Arcane Trickster (gnome only, DMG pg.177)
- Cultist (FRC pg.43, Divine Disciple)
- Divine Champion (FRC pg.42)
- Guild Thief (FRC pg.45, )
- Runecaster (Northlander/dwarf only, FRC pg.51)
- Thaumaturgist (DMG pg.176)
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Regional feats:
The High Forest:
- Forester
- Treetopper
The North:
- Foe Hunter
- Saddleback
- Survivor
Silverymoon:
- Blooded
- Education
- Smooth talk
- Survivor
Waterdeep:
- Artist
- Cosmopolitan
- Education
- Smooth talk
- Thug
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The North is a cold, snowy frontier mainly notable for the City of Splendors, Waterdeep - the biggest city in the Heartlands and a major port. The other four things the North is known for are the city of Silverymoon, a city of learning where all manner of races meet and live peaceably, the Uthgardt barbarians who inhabit the region, the accursed Hellgate Keep, and the fact that every now and then hordes of orcs pour down from there into the more settled lands. The North is composed of several regions: Waterdeep and the Sword Coast North, the savage frontier between the Coast and the Great Sand Sea, and Evereska. The language of the North is Illuski with a heavy influence of Chondathan.
           
The North is like the goldrush Klondike: all rugged mountains and virgin forests, inhabited by rough-and-tumble frontiersmen and other opportunists who never go out unarmed. They're alert, serious and self-reliant, blunt-speaking pragmatists to the core; most owe no lord fealty and are fiercely proud of it. This independent nature both produces many heroes and appeals to those who wish to avoid persecution elsewhere, and the North has a relatively relaxed attitude towards magic and mages. The men grow bushy beards, the women carry thick braids, and both wear clothes with thick fur linings. Since it's difficult, if not impossible, to tend a normal farm in the high North, most farms are only large enough to keep their homesteaders alive (farther south farming isn't such a problem). Northerners supplement their meager harvests with hunting and imported wares, making both the ports and packdog caravans of vital importance. However, the North is rich with furs, gems, ore and timber, and settlements are slowly creeping in.
           
Loads are not moved by mule or horse due to the frequent blizzards that choke the ground with snow, and sleds are used only by nobles or short trips on a decent road; most wares are carried by caravans of large, thick-coated Ar-hounds with huge paws and heavy packs, while unloaded dogs break the trail ahead of their snowshoe-shod handlers. The North is also home to another breed of dog: Helmies, widely agreed to be the finest watchdogs in the Realms.
           
Due to the short growing season, worship of Chauntea is lesser here than anywhere else in the Heartlands, though she is still granted prayers by the homesteaders who grow their own food. Instead Lathander takes her place as the people pray for Auril to release them into spring's embrace. Conversely, worship of Shar is greater here than anywhere else, for many things roam in the long, dark winters. Malar has a large local following for the same reason.
           
The North is notable for three people in particular: Khelben "Blackstaff" Arunsun, Alustriel of Silverymoon and Piergieron the Paladinson, the Unmasked Lord of Waterdeep, whose father was the famous Athar the Shining Knight, the Arm of Tyr. The Blackstaff is one of the most (in)famous mages of the Realms, and actually dwells in a tower within the city of Waterdeep. Piergieron, beyond being the son of a famed hero, is the only Open Lord of Waterdeep; the rest of the Lords are anonymous, though many suspect both the Blackstaff and Mirt the Moneylender of being among them. Alustriel is the beloved ruler of Silverymoon, and one of the ancient and legendary Seven Sisters whose deeds are sung in every land.
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Local powers
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Top religions
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Local conflicts and dangers
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- Lord Khelben "Blackstaff" Arunsun, a mage (Waterdeep)
- Priests of Auril
- The Church of Helm
- The Lords of Waterdeep (through the Open Lord, Piergieron)
- Alustriel of Silverymoon
- Priests of Malar
- The noble houses of Waterdeep
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- Auril
- Helm
- Mielikki/Gwaeron
- Bhaal
- Tempus
- Lathander
- Malar
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- Frontiersmen vs. the orcs and goblins, ambitious warlords and nobles, bandits and barbarians, who harrass settlers and traders.
- The Lord's Alliance vs. the Black Network
- Orc, goblin and barbarian raiders
- Wolves, wolverines, grizzlies
- Cloud griffons, owlbears, trolls
- Priests of Auril vs. local authorities and the Church of Lathander.
- Pioneers vs. occasional tests sent by Auril (cold snaps and blizzards) or Malarite rituals
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Local phrases
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Local traits and facts
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"As cold as Auril's tits"
"He/she/they're one of Helm's own" - a compliment for good, hard-working people, or an affectionate comment on young rascals
"That'll happen/I'll do it on a hot day in Luskan" - on a cold day in hell
"Angry as an owlbear"
"The dark times" - winter
"He/she/it's got Bhaal's soul" - unfeeling, empty
"Eyes of the Goddess" - a curse, or a description of someone merciless
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- The North is renowned for its trackers, trappers and mercenaries; the people are resourceful and uncomplaining, and the furs are beautiful and renowned for their warmth and quality.
- Northerners are generally armed with woodsman's axes, knives and bows; professional fighters wear bucklers and leather armor lined with fur, and they carry spears or longswords, knives and a bow or crossbow (the latter of which their mercenaries are known for). Many of the locals are excellent knife-throwers.
- Grizzlies, snowhawks and cloud griffons are native to the region, as are the helmie and ar-hound. In the summer the rivers are full of salmon and hungry grizzlies.
- Because of the close quarters and intense cold, Northerners spend a lot of time in eachother's presence, resulting in what foreigners regard as "a shocking lack of propriety" in both their manner and their clothing.
- Locals go ice fishing when winter sets in; tall tales, knife throwing, ale, loud drinking songs, bar brawls and dogfights are also popular pastimes.
- Mysterious remnants of fallen kingdoms are regularly revealed by the drifting snow and melting ice; children often go out hunting them to sell to travelers as curios (mostly caravaneers and idle nobles).
- The North is full of would-be heroes and hungry-eyed prospectors, enough that they nearly rival the homesteaders, trappers and farmers.
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History and important events
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1343
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Year of the Boot
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Silverymoon and Everlund are saved from an orcish horde by the Moonlight Men, a mercenary group; it's said that they slew four thousand orcs at Turnstone Pass before they fell. Their heroic battle is immortalized in song by one of only six survivors, the famed bard Mintipur Moonsilver.
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1335
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Year of the Snow Winds
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Prince Haedrak Lhorik is born at the High Palace of Silverymoon.
The Evereska Charter claims the Greycloak Hills for the elves.
The North suffers the Bleak Winter.
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1334
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Year of the Blazing Brand
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The North suffers the Bleak Winter.
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1322
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Year of Lurking Death
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Monstrous attacks at a 50-year high.
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1314
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Year of the Shadowtop
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Piergeiron becomes the Unmasked Lord of Waterdeep, the Sword Coast North.
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1308
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Year of the Catacombs
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Baeron, Open Lord of Waterdeep, dies of fever, and Shilarn, his wife, immolates herself on his funeral pyre.
Lhestyn becomes the Open Lord of Waterdeep. Construction begins on Lhestyn's (later Piergeiron's) Palace. It is complete by early winter.
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1298
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The Year of the Pointed Bone
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Lhestyn, as the "Masked Lady," infiltrates Shadow Thieves Guild of Waterdeep and exposes it. Within the span of a bloody week, the Shadow Thieves are either dead or fled from the city due to the Watch and the Lord's agents (like Lhestyn).
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1290
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The Year of the Whelm
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Dragonspear Castle (the Sword Coast) falls.
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1272
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The Year of the Shrieker
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An army of monsters led by the Zhentarim assault Silverymoon, but are repelled by Alustriel's Spellguard.
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1262
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The Year of the Black Wind
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The Guildwars and the Misrule of the Lords-Magisters: All but two Guildmasters are slain in Waterdeep during the Guildwars.
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1248
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The Year of the Cockatrice
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Known as the Year of the Bounty in Waterdeep, a record harvest and mercantile explosion causes a dramatic increase in population. Due to the expanded trade, the merchants form guilds, and a recognized merchant-gentry emerges in the city.
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1235
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The Year of the Black Horde
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The Black Horde: Waterdeep is besieged for nine months by the largest orc horde in recorded history. The city is spared when Ahghairon and his generals introduce griffons as flying steeds for the army, allowing them past the orcs to gain food and aid outside the walls. Warlord Khallos Shieldsunder steals control of the city from the Silvermayor while the city is under siege by the Black Horde. The northern walls are breached for the first time in 604 years.
Alustriel, Storm Silverhand, and an army of elves and Harpers free Silverymoon from the orc seige. Alustriel destroys the self-proclaimed High Mage Shaloss Ethenfrost and his apprentices in spellbattle, while Storm, the archmage Tulrun, and the Harpers are victorious at the Battle of Tumbleskulls. Alustriel is the first High Mage of Silverymoon to ever be unanimously chosen by the people.
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1150
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The Year of the Scourge
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A virulent plague strikes Silverymoon, resulting in the death of nearly half its population.
Plague throughout the Sword Coast. Worship of Talona and Loviatar soars. Waterdeep is hit hard by the plague, the situation made worse by attacks by trolls and orc tribes.
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1090
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The Year of Slaughter
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Battle of the Bones: A huge horde of goblins and orcs arises from the High Moors and attempt an invasion of the North. The Battle of the Bones marks the spot of the great battle that destroyed the horde.
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1058
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The Year of the Spider's Daughter
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The famous Bowgentle leaves Silverymoon to embark on a great career matched in scope only by the deeds of Elminster the Sage.
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1032
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The Year of the Nightmaidens
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Year 0 of Northreckoning.
Warlord Raurlor of Waterdeep announces his plans to establish the Empire of the North. Ahghairon of Waterdeep kills him. The wizard takes the Warlord's seat, declaring himself the first Lord of Waterdeep. He restructures Raurlor's armies and navies into the city guard (army and navy), and the watch (city police), bringing order to Waterdeep. The first Lords of Waterdeep take office.
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1030
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The Year of Warlords
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Warlord Raurlor of Waterdeep increases the size of Waterdeep's standing army and navy to a size unseen since the Fallen Kingdom. His rulership turns Waterdeep into a garrison and military encampment, "to protect Waterdeep from her many jealous enemies."
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1018
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The Year of the Dracorage
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Rage of Dragons in Faerūn and the Heartlands.
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1010
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The Year of Three Signs
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The Free City of Waterdeep is officially established. Laroun becomes the first Warlord of Waterdeep.
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Sembia
Likeness: Cairhien/Renaissance Italy
Show me the money.
- The richest nation in the Heartlands, it used to be forested, but all the forest has been cut down for fields. Few non-humans - and no elves, apart from one last, defiant community in the Tangled Trees.
- The Overmaster is elected by a merchant's council, and there are many noble families. The Semban crest is the raven and a stack of silver coins, in honor of Rauthauvyr the Raven, who helped found the nation and carved Rauthavyr's Road through the elven forest of Cormanthor. The elves haven't forgiven them.
- Sembans - not Sembians, though that's the term to refer to items and traits, if not people - will sell anything to anyone, and the least of them is a master of negotiation. They like to display their wealth.
- Sembia has swallowed down Moondale and turned it into their capital, Ordulin. The streets are patrolled by helms (watchmen).
- Piracy means a death sentence, as does consorting with pirates.
- Religions aren't that important to Sembans (they get in the way of doing business), and their most important god is Waukeen.
- Cormyr is a rival nation, especially for trade.
- Sembia mints its own odd-sided coins, which are used throughout the Heartlands.
National traits:
- Pomp and ceremony is well and good, but religion gets in the way of business.
- Titles and religions don't matter at the bottom line of the ledger.
- Unlike foreigners, we know what we want and work hard until we get it.
Class archetypes:
- Barbarian - none
- Bard - minstrel, jongleur, circus performer
- Cleric
- Fighter - sellsword
- Rogue - Guild thief, merchant
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Regional feats:
- Blooded
- Education
- Mercantile Background
- Silver Palm
- Twin Sword Style
Available prestige classes for this background:
- Alchemist (FRC pg.40, Arcane Devotee)
- Guild Thief (FRC pg.45)
- Duelist (DMG pg.185)
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Sembia was once entirely forested, but is now mostly plains and grasslands due to heavy logging - an action that has set them at odds with the elves; elves are not welcome in Sembia. The land is temperate and open, much like the plains of Spain or France, though with the many noble houses and merchant lords, the politics of the region are more Italian. Sembia has absorbed part of the Dales and changed the village of Moondale to Ordulin, capital of the nation. Sembans speak Chondathan rapidly.
           
Sembans, like Cormyreans, are divided by class, but in Sembia anyone who can earn a fortune can become a merchant lord. The people are haughty, sharp bargainers and ruthless negotiators - and flambuoyant swashbucklers. Cityfolk dominate Sembian life, and they all look down on the folk of other cities. They like to show off their wealth at public events, and old money carries respect. The government is a plutocracy; the people are ruled by a council of merchants with an elected Overmaster. Officially, slavery is illegal, but in practice nobles determine the law on their own estates - except for the harshly enforced law that no one may deal with pirates on pain of forfeiting their life and fortune to the state. The land is covered with nobles' estates with orchards and vineyards.
           
Waukeen's is hands down the most popular faith in Sembia, as they are the official moneychangers of the Realms, incorruptable and constant.
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Local powers
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Top religions
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Local conflicts and dangers
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- The Merchant Lords
- The Overmaster
- The Church of Waukeen
- The captain of the Silver Ravens
- Trading costers
- Thieves' guilds
- The noble houses
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- Waukeen
- Tymora
- Oghma
- Gond
- Sune
- Lliira
- Chauntea
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- Pirates
- Bandits
- Warring merchant lords
- Plains wolves, hawks
- Goblins
- Zhent spies
- Thieves' guilds
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Local phrases
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Local traits and facts
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"a string" - a string with 10 steelpence strung on it
"Herald-marked" - scarred by an enemy as a taunt, usually with a recognizable mark
"a diamond" - two silver coins
"Take it to the Waukers" - tell someone who cares / get a fair judgement
"a weighted argument" - an argument where one side has been bribed
"clodkicker" - peasant
"tavern hopping" - (nobles) visiting one tavern after another with a group of friends
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- Sembia is primarily known for its hard bargainers (some say greed)
- Sembans are generally armed with knives, clubs or slings; professional fighters carry rapiers or longswords, and wear only a cuirass and bracers if they wear armor at all.
- The countryside is remarkably tamed, and few animals plague the villages.
- Coins will buy plenty of friends in a hurry - and lack of them will make the disappear just as fast.
- Locals enjoy social events that allow them to show off their wealth; buying rounds of drinks and going to festhalls is popular, as is gambling and dancing.
- The only laws universally and harshly enforced are the laws against breaking contracts, theft, arson and dealing with pirates.
- Sembia is not a tolerant region, unless you're there to buy.
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History and important events
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1340
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Year of the Lion
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The Battle of the River Rising is fought in Featherdale between Semban forces and a cult.
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1332
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Year of the Sword and Stars
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Numerous tribes of goblins and their ilk are reported to be on the move in the western Marching Mountains. Some claim they're led by evil sorcerors.
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1325
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Year of the Great Harvests
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The beer and wine of this year are legendary.
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1254
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The Year of Silent Steel
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A civil war erupts in Sembia and lasts for three years.
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1253
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The Year of Beckoning Death
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Plague year in Cormyr and Sembia.
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1209
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The Year of the Blazing Banners
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The naval Battle of the Fallen: Cormyr, Sembia, Impiltur and the Vilhon Reach powers unite a great fleet to defeat the pirate Urdogen and his fleet. Urdogen and nearly all of the Inner Sea pirates perish. Hopes of unifying all the nations along the Inner Sea soon die as each country falls to petty bickering over the spoils of the pirates' holds, or accuses each other of delays that result in the near-total loss of the Sembian war fleet.
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1204
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The Year of the Private Tears
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The pirate Urdogen claims the Dragonisle and rule of the pirates of the Inner Sea. He begins raiding all Inner Sea ports.
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1201
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The Year of Embers
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Death of Immurk the Pirate King aboard his ship, the Sea Scorpion, while fighting Sembian warships. By this time, the pirate fleet of the Inner Sea is huge.
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1180
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The Year of Sinking Sails
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Sembia loses its' fleet in Pirate Isles.
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1164
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The Year of Long Shadows
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The pirate Immurk "the Invincible" captures the coronation crown of Cormyr's new king, Palaghard I. This marks the rise of piracy in the Inner Sea from their hideouts in the archipelago that become known as the Pirate Isles.
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1018
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The Year of the Dracorage
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Rage of Dragons in Faerūn and the Heartlands.
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The Western Heartlands and the Sword Coast
Likeness: Calla Bryn Sturgis/The Great Plains of the Wild West
The West is all about freedom and opportunity.
- A vast, rugged frontier of rolling plains, moors, hills and the endless open expanse of sky. The land is inhabited by humans in a few city-states and a scattering of stockaded towns. There is an enclave of elves in the Greycloak Hills.
- The Westies are primarily traders and farmers, the latter keeping large herds of cattle under the eye of the rangers who watch over them. Most rangers use intelligent and tireless collies to aid them.
- While any coin is welcome, the chief coins in use are from Waterdeep or Amn.
- Westies speak Chondathan.
National traits:
- This is a land where ye might make a fortune - and keep it too, if ya ken it, taxman. I suppose ye'll be movin' on now.
- We may bicker and feud, but when we see trouble, we know what to do with it without asking any "Lord". One man's trouble is everyone's trouble out here.
- Welcome, stranger, and be at rest. We've food and drink enough, and the more the merrier.
Class archetypes:
- Barbarian - Uthgardt
- Cleric - preacher, missionary
- Fighter - mercenary, sheriff
- Ranger - ranger, ie. cowboy
- Rogue - outlaw, rustler
- Wizard/sorceror - Medicine man
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Regional feats:
- Bullheaded
- Saddleback
- Survivor
Available prestige classes for this background:
- Alchemist (FRC pg.40, Arcane Devotee)
- Preacher (FRC pg.45, Divine Disciple)
- Duelist (DMG pg.185)

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The western Heartlands are a huge, wide-open region with the High Moor separating it from the North. The west begins where the Great Desert and the Storm Horns end, bordering the Dragon Coast. The empty plains have been described as "miles and miles of miles and miles;" perhaps the most interesting features of the west are the High Moor, the Battle of the Bones, the Sword Coast and the sea itself. The High Moor is a vast, troll-infested swamp; the Battle of the Bones is a blasted land rumored to be the desolate and haunted site of some epic ancient battle. The Sword Coast reaches from the merchant nation of Amn in the south all the way to the North, a sharp line of white cliffs with few safe harbors; the coast lies on the edge of the Trackless Sea, which is said to reach to the ends of the earth. The greatest city in the west is Baldur's Gate, and the west is also notable for the fortress of Candlekeep, a library-monastery that was once the home of the famous seer Alaundo. The west is a lonely, empty, dangerous frontier, and the language of the region is Chondathan.
           
The west is much like the Great Plains of the Old West in that it's both empty and inhabited by hard-bitten frontiersmen and outlaws with nowhere else to go. Westerners are friendly, independent, stubborn and proud of their ability to thrive in the wilds. Adventurers are viewed favorably, and traveling merchants are almost as popular as bards. In the wide-open stretches horse breeders and cattle drovers proliferate, and Westies characteristically wear long dustcoats and wide-brimmed hats. They're honest folk who take your word seriously, and they don't put up with spellslingers; they're nothing but trouble.
           
Long, covered-wagon caravans are the rule in the west, following the main roads of the Trade Way north and south along the Coast and various smaller roads east; it isn't uncommon for caravans to leave the roads entirely and try their luck in the plains, trying to avoid bandits. Many breeds of horses thrive in the west, but the dark-coated, light-maned Wester is known for its speed and endurance, the Fordskin is a tough hauling animal, and the Balserran is a fast, gentle breed with colorful and unique coat patterns. There's also the agile, intelligent and seemingly tireless collie dog, a pack of which often accompanies the range-riders.
           
Chauntea is popular here as everywhere, and other widespread religions include those of Tymora, Waukeen, Gond and Ilmater - and, thanks to the violent storms that sometimes wreak havoc in the region, Talos.
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Local powers
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Top religions
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Local conflicts and dangers
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- Baldur's Gate
- Iraebor
- Scornubel
- The Lords' Alliance
- Elturel
- Priests of Ilmater
- Priests of Chauntea
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- Tymora
- Chauntea
- Gond
- Ilmater
- Tempus
- Helm
- Waukeen
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- Frontiersmen vs. the orcs and goblins, ambitious warlords and nobles, bandits and barbarians, who harrass settlers and traders.
- The Lord's Alliance vs. the Black Network
- Orc, goblin and barbarian raiders
- Coyotes, buffalo herds, plains cats
- Giant spiders, leucrotta, trolls
- The Fields of the Dead
- The High Moor
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Local phrases
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Local traits and facts
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"Long days and pleasant nights." Greeting, usually answered with, "And may you have twice the number."
"Tenderfoot" - city-dweller or someone from the east
"Molly" - a matchmaker
"Ain't that a kicker?" - That's great
"a tin" - a cup of coffee, as the cups are made of tin on the range
"Spotter" - lookout for predators or raiders
"dog-drummer" - herd-dog trainer
"seeker" - adventurer
"Hear me, I beg." Listen
"big-big" - a great deal, very much
"'An it do ya fine." - if you like
"You say true, I say thankya." - You'd better believe it!
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- The west is renowned for its horses, producing some of the finest in the Realms, and for its horsemen.
- Westies are generally armed with hunting knives and crossbows.
- Catamounts, giant spiders and Uthgardt barbarians are native to the region, as are the Wester, Fordskin and Balserran horses and the collie dog.
- The ranger collies are controlled by whistles and shouts.
- Locals are a disparate bunch, but generally enjoy drinking, riding, shooting and cards, as well as gathering for bards' tales.
- Plenty of fallen would-be kingdoms have left ruins scattered about the landscape, attracting adventurers. It's said that in ancient times, these were the lands of the Fallen Kingdom of Illefarn, the Lost Kingdom of Man.
- There are few fishers in the west due to the steep and seabird-guarded cliffs.
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History and important events
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1345
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Year of the Saddle
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The current year.
Hammer:
The Sword Coast: The Shadow Thieves guild runs the underworld throughout the Coast.
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1335
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Year of the Snow Winds
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The Evereska Charter claims the Greycloak Hills for the elves.
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1325
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Year of the Great Harvests
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The beer and wine of this year are legendary.
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1322
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Year of Lurking Death
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Monstrous attacks at a 50-year high.
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1290
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The Year of the Whelm
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Dragonspear Castle (the Sword Coast) falls.
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1255
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The Year of the Raging Flame
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A tidal wave of murder, purportedly supported by priests of Bhaal, is dubbed the "Crusade of Slaughter," which sweeps bloodily from eastern Amn along the trade-routes to the very walls of Westgate before being broken in late autumn by hastily hired mercenary armies. In their wake, the crusaders leave the shattered ruins of the royal Amnite city of Torlathan, fracturing the trade route between Amn and Westgate. Intermittent efforts to rebuild this link falter with the death of Amn's last reigning monarch in 1276, leading to a precipitous decline in Westgate's westbound caravan trade for several decades thereafter. Bhaalists are relegated to their wilderness fastnesses, driven from the cities.
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1150
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The Year of the Scourge
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Plague throughout the Sword Coast. Worship of Talona and Loviatar soars.
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1090
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The Year of Slaughter
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Battle of the Bones: A huge horde of goblins and orcs arises from the High Moors and attempt an invasion of the North. The Battle of the Bones marks the spot of the great battle that destroyed the horde.
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1018
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The Year of the Dracorage
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Rage of Dragons in Faerūn and the Heartlands.
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The Second Cycle
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