Where Now?
Image at left is Copyright: Joe Raiten, 2003 (used with permission)
This is a listing of places in the Rob's World! Face-to-Face (f2f) D&D® campaign. This listing includes places the characters have visited (See the Journals). The locations of adventures in the realms. Caves, Forests, Dungeons, Towns, Hamlets and Keeps. The settings of high adventure. Tunadholm's last stand, the bridge over Wintercloak, The Cube of Nth. Those places which will live on in the memories of our characters and players.

A reminder to the players. The information here is 'player' information. Keep in mind that this information may not have been revealed to your character yet. Use it only as a player reference until revealed unto your character. Conspicuously absent; locations/descriptions of businesses in Whillip. See the Building #52 entry below for details.

An alphabetical listing of places the characters have visited. Geographical features, landmarks, and other campaign distinctive settings and locales.


Places/Locations/Nations
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Building #52 - Buildings in Whillip are addressed numerically. Building #52 is of supreme importance to any adventurer. Building #52 is also known as 'Where Now?'. The building is a small house with attached news stand. The proprietor/owner, a Halfling (Bidvar Minitin, pictured above left) possesses an exclusive contract with the city of Whillip. The only person who may dispense directions (in any manner, including marked maps or indexes of the city) to places of business (Private residences are exempted) is Bidvar. The city of Whillip enforces this contract, and it is illegal for any resident to give out directions to places of business within the city of Whillip. Those caught violating this 'contract' can be fined up to 250gp, or jailed, depending on the severity of the violation.

640 - Located amongst the Nether Mountains. 640 is a Dwarven fortress carved into the walls of a very narrow and steep cleft in the mountainside.  Two towers and a gate block the open end of the cleft, and appear to be the only artificial construction exterior to the rock of the mountainside itself.  A large cleft forms a central courtyard used by the occupants of 640 as a central meeting and market place. The cleft is open to the sky above, but there appears to be more of the complex burrowed into the rock beyond.

Built to withstand a formidable assault, this former Dwarven outpost is currently inhabited by a group of Duergar (Evil dark Dwarves that normally live underground) that have been exiled from their main clan inside Firestorm Peak. The leadership of the main clan was usurped by “an insane surface Dwarf”. Those who would not bow to him were kicked out of the mountain. The exiles await the day when they will be able to rejoin the main clan, but will not act directly against the main clan or its leader. They have been waiting for 640 years and counting. The current inhabitants refuse to give this place a formal name, as doing so would resign them to a permanent state. They also refuse to call the place by it's former name, because doing so would offend the spirits of it's former inhabitants. The inhabitants of 640 are a surprisingly open group, trading freely with local mountain inhabitants, and showing little sign of hostility towards strangers.

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Abeir-Toril - The planet the adventures take place on. Sometimes/also known as Toril, Tharsu-Ne', Thar, or Oerth.

Citadel Adbar - A large Dwarven fortress. The Dwarves who populate this military fortress live underground in miles of twisting Dwarf-sized corridors. Adbar's aboveground citadel may be the mightiest fortress in the North, having withstood nearly a hundred major Orc attacks over the centuries.

Humans and Elves find citadel Adbar a difficult place to relax in. It's too cramped and too cold, and the stench of the metalworks remind some of Orcish siegeworks.

Amn- Amn is a large nation located on the western edge of the Realms. A nation of merchants, a place where caravans start and end and ships leave for exotic ports and return laden with gold and strange items. The 'Shadow Thieves' have their hands in everything, and the rulers are an anonymous group known only as the Council of Six. Divine spellcasters are respected if their work brings money to Amn, while arcane spellcasters are universally reviled and feared.

The capital of Amn is Athkatla (aka The City of Coin). The city is located on the coast, and it's filled with merchants of all types. As a walled city, one might find its confines a bit cramped, but it always well lit. There are merchants, peddlers, hustlers and keen-eyed shoppers aplenty inside the walls. Just about anything is acceptable in the city. You might end up paying a fine for certain offenses, but people are typically not jailed or imprisoned for activities that don't result in injury or death. The practice of arcane magic was once banned within the walls of the city, but those days ended long ago. To this day, the display of arcane arts within Amn is seen as a offensive gesture.

Amn maintains a large colony on the distant tropical continent of Maztica and has profited greatly from its trade. The government's disregard for the humanoids in its southern mountains has come back to haunt the country; two Ogre Mage leaders forged an army and took over much of Southern Amn, including its secondary port city. Now Amn struggles to retake its territory while maintaining its trade routes and dominance in Maztica.

Anaurach - A large desert, a barren wasteland that has grown to split the north of Faerun into eastern and western halves. Also known as the 'Great Desert' or the 'Great Sand Sea'. Anaurach swallowed an ancient empire more than fifteen centuries ago, then devoured the shining kingdoms that rose in its wake. For generations Anaurach's relentless encroachment has destroyed dreams and driven monsters into the neighboring lands. Anaurach is the greatest of Faerun's deserts, but far from empty. A nomadic race of noble barbarians known as the Bedine roams its wastes.

Alaghon - The capital of Turmish. Nearly the entire capital of Turmish is built of stone. A great fire in 352 DR razed the city, and laws have since required that all new construction must be stone or brick. A freely elected council governs Turmish's ancient capital. Each citizen, regardless of race and social position, has a single vote.

Archendale - Most of the dales are free-form republics or enlightened feudal states, but Archendale is ruled by three masked autocrats who call themselves 'the Swords'. Over the past couple hundred years, the Swords have consistently played on Archenfolk's militaristic instincts, insisting that the dale needs to be stronger than its neighbors.

The Swords devotion has paid off. Archendale's defenders, ten squadrons (each consisting of sixty mailed riders) are the largest and best-equipped military force fielded by any of the dales. These Archenriders, as they are called, clatter up and down the excellent roads on either side of the the River Arkhen, looking for spies from other dales or the south, cultists, or random passersby who look like they need a lesson in Archendale justice.

The nation, despite it's militaristic stance, gains its wealth from free mercantilism. Trading heavily with the other dales. A vigorous trade makes Archendale stronger than its military.

Archtassel - Tassel is Dale-speak for "town". Archtassel (part of Archendale) is an unremarkable town, located near the the southern edge of Tasseldale. Known for their woodwork and barrel making.

Arch Wood - Arch Wood stands on the northern flank of Archendale, south of Deepingdale and west of Tasseldale. The wood figures prominently in the economic, social, and political life of all three communities.

Though not technically part of Cormanthor, Arch Wood has largely escaped cutting because of its proximity to the great forest. In fact, Cormanthor and Arch Wood blend together around Highmoon's tree-shaded lanes and in the forest gardens of Deepingdale.

Arrabar - The capital of Chondath, Arrabar is a sprawling and ancient city, the capital of a shrunken empire. Despite its age, the metropolis is clean and well maintained. Its people are fisherfolk, merchants, craftsfolk, and mercenaries. Among the latter group are members of mercenary companies who rest here between assignments, and members of private armies permanently stationed in the capital.

Skyship Artarius - The Skyship Artarius (Hull Nr. HMS-1105/Whillip) is classified as a Merchantman's Brigantine in Whillip's ship registry. The Artarius is one of the skyships belonging to a merchant fleet from Whillip. This ship is owned by a company called J.F.K. Enterprises. The ship is compact and streamlined for a flying ship: ~90' long, ~20' wide. The Artarius has two lateral masts (for maneuvering) on either side of the ship, and two vertical masts (for lift/main propulsion). The ship has only two full decks above the bilge. The Artarius is a highly modified flying ship. It needs a very minimal crew (three to four sailors) to fly efficiently, due primarily to its magical control system. The ship is capable of travel at speeds of 200 - 300 miles per day.

Like many flying ships, this magical ship flies through the skies above Faerun, plying the trade ways to and fro. This particular skyship is chartered out (by J.F.K. Enterprises) for private excursions, adventures and money making ventures. The ship's primary form of power is a high level levitation spell, which provides a positive lift. This lift is moderated by cargo, bilge water and various casters (special weights) in the bilge of this floating ship. When the sails are deployed the ship moves forward under the momentum of the wind. Steering and controlling such a ship is usually quite a chore, but the Artarius has been magically modified to accept a set of verbal commands. Combined with a skilled captain, navigation and operation is actually quite pleasurable.

Equipped with pulleys and a small assortment of cargo handling equipment, the ship still has room for a few passengers. The price to charter this unique vessel is quite high, but the profits and advantages easily make up for the expense.

Ascalhorn - Now known as Hellgate Keep; this place was a city of evil on the northeast edge of the High Forest. The city was founded by the Eaerlanni Elves in the northeast of the High Forest on an area (a geographic feature/a plateau) known as Ascal's Horn, to protect the boundaries of the kingdom. The Elves gave it to the Netherese refugees after Netheril fell. Wulgreth, a Netherese wizard, summoned Baetzu/Devils to the city in 820 DR. In 880 DR, this prompted other wizards, with the guidance of the Fey'ri, to summon Tanar'ri/Demons to counteract the Baetzu/Devils and in 882 DR the Tanar'ri/Demons won the battle and subsequently conquered the city. The Tanar'ri continued their conquest into outlying territories, destroying Eaerlann and Ammarindar. The city was finally destroyed in 1369 DR when the Harpers used the Gatekeeper's Crystal to defeat the Baetzu/Devils and seal in all the evil denizens infesting the keep.

Ascore - A ruined Dwarven city. On the border of a great desert, this city was once a gateway to the ancient realm of Delzoun, a rich seaport on the long vanished Narrow Sea.

Ashabenford - A small town, Ashabenford is the capital of Mistledale (a regional area). This small town is composed of rustic homes, cottages and a small business center in the middle of the town. Most of the building are on the eastern side of the river 'Ashaba', although there are few historic and notable buildings on the west bank of the river. This town is something of a trade center along a trade-route known as the 'Moonsea Ride'. This town represents one of the towns/regional representatives on a council known as the 'Tripartite Commission'. The Tripartite Commission meets in Ashabenford on a quarterly basis in order to discuss issues of import to the three regional representatives (Cormanthor forest and its inhabitants, Ashabenford and the surrounding community, and the greater area of Mistledale (all other communities in the region)).

There is a small militia based in Ashabenford. Called the 'Riders of Mistledale', these brave warriors patrol the dale by horseback. They are an all volunteer force that protects the people from outside incursions and bandits. While the active volunteers number approximately 200, approximately 600 more can be raised from amongst the able-bodied residents in a time of crisis. The militia itself - the Riders - is based in Mistledale and here they maintain a small armory and stables to draw upon for their patrols.

Astral Plane - A major plane of existence that our group of adventurers has briefly visited. Sometimes described as a shapeless cloud that surrounds all the other planes (including the Inner and Outer planes). The Astral plane is known to be timeless - Anyone or anything residing on the plane is not subject to the passage of time. Effects of time on this plane are 'suspended' while one is on the plane - The effects are 'retroactive' upon entering a time-based plane. If you spend ten years on the Astral plane, you will not age while you are on the plane. As soon as you 'return' to the Prime-material plane the effects of time are applied retroactively - Suddenly you are ten years older!

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Barlor's Keep - A large and ancient keep in the midst of the Cormanthor forrest. No one knows for sure who built this keep, although it is built with dimensions accomodating to Humans and Elves. The keep is basically a pyramid with a crenalated flat top. There is one evident entrance at ground level, the entrance is a heavy metal door. There are no apparent windows or arrow slots of any sort. While the top is flat, it is occupied by magically animated balistae that automatically fire at any creatures that approach within ~100 yards - making approach quite difficult. This keep has an entrance on the top, and it leads to a maze like top floor.

The keep is also known to be an extradimensional portal of some sort. The building itself phases in and out of the prime material plane. Existing partially in more than one plane at a time. While phased in this manner, the version on the prime material becomes ghostly and non-corporeal. One can simply walk or fly through the ghostly version of the keep. The keep serves as a portal for monsters from other planes, and it is known to be the source of extra-dimensional creatures of various strengths and alignments.

It is known that some creatures (from the plane of Mechanus) can control the plane shifting nature of the keep.

The Beacon - A large church/monastery complex in Whillip. The Beacon is built upon a ridge on the South Eastern boundary between greater and lesser Whillip. This ridge is only slightly higher than that of greater Whillip, but it provides an excellent vantage point over greater Whillip. The Beacon was built as a place of worship, refuge and study for the followers of Pelor. It's funding was provided by a former adventurer named Quinton Olliver Trypp. Quinton was the first 'priest' of the order and he oversaw it's construction. Quinton is seldom in residence as he has continued spreading the light of Pelor since constructing the Beacon many years ago. The healing spring and therapeutic massage parlor are popular with many adventurers from all across the realms. There are daily masses at sunrise and sunset for the reverent.

The Black Jungles - Located to the south east of Tashalar, the Black Jungles and all the lands in this region were once home to large tribes of Yuan-Ti, and they still hold sway over large parts of the jungle. The remaining civilized Yuan-Ti provide exotic herbs and poisons to the Human residents of Tashalar in exchange for slaves and transport of pureblooded Yuan-Ti spies to norther ports. The jungles are one of the most dangerous places in all of Faerûn. So thickly canopied that the jungle floor is cloaked in near-darkness, the black jungles are home to thousands of animals, plants, and insects. So great is the diversity here that several hundred kinds of creatures may reside in each acre. Of the trees known elsewhere in Faerûn, magroves, silverbarks, suth trees, and zalantar trees are most common. All kinds of predators stalk in the black jungles, but carnivorous plants, dinosaurs, giant constrictor snakes, and winged vipers are most common. The southwestern reaches are dominated by tribes of primates, and monkey. Insects bite and sting travelers almost constantly, the heat and humidity is almost unbearable and the undergrowth contains a multitude of poisonous snakes. The jungle is rumored to have a connection to the Underdark, and there are multiple ruins of once mighty Yuan-Ti cities scattered throughout the jungle.

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Calimshan - Another one of the West Coast nations in the Realms. This one lies south of Tethyr. A land obsessed with wealth and unimpressed by magic. Its people are heirs to an old empire founded by genies, and now fear such creatures and ban them from their lands. Familiar with displays of magic, they see the Art as any other skill that can be learned. Some say the bloodlines of Efreet run through the Calishite people, giving them sorcerous powers and a talent for magic of the flame.

Calimshan is renowned for its chauvinism, exotic markets, thieves' guilds, decadent harems, erotic arts, and desert landscapes. Its society is dominated by a wealthy ruling class, an enormous population, and numerous slaves.

Cardise - The little Hamlet of Cardise is a whistle-stop town. Located a few days south of a major road intersection (Northern terminus of the Thunderpeaks bypass and the Northride, just west of Shadowdale). One might be forgiven for blinking as they rode past this little town. The town's main feature is a large restaurant run by a family of Halfling folk (as Oct, 1008, the Xterminators note that the restaurant is now under new management). A small group of people have taken to living in Cardise in order to serve travelers and caravans plying their wares to towns along the Northride). The town has an inn, a restaurant and a general goods store. There isn't much else in town, but many travelers come and go, making Cardise an excellent place to rest, refuel and catch the local gossip.

The lost island of Castanamir - A magical island made of volcanic rock, which floats around the Inner Sea. Castanamir's island contains a complex of subterranean rooms which are interconnected by teleportation portals. The surface of the island is barely an acre in area. The surface is rock with occasional low laying shrubs. Populated by nothing more formidable than seagulls and crabs, it's not the sort of place you'd want to spend your vacation.

The Cave - A cave, three miles outside of Whillip, along the coast to the West. All the original party members (The Summoned Six) were somehow gathered here, and awoke at different intervals. They stumbled around in the dark, and eventually encountered each other.

Charnel bog of the Nether mountains - A fetid, rotten, stinking pit of evil. Formed at the site of a great battle between Elves (and their allies) and Orcs (and their allies). Stretching for miles up and down the length of this foggy vale, this desolate battleground occupies a low laying saddle between two mountain ranges. The land has sunk, the water risen, and the stench lingers still. This Charnel bog is a horrible and deadly place. It holds it's dead tightly to it's chest, gripping those lost souls in the clutches of unending agony. Pale grasses, stunted shrubs and twisted trees grow here, but normal animals shun the place.

So strong is the taint of evil in this vast swampy bog, that healing magic is suppressed, and travelers are often corrupted by taint when they dwell to long in it's fetid fields. Those who sleep within the bog will surely suffer from haunted dreams, desperate nightmares and a touch of taint. Those who take a long trek through the bog report that it's presence seemed to sap their will. Some have even lost the will to go on. Lost within the bog, they are never heard from again.

Chessenta - One of the 'Old Empires' The residents of these 'Old Empires' rose to power thousands of years ago and have been in decline ever since, their vast territories since lost to younger and more vigorous realms. Resistant to change and hostile to visitors for centuries, the Old Empires have been forced into active participation in Faerun in recent years, and may be regaining a prominent position in Faerunian politics and culture. Chessenta is a country composed of several city states. The nation is anything but united, and the cities war against each other over old slights, philosophical differences, or economic advantage.

Chondath - A nation on the southern shore of the Sea of Fallen Stars. A scattering of allied city-states and towns. Chondath was once a powerhouse country. Most other cities in the Vilhon were once part of its empire, or suffered under its cruel armies. Now, Chondath is a land darkened by its fall from glory, by the grasping ambitions of its rules, and by foes all around it.

Cimbar - A large metropolis, Cimbar is the supposed capital of Chessenta. Hundreds of years ago, one of Chessenta's greatest warriors chose Cimbar as the center of his short-lived Chessentan Empire. Cimbar is the traditional capital of Chessenta, although it has only been so in truth for one short period of history. The city requires participation in the arts, philosophy, and music by the population, and it is known for its colleges of sages and artists. Cimbar has a large and aggressive naval fleet, and is process of rebuilding its college of Wizardry.

City Park of Whillip - The City Park of Whillip is a large, heavily wooded, grove with abundant flora and fauna. A large clock tower and outdoor atrium mark the entrance to this public park. Seemingly bigger on the inside than one would expect, many suspect some sort of enchantment by the Druids which frequent this grove. The park contains many trails, benches, picnic tables, occasional statuary and water fountains. The park seems at ease under extreme weather, and many animals make this park their home.

C.O.E.P.A.S. hideout Building #417 - Is the subterranean root cellar behind this nondescript rental actually the entrance to a lair of C.O.E.P.A.S.? Or is it merely a trap, a diversion, a one way trip to nowhere? The adventurers have followed many leads to this tiny tool shed on the edge of Whillip proper. Beneath the tool shed was a well guarded underground cellar. Filled with traps and monsters, it appears to be a dead-end. Why would there be such a path worn to it's door? What secrets still lay below?

Cormanthor - (also known as 'The Elven Court') A forest kingdom of Elves. Located in the midst of the Dalelands, Cormanthor is a dark, ancient forest. The great forest is a testament to a forgotten green age, a time in which Humans were an afterthought instead of the dominant society. The forest is mostly empty now, most of the Elves left for other lands. As the Elves left Cormanthor, they set traps and magic wards to discourage Humans and others from moving into their ancestral lands.

Cormyr - A kingdom to the west of Sembia. Founded over a thousand years ago, the kingdom of Cormyr benefits from an enlightened monarchy, hard-working citizens, and an advantageous location. Cormyr is a civilized land surrounded by mountains, forests, and settlements of evil humanoids. Known for its well trained military and its active groups of government sanctioned spell casters, Cormyr boasts fine food, honest people, strange mysteries, and abundant contacts with other parts of the world.

Cube of Nth - An extra-dimensional room. This extra-dimensional 'room' contains many surfaces, doors, occupants and mysteries. The party discovered this place after passing through a dimensional portal at the bottom of Rift Canyon. Each room in the cube occupies a different pocket dimension, and all of the surfaces have their own specific gravity. So far the party hasn't figured out the 'plan' behind the cubes design, and navigating about has been somewhat difficult. The material that the walls are made out of seems impervious to physical harm, and every room seems to be uniformly lit, despite the lack of any apparent light source. Despite the fact that there are a huge number of doors, the party hasn't found any way out yet. I hope that doesn't cause a problem! The cube of Nth is definitely a puzzle.

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Daerlun - Daerlun is a moderately sized city on the western border of Sembia. Ostensibly part of Sembia, Daerloon enjoys a larger amount of independence as a 'Sovereign City'. Sembia and Cormyr fought for control of this city in the distant past, and the results in the longterm were a strong independent city with a very tall curtain wall. This ancient fortification remains today. It is heavily fortified with magic and men at arms - Protecting the city and the rest of Sembia from invaders; even though the days of conflict with Cormyr are well past. An endemic sense of preparation and readiness permeates the culture of this city, as the periods of rule by 'foreigners' and the threats of internal destruction from the now vanquished Cult of the Dragon keep citizens wary. Daerlun is well know for their security services and consultancy as well as their linen. Daerlunian linen is sold for approximately 8sp per square yard. Wool and cattle also account for a large portion of Daerlun's trade.

Daggerdale - Originally named Merrydale, Daggerdale is a remote region of the Dalelands located between a series of mountains just east of the vast desert of Anauroch, and a smaller region of hills just to the east of Daggerdale. Daggerdale is a region of dark forests and rocky hills with a single large settlement named Dagger Falls. Most of the people in Daggerdale are hunters and farmers, living in small hamlets and isolated homesteads. The people are somewhat xenophobic and fearful of outsiders, due in large part to banditry and monster attacks that regularly plague the countryside. This has been made worse by continuous assaults and schemes enacted by Zhentarim spies and agents, who seem bent upon conquest of the area through subversive means. Generally speaking, the Dalesfolk of Daggerdale wanted to be left alone.

Dagger Falls - A large, stone-walled town in the Daggerdale region of the Dalelands. The town is situated near a waterfall with the same name. The only dependeble location for defense against raids by monsters and brigands in the area. Of late, the town is threatened by corruption and rumored incursions by Zhentarim forces.

Dalelands - The dales are broad forest vales with rolling farmlands, linked by narrow trade roads running through beautiful woods. Blessed with fertile soil and a temperate clime (aside from the extremely harsh winters), the dales are the breadbasket of the Heartlands. The dales' independent spirit and age-old alliance with the Elves of Cormanthor have made them the historic birthplace or favored home of many of Daviet's greatest heroes.

Damara - A nation far to the north and east of Whillip lies the once-mighty realm of Damara, now rebuilding from decades of war against its neighbors and the marauding humanoids of the mountains. Tolerant of all races and most religions, the country is friendly to visitors, especially those who have skill in slaying monsters. Those interested in politics and adventure can find plenty of opportunities here.

Damara maintains friendly relations with its neighbors and has a thriving gem trade based on its bountiful mines. However, the leaders of Damara keep a wary eye on the neighboring land of Vaasa and stay prepared for any strange threat that may arise from there.

Daviet - The continent upon which most of the characters adventures take place. Sometimes referred to simply as 'The Realms', or Faerun.

Deepingdale - Situated along the contested route between Cormyr and Hadeska, Deepingdale could have gone down the road of the sword, the militaristic path chosen by some of the other dales. Although its folk are battle-ready and its rulers are no strangers to combat, Deepingdale has remained true to its founding vision acting as custodians of the surrounding forests. Other dalesfolk and even some Elves refer to Deepingdale as the Dale of the Trees. Unlike the farmers of other dales who thrive by clearing land, the folk of Deepingdale practice forestry in order to maintain the land's original thick green blanket of vegetation. The woods of the human-occupied portions of Deepingdale are as well managed as the farms of other dales. Careful harvesting and cultivation of hedges, timberland, native game, and the land's rich streams and rivers have turned the dale into a forest garden.

Deepwood - A small village located in the southern end of the Shilmista Forest, near the eastern border of Amn and/or Tethyr. Deepwood is a back-woods type town, carved out of the woods, comprised primarily of woodsman and their families. The architecture ranges from shacks to cabins and a mansion! This small town figures prominently in a series of quests undertaken by our adventurers. A request was sent to Whillip; a letter of introduction from Edvard Kititch (Mayor of the town). A letter requesting assistance in vanquishing this small burg from the deadly grip of a Blue Dragon.

Our party of adventurers stayed in two places when we came to visit Deepwood. Some stayed at the home of Armon Bistle, while others camped out in a clearing behind Armon's mansion.

Armon’s house was a garish mansion out of place in this village. Ostentatious and ornate, the mansion spoke of power and wealth in excess, but the setting was remote and secluded. This dichotomy left us wondering... Why? Why had Armon hidden himself away in such a remote location?

While our party was in Deepwood, we ended up solving three separate mysteries; fighting three separate groups of monsters; protecting the town from the depradations of three dangerously evil threats. The party fought and killed a Dragon. Initially the creature was a 'Blue Dragon', but later we discovered that it was an 'Undead Blue Dragon'. Later still we came to call it a 'Proto-Dracolich!". After dispatching that menace, the H.A.L.L.O.W.ed Knights were dragged into another quest. This time they were called upon to protect the town from another undead menace. This time they had to find and fight a Vampire and it's minnions. Finally, after defeating their fair share of undead creatures, they were called upon to resolve a murder mystery. A mad werewolf had slain the town's high preistess. This creature had taken over a peaceful group of lycanthropes - Actually protecting Deepwood from harm - and was forcing them to dig gold for his insane greed. This mad werewolf turned out to be none-other than Armon Bistle - The very same man who had summoned the party to Deepwood in the first place.

Deepwood - A fun place to visit if your an adventuring group, but I certainly wouldn't want to live there!

Deppershire - This small town in the Shaar is a day’s journey from Rift Canyon.  It is little more than a small group of buildings: The Shire of the Blue Knight (a three story inn, the biggest structure in the town), old man Geete’s barbershop, Hagar’s General Store, the Town Hall/Jail, Hank’s Tours, and a private residence where antiques are sold.  Deppershire subsists mostly on tourism and some meager farming.

Dessarin Hills - A slightly mountainous region of the western realms. Home to a secretive Illumian community. These hills are covered with fertile earth, plentiful plant life, and abundant wildlife; yet the hilly conditions deter most farming and settlement attempts. The hills are occupied by some hardy human folk, a fair sized group of wild elves, and the previously mentioned community of Illumians.

Dragonmere - The Dragonmere; also known as the Lake of Dragons, is a secluded arm of the Sea of Fallen Stars. This western 'lake' serves as a quick access trade route to Cormyr and Sembia. At it's widest, it's nearly a hundred miles across. The narrows (at the eastern end), stretching between two important trade centers, are ten miles across. Few lakes have the same problems as the Dragonmere. Piracy, sea serpents, dragons and mighty storms all plague this stretch of water, and sailors treat the lake with much respect.

Dragon Reach - The Dragon Reach is a northern branch of the Sea of Fallen Stars. Separating the Dalelands from the Vast.

Dry Steppes - The Dry Steppes are an endless wasteland in the west of Ohnest (aka Oerik). This area was once fertile and blessed with abundant water, a veritable garden for the ancient Baklunish padishahs and sultans (an ancient people/civilization). An invoked Devastation (brought about by war between the Baklun and Suel people) ruined the beauty of this land at the end of the Suel-Baklunish War over a thousand years ago, and destroyed the empire that existed here. The nature of the steppe changes toward the central region, becoming less pleasant and more desert like. Nomads, herd animals, and centaurs roam the fringes of the area, migrating north in summer and returning south with the rains of winter, Little rain falls here, and rivers and lakes are few. Other facts/rumors about the desert region of the Dry Steppes:

Dunfee - A Dwarven mining community nestled in the heart of the the Earthspur mountains. Technically part of Impiltur, Dunfee is a very small community nestled in a craggy mountain crevice. Because of it's isolated location the community is usually left to govern itself, it's mining activities however, make it the center of much concern to the governments in the area.

The community of Dunfee sits at the intersection of three great mountains. A three armed valley is filled with a tightly knit Dwarven community. One branch of the valley is filled with homes, another with small shops (Armor works, general merchandise, a workers bar called 'The petrified onion', and a weapons smith shop), and the third with a bustling mine which provides an income for this village. A Temple to Moradin (A greater Dwarven deity), run by Theradyne, resides within the mountain, but it's off limits to non-Dwarves.

It is known that Dwarven spies from Damara have infiltrated this mining community. Their interests are the ores mined from the mountain, and the weapons made with the metals refined from that ore.

The Dust Desert - The Dust Desert of Faerun was once the center of a great empire. Battles against it's neighbors and their 'Deities' ended in the destruction of their homeland, and the survivors moved west. Now Raurin is a wasteland of stone, sand and dust inhabited by dragons, a handful of rogues and the Muahti - A secretive tribe of Desert Elves.

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Earthfast mountains - A large mountain range in the Eastern Realms.

Earthspur mountains - A medium sized mountain range in the Eastern Realms. Infested with Orcs, goblins and various other nasties, this range also harbors some of the realms greatest mineral treasures. It is also the source of a great glacier.

Earthwood: A forest nestled between the Earthspur, Galena and Earthfast mountains. This forest, which borders lake Icemelt is a natural preserve. A wild habitat of many forest creatures. The forest is protected and warded by a man named 'Derwyth'.

Eastern base camp - There is a pass through the Thunder Peak mountains. The entrance to the pass is guarded at both ends. The eastern end of the pass is guarded by militia from the Dalelands. The Eastern base camp is primarily garrisoned by Dwarves; survivors from the time of Tunadholm these Dwarves feel a duty to protect travelers from the humanoids who inhabit the area. The base camp is commanded by one Ironstump Nailbitter a Dwarven Captain with the tenacity of a mountain, and the strength of an Ox.

Eberron - Another world. A place that exists in a different dimension. This other world is close to our world, but it cannot be reached under normal means. There are no known portals that allow travelers to move between our two worlds. However, sometimes denizens from that realm (and vice-a-versa) are transported to our 'world' by magical rifts. One group of denizens that are transplants from Eberron are the 'Warforged', living constructs that resemble automatons or golems, but are in fact a form of living intelligent creatures.

Elemental plane of Earth - A plane of existence that our party of adventurer's briefly visited. An infinite expanse of solid matter pockmarked by bubbles of other elements and riddled with fissures and tunnels created by burrowing creatures or the occasional small mining operation. Ensconced in a few of these pockets are trading outposts and the rare hidden wizard fortress. Solid does not imply stationary: the substances of this plane were constantly moving in a slow, grinding motion punctuated by earthquakes from small tremors to massively violent upheavals. Open spaces were gradually filled by the relentless shifting (or marauding earth elementals) unless action was taken to prevent it. Air could be found in scattered pockets but unbreathable gasses were also present—unprepared travelers lucky enough to arrive in a cavern might slowly asphyxiate while the unlucky quickly suffocated by being buried alive.

Elmwood - This lovely hamlet is one of the few quite havens in the otherwise tension-filled areas of the Moonsea. It is a lush farming community that, fortunately, has escaped exploitation from the opportunists and military powers who have decimated other parts of this land. Populated by approximately 500 people, this hamlet's citizenry is composed primarily of Humans and Half-Elves.

Elven Court - (also known as 'Cormanthor') A forest kingdom of Elves. Located in the midst of the Dalelands, Cormanthor is a dark, ancient forest. The great forest is a testament to a forgotten green age, a time in which Humans were an afterthought instead of the dominant society. The forest is mostly empty now, most of the Elves left for other lands. As the Elves left Cormanthor, they set traps and magic wards to discourage Humans and others from moving into their ancestral lands.

Elventree - A small hamlet located on the edge of Cormanthor, Elventree served as a meeting place between Elves and Humans in the centuries following the fall of a powerful Elven Kingdom based in Cormanthor. Long a haven for rangers, artists, Half-Elves, and druids, it is also a Harper outpost. Elventree is laid out like an Elven village, with homes in shallow caverns and hollowed out trees. It has no large buildings or cleared commons. Elventree is leaderless but not lawless, because of the presence of the Harpers, the Elves, and the worship of nature deities. It is defended in its time of need by its inhabitants, which include several powerful mages as well as the clergy of various deities devoted to the worship of nature oriented deities.

Evereska - A large Elven city nestled amongst a small mountainous region just west of Anaurach. This great valley and the city within it are the only settlement of Moon and Sun Elves left on Faerun following a great retreat from the lands of men. The city city state is nestled between the ridges of a dozen high hills which effectively shelter the city from attack or approach. The only access to this city is by air or through high passes guarded day and night by elite Elven sentinels.

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Faerun - The continent upon which most of the characters adventures take place. also referred to as 'The Realms', or Daviet.

The Sea of Fallen Stars - Also known as the Inner Sea. See the Inner Sea entry for more details.

The Far Realm - A realm outside the prime material. A realm so incomprehensibly far from our own, that the entities there may not abide by the laws of reality as we understand them. This nightmare realm is connected to our own through a portal, a vast gate. Hopefully, there's only one such gate in our realm. The only known gate to this 'Far Realm' is the 'Vast Gate', inside Firestorm Peak. The far realm is so different from our own that contact with it causes damage to life forms in our realm. That damage occurs in the form of 'Taint'. Two forms of taint - Depravity and Corruption can twist and destroy the minds and bodies of those affected. Not only do creatures from the far realm carry this taint with them, they can infect others with it, and the taint itself is slowly spreading, seeping, infecting the land itself.

Fharlanghn's Shrine - At Silverymoon - The shrine of Fharlanghn outside of Silverymoon (appx one days ride west of the city gates) is a sacred place. It was once the home of a priest of Fharlanghn. Malakai Palmitori was a holy man who traveled the lands (of the Realms) for many years. In his advanced age, the people of Silverymoon built him a home on a ridge outside the city. There he lived for a short time before succumbing to the ravages of time. In his short time at this dwelling, the old priest was called upon many times. To heal the sick, tend to the wounded, and bless the union of many couples. All this he did without regard to cost, donating any coin received to local orphanages and efforts to aid travelers. As a worshipper of Fharlanghn, he was a humble, low-profile, priest, not trying to convert worshippers or build up the church. His life, and the future of many was changed one day, when this priest performed a miraculous act of compassion. On that fateful day, Malakai raised several (records indicate that 210 people were raised) flood victims from the dead. Unknown to the priest, this seemingly random act of nature (the flood), was actually an intentional act of retribution by a dark deity (Incabulos). In reversing the deity's act, the priest incurred the wrath of this dark lord.

As this priest completed the mass act of resurrection, his health failed him, and he lapsed into a coma. Secured within the confines of a friendly patrons manor, the priests needs were attended to, and his health monitored closely. Worshippers of Incabulos attempted to infiltrate the manor and slay the stricken priest, but guardians from Helm's temple thwarted their efforts on several occasions. These evil followers struck back in the only way available; by burning the priests home to the ground. Disgusted with this act of retaliation, the faithful people of Silverymoon banded together and built a shrine upon the ridge. People of multiple faiths lent their efforts to construct this shrine. They worked hand-in-hand, selflessly giving time, money and their labor to construct a simple yet sturdy shrine. It took one year to build the shrine, and on the anniversary of Malakai's miraculous act of mass resurrection, the shrine was blessed and consecrated by many priests of Silverymoon. Upon the conclusion of this sacred act, the wounded priest died.

Malakai's remains were interred in a crypt beneath the shrine, and from that day forward, the site was used as a place of sanctuary, shelter and contemplation for many travelers and faithful people. The slope beside the ridge became a burial place for many former residents of Silverymoon. The shrine was a place of healing, it's font providing minor magical restoration to the wounded. Various other churches made use of the font's properties to assist in the resurrection of faithful people. It became a 'way-point' in the lives of many followers of Fharlanghn.

Within the last ten years or so (starting in appx 993), the shrine has come under some sort of curse. The first signs of the curse were the healing powers of the font. As the font's power was weakened, travelers began to note an ominous aura surrounding the shrine, and the development of a sinkhole. Over the years, the residents of Silverymoon were shocked to find the dead rising from graves on occasion. Eventually, the place became a source of evil and strife. Those who stayed near the shrine suffered nightmares, exhibited signs of taint infection, incurred physical damage for no apparent reason, and spoke of voices in their head.

Within the last five years, the shrine has become afflicted by the physical manifestation of evil in the form of an Elder Taint Elemental. This denizen of evil lurks near the shrine at all times. When travelers approach the shrine, the elemental has been known to appear and consume their souls. Leaving lifeless bodies laying beside the shrine. The bodies then rise from the dead as undead zombies in service of some dark force. Travelers have even reported that these undead have exhumed the remains of graves for some foul purpose.

It is a dark time for this once sacred shrine. It's power lessened, the grounds about it bespoiled by the undead, and the presence of an unholy tainted beast all afflict the shrine.

Update: As of 15 Septev 1003, the curse on this shrine has been lifted. Thanks to the valiant efforts of a group known as the 'S.C.R.E.W.O.F.F.S.' This group of adventurers, took considerable risk - with no foreknowledge of the curse - to cleanse the shrine of taint, vanquish the tainted guardian and restore the shrine to a sacred state of grace.

Firestorm Peak - Firestorm Peak is the central mount of the Nether Mountains. Ripping the sky at a height of more than 18,000 feet. No one is quite sure how tall this mountain really is. Although Firestorm Peak is not an active volcano, there is volcanic activity here. Vents abound and the smell of sulfur is strong. Many flows erupt from crevices, and tremors shake the ground on occasion. The mountain is home to many monsters, this rugged mountain is as strong as it's residents. Said to be the source of a extra-dimensional gate, Firestorm Peak has long beckoned brave adventurers with the promise of ancient treasures, and deep secrets.

Rumors: A local Innkeeper claims that there are several portals (up in the Nether Mountains) that allow creatures from other worlds to enter this one.  Some are blocked by indestructible opaque glass.  These blocked gates open every 20 years on the new moon of Augot and stay open for 28 days.  The new moon is 16 Augot this year (1003).  At the same time, there is a weather event locals refer to as the Dragon's Tear.  A storm of flame sets fire to the top of Firestorm Peak.  An annual local festival normally celebrates this 20 year event, but it has been cancelled this year due to the increased wildlife threat and other strange occurrences.

After passing through the immense gates flanking the entrance, the party discovered a complex of tunnels, guarded by a race of giant Dwarves!

Firestorm Peak is also known to harbor a 'Vast Gate' or extradimensional portal, which points to the 'Far Realm'.

Five Corners - A small village in Icewind Dale. At one time, this village was one of a dozen such villages in Icewind Dale. Then came the tainted ones. An army led by a tainted lord. He set his sights on the gem stores of these small towns. His horde of twisted aberrations descended upon the unsuspecting folk of this hard working village. Gone are the small shops, the rabbit farm, the weavers shop, the hunters lodge, and the homes of fifty or so families. Everything and everyone was destroyed in the senseless slaughter which infected the town like some southern plague. Once inhabited by over a hundred hard working folk, all that remains now is the bone chilling hulk of a burned out northern town. Not even the smell of death lingers here. Ruins and stray dogs are all that remains.

Fletchin's Swamp - A mysterious place located in a tiny corner of the Kelvarig Peninsula. Outwardly appearing benign, it is a refuge of nature; a font of untamed wilderness which once covered the continent. Unknown to most, the physical confines of Fletchin's Swamp are much larger than they appear to the casual observer. The swamp is inwardly extra-dimensional; it is actually ten times larger on the inside. True to the defining nature of a swamp, there are nasty creatures (including giant alligators) residing in the bogs and muck. There are ancient temple ruins (built by a 2000 year old civilization) which have been built, destroyed, and built again. Undead creatures are commonplace here.

The only way to enter the extra-dimensions of the swamp is by river. Visitors and denizens that happen to enter the swamp by way of land will find that they are have entered an entirely mundane swamp. Filled with all variety of life, the place itself is mundane in it's dimensions. The residents of this 'normal' swamp are completely different than those who've entered the extra-dimensional swamp. Very few residents and visitors are actually aware of this magical quality, and a sect of Druids and Rangers (called the Conservators) seeks to keep this information from being spread. Please don't tell anyone where you read about this information...

The Fork - Also known as 'Longbridge'. The Fork is a relatively small town, located at the crossroads of the fork road and Adbar road. The Fork is the most readily accessible town within the region by virtue if being the place where two great roads meet, and two rivers intersect. The area around this town is referred to as 'the Northern Shirelands'. Small communities of humans, half-orcs, and other folks dot the landscape. Homes are typically built of earth and sod to provide shelter in case of a raid by unfriendly Orcs, Duerger and Svirfneblin. The roads connecting the area to neighboring lands are in good repair.

The town is located on the frontier at the edge of the Quickstep river; a small bridge crossing the stream here gives the town its name. The locals do some farming during the short summer growing season, but hunting is their chief means of livelihood. The only building of note is the Greenbriar Inn, where visiting hunters lodge when they travel up from the south.The Greenbriar not only hosts hunters but also acts as the main area of congregation for the locals.

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Galena Mountains - A range of mountains at the south western end of Damara. The Galena range separates the Glacier of the White Worm from Damara. Home to an order of monks and various monsters, the Galena range is a rough place to live.

Giant's Run Mountains - Our group of adventurers knows very little about this mountain range. With a name like "Giant's Run" much speculation follows. The party plans to travel along the eastern edge of these mountains.

Glacier of the White Worm - From the peaks of the Earthspur mountains, a frozen river of ice spills forth from a high cliff into the Moonsea at one end and into lake Icemelt between Impiltur and Damara at the other. The glacier of the White Worm is named for the Remorhaz that roam it's surface, often in herds of a dozen or more and reputedly led by a "King" worm of giant size. Adventurers tell of fleeing from snow spiders of gigantic size, or Remorhaz whose heads were fringed with long reaching tentacles. The glacier is also home to many lesser creatures, including many extraplanar and unusual.

Old histories claim that this glacier was once part of a great glacier that covered all these lands. Modern sages warn of something sinister at work in or under this high ice. The glacier is too far south and at too low an altitude to persist without cold-based magic of great power, they suggest, and the safety of all Faerun might hinge on learning who works such magic, and why—or at least learning the true nature and powers of the "white worms".

The Gloaming Grove - Described to our party of adventurers as a place where Bakut the Outcast (an Evil Druid) resides. The gloaming grove is an enchanted garden, deep beneath the ruins of the Twilight Fortress, the gloaming grove is a domain of twisted nature. Deep down in the bowels of the earth, this enchanted garden is home to the 'Ackeron Tree', an accursed fruit bearing tree. Bakut tends the plants in this subterranean garden, commanding the Scion Scourge, harvesting enchanted fruit, and making evil plans to dominate those around him and beyond. The tree grows two kinds of fruit - A sparkling midsummer fruit that restores spirit and vigor to those who eat it; and a pale midwinter fruit that steals health and vitality. Bakut allows the Goblins to sell the fruit to surface dwellers. What other abominations reside in the gloaming grove? Only the brave will know.

Grayven's Shrine - aka The Tomb of Brother Erland Buckley. Erland Buckley (founder of the Monastery of the Nether Mountains) built this familial crypt in the Nether Mountains, but he isn't interred here. His brother, Grayven is entombed here, and Erland had hopes of uniting the earthly remains of his entire family in this crypt. Unfortunately, things didn't work out the way he had hoped. Brother Erland went missing while fighting the forces of evil around the Nether Mountains, some 23 years ago. The shrine has since been consecrated by the residents of the Monastery of the Nether Mountains. It serves as a sanctuary for disciples of the Hallowed Doctrine, and a reliquary for some of the Covenant's relics. The grove surrounding the shrine shelters some dangerous plant like creatures called 'Boneleaf'. These creatures deter unwanted visitors to the Shrine. Members of the Monastery (and those in their trust) can obtain a talisman which prevents attacks by these creatures.

The Great Glacier - The northern pole of the Realms is a mysterious and unusual place, while some claim it is an uninhabited region of frozen ice, they are only half right. Far from uninhabited, the northern polar region (known as the 'Great Glacier') is a sparsely populate region of thriving communities and peoples.

Chains of towering mountains completely enclose the Great Glacier, isolating it from the rest of the Realms. The chains are many miles wide at their narrowest point, and rise thousands of feet high.

So effective are these mountains in discouraging contact with the outside world that the natives refer to them as saas, meaning "shields". The Southern Shield (Lugsaas) is the longest and tallest of these protective chains, separating the Great Glacier from Vaasa and Damara over a length of 1,200 miles. The Lugsaas Chain merges with the sheer slopes of the Western Shield (Tuutsaas) about 100 miles northeast of the Tortured Land, while on the opposite border, the Eastern Shield (Angsaas) rises between the Great Glacier and the plains of Sossal.

There are a few passes through the shields, mainly in the lower elevations of the Lugsaas and Tuutsaas Chains, but because the passes are so narrow and treacherous, they are suitable for only the most determined - or foolhardy - explorers.

The Great Rift - The center of a great plain is cut open as if by a gigantic sword in a curving, southeast-to-northwest canyon, the Great Rift. It plunges to a thousand feet below the level of the surrounding plains at its deepest point, although its floor is still well above sea level. Including the lands around it patrolled by Dwarves, the Rift just outstrips the realm of Sembia in sized. Quarried by Dwarves for centuries, enlarged from an impressive canyon to its present awesome size in the process, the Rift is the most powerful kingdom held by Faerunian Dwarves today.

The Great Rift is the ancestral home of the Gold Dwarves. Unlike the Shield Dwarves of the north, the Gold Dwarves have flourished in one homeland for uncounted generations. The Gold Dwarves suffered their own ancient wars, but they turned the aftermath of the wars to their advantage. The Great Rift, a wound in the earth, engineered (according to one theory) by their Drow enemies thousands of years ago, is now the forbidding stronghold of the very race the Drow hoped to destroy.

The Gold Dwarves control the Rift's floor, the tunnels and caves honeycombing its walls, the surface for a day's pony ride in all directions on the surface, and portions of the Underdark within range of the Dwarven patrols.

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Hadeska - The nation which adventurers call home in my campaign is known as Hadeska. Sometimes/also referred to as Sembia. It is a nation governed by "Syndicracy". The government is ruled by a body of Syndics. Representatives of powerful merchant houses. This council of merchants meets once every 10 years to select a new ruler. The Syndicracy is generally lawful, and good in it's outlook. And as such the ruler of the nation (The Merchant King) is charged with maintaining an adequate national defense, instituting laws, treaties, and trade agreements. Lesser merchants, nobles, and elected officials rule the lands of the nation.

Hellgate Keep - Formerly Ascalhorn, was a city of evil on the northeast edge of the High Forest. The city was founded by the Eaerlanni Elves in the northeast of the High Forest on an area (a geographic feature/a plateau) known as Ascal's Horn, to protect the boundaries of the kingdom. The Elves gave it to the Netherese refugees after Netheril fell. Wulgreth, a Netherese wizard, summoned Baetzu/Devils to the city in 820 DR. In 880 DR, this prompted other wizards, with the guidance of the Fey'ri, to summon Tanar'ri/Demons to counteract the Baetzu/Devils and in 882 DR the Tanar'ri/Demons won the battle and subsequently conquered the city. The Tanar'ri continued their conquest into outlying territories, destroying Eaerlann and Ammarindar. The city was finally destroyed in 1369 DR when the Harpers used the Gatekeeper's Crystal to defeat the Baetzu/Devils and seal in all the evil denizens infesting the keep.

High Forest - An ancient old growth forest with roots as deep as the founding of Faerûn. The forest was originally a vast region of old forest growth bounded by the Silver Marches and the Nether Mountains to its north. The High Moor lies to the south, the Evermoors bound the forest on the west, and to the east lies the vast desert of Anauroch. The interior of this forest is something of a mystery, and few have explored its depths. One notable exception was/is the community of Ascalhorn, now the ruins of Hellgate Keep, in the north eastern corner of the forest.

Highmoon - A large Daleland town, Highmoon (part of Deepingdale) is the most integrated human, elven, and half-elven town in Faerun. The city is only three hundred years old and growing fast. The town folk are busy building a wall around their community.

Hillsfar - A fairly large metropolitan area of appx 39,976 people. Located on the southern shore of the Moonsea, Hillsfar vies with a large keep on the west end of the Moonsea, for control of the region. Like many of the cities of the Moonsea, Hillsfar is crouched behind a circular, ringed wall with a single great gate high above the sea. Access to the city is restricted to individuals approved by the current government, and nonhumans are strictly forbidden. The city is now governed by Maalthiir, First Lord of Hillsfar, a shrewd, ruthless, and independent merchant-mage. The Red Plumes, a former mercenary company now grown to more than five thousand strong, support Maalthiir's rule. Hillsfar has become infamous for its arena, a site of gladiatorial games. Nonhumans are very likely to end up there, along with anyone who proves unpopular with the established regime.

Hlondeth - A large metropolis of appx 45,000 people, Hlondeth is an independent walled city-state that commands the main road west out of Turmish, Hlondeth also serves as a port conveniently located directly across from Arrabar, Chondath's capital. Hlondeth is a stunning, ancient metropolis whose architecture is dominated by serpent designs and shiny green marble brought out of the nearby mountains. This beautiful stone is the city's most famous product, sold both carved into statues and in uncut blocks.

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Lake Icemelt - A large frigid lake nestled between two mountain ranges in the eastern realms. Icemelt lake is a freshwater lake fed by an underground river. The source of this underground river is runoff from a great glacier. The lake is perpetually on the verge of freezing. Two large sources of runoff keep the lake from actually freezing. One above ground river, and one large underground river. The waters of lake Icemelt are so frigid that the corpses of drowning victims are preserved indefinitely in it's dark depths. Lake Icemelt is also plagued by patches of 'honeycomb ice'; a patch of ice that looks solid, but is in fact a death trap of honey-combed ice in a loose crystallized lattice.

Icewind Dale - A confederation of towns and villages. Icewind Dale is the northernmost Human land below a region of great glaciers and the sea of ice. A collection of ten towns and villages populated by former nomads, tundra barbarians, rangers, hardy craftspeople, ice fishers, Dwarves who live beneath the ice, and merchants willing to brave its harsh climate to purchase ivory and gems unavailable in the south. Reindeer, polar bears, elk and yeti are more numerous than people in this region. Thankfully, white dragons are not as numerous as one would think. Unfortunately, any number of dragons more than you need.

Impiltur - Impiltur is a kingdom of friendly merchants, preferring peace but capable of calculated acts of war when necessary. While Impilturans vigorously defend their own borders, the government traditionally remains neutral and leaves neighboring lands to defend themselves. Impilturans see all sorts of raw valuables come from their northern neighbors and exotic goods arrive in their ports.

Among Faerunians elsewhere, Impiltur is often "the Forgotten Kingdom". It has the mines and pines of the northern realms, but lacks witches or tyrants who send armies to attack neighboring countries. Its ship bourne trade passes through many ports, so the Impilturan origin of the copper-work, silver, and iron bars is lost to purchasers. Impiltur is also the gateway to the riches of Damara, and a land fast growing in farmers now beginning to export smoked meats, cheeses, and fireslake (strong, sour wine of poor quality but great potency).

The Inn (Meat Tea or Inn) - Building 212 in Whillip: The party purchased a Tavern/Inn on the 4th of Marcav, 1003. They primarily occupy (their residency) the rooms on the 3rd floor, and use part of the basement to store various items. Aside from using the Inn as a place of residence/headquarters for their adventuring company, they operate the Inn to generate additional income. They’ve hired a manager to run the Inn, and have set up a separate bank account for all financial matters related to the operation of the Inn. The official name of the Inn is, "Meat Tea or Inn".

The Inner Sea - Also known as the Sea of Fallen Stars. The Inner Sea is a large body of water located in the middle of the Realms. An inland sea, the Inner Sea is a fresh water lake with a high salt content. All manner of creatures and races call the Inner Sea home. Large enough to conceal lost continents, sunken treasure, and undersea nations. The Inner Sea is a central feature of the Realms.

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JFK Enterprises - JFK Enterprises is a business (headquarters, out-buildings and shipping operations) based in the city of Whillip. It is also the name of a former adventuring group based in Whillip. Jointly owned and operated by former members of the adventuring group, JFK Enterprises is now concerned (primarily) with the operation of a large shipping operation. This particular shipping operation makes use of a large fleet of flying ships (numbering somewhere around 20 - 40 ships). These ships are based in a handful of cities throughout the Realms. Many of these ships call Whillip their home port (with anchoring points offshore - In Whillip Bay and the harbor), and JFK Enterprises makes a considerable profit operating numerous trade routes through the use of these flying ships.

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Kagu-Svirfnebli, Caves of the - The caves of the Kagu-Svirfnebli: The undermountain home of a tribe of Svirfneblin (Deep Gnomes) tribe. The entrance to these caves is at the end of a box canyon in the Earthspur mountains. The canyon itself is inhabited by a small village of Gibberlings that keep both dogs and large arctic underdark lizards as pets. The first chambers of the caves are guarded by Maschin-I-Bozorg of various sizes, and by more arctic underdark lizards kept by the Svirfneblin.  We did not get a chance to see anything deeper in the Kagu-Svirfnebli tribe's caves, but they are reputed to have a mystical forge.

Kara-Tur - Also known as Rokugan. Kara-Tur is/are the lands on the eastern edge of Daviet. The character of these far eastern realms are vastly different than those of The Realms.

Kelvarig Peninsula - A peninsula of land that juts out into the Sea of Fallen Stars. The Kelvarig Peninsula is home to many Hadeskan cities, including Whillip.

Kesler - A small town on the western coast of the Kelvarig peninsula. This small fishing village is usually just a layover spot for travelers and fisherman. The largest and most prominent building in town is the Inn of the Welcome Wench (operated by Gavin and Selma Brabakk). The inn is a cozy retreat where one can find amiable company, a warm room, a roaring fire and fair food and drink. The inn also boasts the Kelvarig peninsula's premier 'Stanky Butt' (A game of darts) champions.

Kester - A major town (pop. ~ 5,000) in the country of Ull (of western Ohnest). Kester lies nestled in the hills between two major mountain ranges. There are only two roads into Kester; one from the eastern civilized lands, and one to the west which connects Kester to the Dry Steppes; a major grassland and wasteland along the western edge of Ohnest. Many adventurers stop in Kester on their way to the the Dry Steppes, in search of treasure buried beneath the shifting sands and scorched earth of the Dry Steppes interior. Another feature of Kester is 'The Rock' a prison carved into the side of a nearby mountain. This prison is used to house many powerful wizards of ill repute. Those who have decided that man's law is meaningless. Here the magic-proof cells hold convicted wizards, sorcerers and other practitioners of magic from many nations.

Kulta - A small town (pop. ~ 1,000) in the country of Sembia. Kulta lies amongst gentle rolling hills and farm land. There are only three roads into Kulta; one running generally east and west. Kulta is not on a major trade route, but this road (west-east aka the 'New Road') is the primary road through the center of town. Travelers and trade flow primarily from the west, through the town to the east, into the heart of Sembia. Given that Kulta doesn't have much in the way of accomodation, travelers typically don't spend the night. The road leading south leads to farms and another small town. Much of the towns population live in farms and cottages outside the city center. The town is sometimes visited by treasure hunters as there is a nearby sunken fortress. These sunken ruins are occassionally the focus of exploration by groups of adventurers. Farming is the primary trade of Kulta, and they are also known for their husbandry of yak. The domesticated yak in Kulta are acclaimed in Sembia. The yak is a superior beast of burden, thanks to its placid nature. The yak's habit of turning its furry hindquarters towards the wind in a blizzard led to a common saying in Kulta: "to go yakward" or similar, meaning to avoid a hazard or discomfort by turning away. Farmers use it in regard to town leaders who ignore problems or fail to see things from their point of view; thus they speak of the "yaks" in office. The towns most notable resident is Karalyn Hokkera. Karalyn is the matriarch of the Hokkera trading firm. Based in Kulta, the Hokkera's own a rather large heard of yak and traditional cattle. The family grew prosperous in the cattle trade over the years. One of the signature products produced and sold by the Hokkeras are fine carpets and wool. Woven from Yak fur, the carpets are prized for their sturdiness - Sometimes passed down from one generation to the next. Many a family farm in Sembia feature Hokkera carpet in the center of their main living space.

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Lheshayl- Lheshayl is the easternmost city of the Shining Plains. More of a cow town than a city proper. Lheshayl is a traders town. A free-wheeling open city that does business with all comers. It's a large center for the trade of horses and wagons. The undisputed equestrian capital of the Dragon Reach . While trade consists primarily of horses, the city also has outlying farms that grow wheat, rice and corn. Surprisingly, this town/city has a mages guild where the party was able to have many magic items identified. There is also a healers place and a bath house. A single large Tavern and Inn (The Lazy Eye Saloon) provides accommodations for travelers and traders alike.

Library of the Sublime - Famed Illumian library of legend and lore. The library of the sublime was the greatest aggregation of Illumian lore. This library was contained within a fortress on the Astral plane, where even the most fragile tome was immune to the ravaging effects of time. Protected by a demigod, an Illumian city of scholars grew up around the library, collaborating on many magical and esoteric mysteries. Unfortunately, this large accumulation of knowledge was also a gleaming treasure, tempting to those who coveted this prize. Centuries ago, a powerful army led by a lich-queen laid siege to the library. In the end, the attackers proved too numerous and powerful for the defenders. The library was seized and looted. All the Illumian who didn't flee were slain. Today this place is a sacked ruin afloat in the Astral sea. Devoid of life or treasure, the only remains are the grief and sorrow.

Lingice-Enz - A former Baklunish city. The ruins of this once great city are little more than rubble dotting the landscape of a harsh wasteland known as the Dry Steppes. There are rumors of a vast underground sewer complex, inhabited by all manner of foul creatures. The city's name translates into "The end of the road" in a local dialect. After the party defeated a guardian undead creature, they descended into a totally different habitat. Away from the light, the heated and the tainted sands of a destroyed civilization, they discovered a subterranean complex. The rumors about the sewer complex are no more. The sewer is real. It stretches further than the eye can see in all directions. Filled with life; crawling,flitting, slithering, plodding and plotting. The smells are strong, the smell of the living and dying mingled together in a damp fetid swamp of life entwinned in a maze-like subterranean world beneath the tainted sands of the Dry Steppes.

Beneath the ruins of Lingice-Enz lie a great labyrinth of tunnels. Were they actually constructed as a sewer system? Or, were they adapted to that use? Which is older the city above, or the sewers below? There are four layers of tunnels with interconnected layers - Shafts which connect the layers, each 60 feet apart. The fourth level of these sewers empties into a vast underground river. In some areas the shaft leading down to the river opens upon a vast cavernous area above the river. The sewers are made out of some sort of granite like substance. Imbued with a faint background radiation; magic permeates the very foundation of the city above, and a myriad of living organisms stands in stark contrast to the sterile surface where little more than an occassional jackal roams the ruins of this once great city. The creatures that make these sewers their home are powerful, swift, and cunning. Constantly hunting, scampering, running and hiding, life is swift and periolous in the sewers of Lingice-Enz.

Longbridge - Also known as 'the Fork'. Longbridge is a relatively small town, located at the crossroads of the fork road and Adbar road. Longbridge is the most readily accessible town within the region by virtue if being the place where two great roads meet, and two rivers intersect. The area around this town is referred to as 'the Northern Shirelands'. Small communities of humans, half-orcs, and other folks dot the landscape. Homes are typically built of earth and sod to provide shelter in case of a raid by unfriendly Orcs, Duerger and Svirfneblin. The roads connecting the area to neighboring lands are in good repair.

The town is located on the frontier at the edge of the Quickstep river; a small bridge crossing the stream here gives the town its name. The locals do some farming during the short summer growing season, but hunting is their chief means of livelihood. The only building of note is the Greenbriar Inn, where visiting hunters lodge when they travel up from the south.The Greenbriar not only hosts hunters but also acts as the main area of congregation for the locals.

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The Mages Guild of Whillip - Like most large cities in Faerun, Whillip has a Mages Guild. The Mages Guild in Whillip is located in a rather nondescript cylindrical tower. From the outside it appears to be five stories high. Made of stone, and surrounded by a clear field, the building doesn't appear very formidable. There are no windows, and a single wooden door to permit entrance. Visitors are usually greeted by a pimply faced apprentice through a small viewing portal in the door. Once inside however, visitors realize that this building is much more than meets the eye. Inside the building is a maze of corridors, stairs, rooms, meeting halls, libraries, laboratories, classrooms and dorm rooms. It's a self contained community, featuring all the facilities necessary to house and care for a small village. The corridors and stairs seemingly shift about on there own from visit to visit, and sometimes the path back to the front door changes while you're in the building. Only learned masters and certain apprentices know the secret of navigating the seemingly endless corridors of the Mages Guild.

Maltize - A major continent far to the West of Daviet. Sometimes/also known as Maztica. This continent lies between the Realms and Ohnest or Oerik.

The Manor - The Manor is "X's" home. It is a stone and wooden edifice on the outskirts of Whillip. The grounds of the Manor are located appx 1.5 miles outside of Whillip to the South West, along the coast, on a bluff overlooking the sea. The Manor is situated in a wooded area near some farm lands. The building itself is two stories high. The home is well furnished and appointed. It is in good repair and inhabited by 'Maghrehv Eiddiesse Ekhhs' and his associates. An older version of the manor ground floor map is available online.

Marsember - Also known as the 'City of Spices'. Marsember is a large port city on the northern coast of the Inner Sea. As a part of the Nation of Cormyr, the city is ruled by a Duke, appointed as the representative of the King of Cormyr. As a port city, there is a large Navy facility to protect trade and shipping destined to and from Cormyr and the Inner Sea in general. This port is the life's blood of Cormyr, trade is facilitated across the Realms by way of the Inner Sea, and a vast amount of goods flow in and out of this city through the established trade routes plied by merchant sailors engaged in trade from this port.

Material Plane - The 'Material Plane' (aka the Prime Material Plane) is the primary plane of existence (or one of a number of primary planes of existence - as there may be alternate Prime Material planes) as referenced by the majority of characters played by D&D players. Oerth; sometimes/also known as Abeir-Toril, Toril, Tharsu-Ne' or Thar resides on/within a/the Prime Material plane. It is the plane upon which most adventures (in game) take place. It is the world or universe that hosts most D&D campaigns. It is the home-base for our "Rob's World!" D&D campaign; forming the center or core of our campaign cosmology. It is the most 'Earthlike' of all planes and operates under the same set of natural laws as our real world. All comparisons are made against the Material Plane, so other planes are similar to the home Material Plane unless a plane is described otherwise.

The Material Planes (If your campaign has more than one 'Material Plane') are made up of fundamental elements and energies. Which elements and energies those are may vary from cosmology to cosmology, but all the various universes have basic building blocks. Within the D&D cosmology, there are four basic elements and two types of energy that together make up everything. The elements are earth, air, fire, and water. The energies are positive and negative energy. The Material Plane reflects a balancing of those elements and energies; all are found here. Other planes, particularly the Inner Planes, may be dominated by one element or type of energy. Other planes may show off various aspects of these elemental traits.

Even though the Prime Material is a comfortable places for Player Characters, it is also a strange and dangerous environment, full of adventure and discovery. Filled with creatures strange and wonderful. Some of the creatures living on the Material Plane are actually native to some other plane of existence. They may be here temporarily - As the result of a summoning. They might be stranded here involuntarily, or they may have come here looking for refuge, adventure or victims!

Maztica - A major continent far to the West of Daviet. Sometimes/also known as Maltize. This continent lies between the Realms and Ohnest or Oerik.

Mechanus - A major plane of existence that our group of adventurers briefly visited. This place is also called (by certain inhabitants) the 'Clockwork Nirvana of Mechanus - or Simply Nirvana). The realm is a purely Lawful plane of existence. It is one of the 'alignment-based' outer planes which constitute part of the standard D&D cosmology. This is the plane of ultimate law and order (neutral or chaotic creatures actually take -2 penalties on their ability checks (Cha, Int and Wis) while on the plane). This is the place where the souls of Lawful Neutral aligned (who don't worship specific deities) go when they die. Mechanus operates on a very strict schedule, where all actions are planned out in advance and everything is measured and controlled as much as possible. It is home to several golem-like constructs and law enforcing creatures.

Mentacost - A city of the underdark (the world under ours). This particular city lays deep underground near Firestorm Peak. It is inhabited by Duergar, Dwarves and other deep dwelling races. Mentacost is a trading post. Selling slaves, trading in Nephelim (a translucent/transparent non-magnetic ore) and other precious metals. Mentacost is known for it's large slave pens, excellent darkscape fungus brew, and well crafted pole weapons.

Mintar - A large city (population appx 21,500) on the north western shore of the Lake of Steam. Mintar was recently conquered by evil forces allied with Xvim (now Bane). The city is ruled as a dictatorship by the occupying forces. Many citizens have fled the city, and now reside as refugees in sorrounding lands.

Mistledale - Part of the 'Dalelands'; Mistledale is one of the Daleland's regional areas; a vale or dale along the southern boundary of a large forest. It consists mainly of a grassy vale in the midst of the Elven forest of Cormanthor. Allegedly, Mistledale was created by a falling star. Mistledale has been on of the more peaceful of the Dales, although recent incursions by forest spawned monsters have been causing serious problems.

Mistledale covers a large stretch of land, reaching over 100 miles east to west and roughly 30 miles wide. Flatter than the nearby dales; the land consists primarily of rolling plains and open grasslands, upon which residents have established a fair number of farms and pastureland.

Asside from individual farmsteads, there are a few minor farming villages (aka Freeholds), abbeys, and businesses spread across the width and length of the dale. Mistledale's capital, and the only 'Town' of note is Ashabenford.

Due to the widely spread settlements of dale, each hamlet is equipped with special bells that can be used to send brief messages of alarm or inquiry with nearby settlements. These bells are especially useful in the early morning fog that can fill the valley.

Monastery of the Hallowed Doctrine - (aka The Monastery of the Nether Mountains) A Monastery hidden away in the Nether Mountains, near Firestorm Peak. Three days journey (on foot) from the Duergar, Dwarven stronghold, 640. This monastery is the home of disciples of the Hallowed Doctrine. A dedicated group of people drawn from different races (Orc, Goblin, Kobald, Dwarve, Duergar, Troll, Human), faiths, and walks of life (priests, warriors, scholars). They are all dedicated to the eradication of corruption and depravity — Taint!. Healers both physical and spiritual, the residents offer sanctuary, services and sermons intended to bolster the spirits of those afflicted by the scourge of evil in the shadow of these mountains.

This monastery is a bit difficult to get to. No doubt, due to it's location in a hostile environment, filled with evil beings and vile creatures. The buildings which comprise the monastery, rest atop a plateau which juts out from the side of a mountain. While the monastery is perched some hundred feet up from the valley floor, the entrance is a stone building carved into the foot of the plateau. The entrance is fronted by a finely worked stone patio, and flanked by twin guardians of stone. The stone golem guardians are programmed to attack any tainted creature (and it's companions) that steps foot on the patio. Entrance to the monastery by air is prevented by a hurricane force barrier of wind, which surrounds the plateaus upper reaches. While access up the side of the mountain is possible, the slope is quite steep, and the footing rather treacherous.

Monastery of the Yellow Rose - A Monastery high in the Galena Mountains, adjacent to the Glacier of the White Worm. The Monastery is a place of study and worship for Monks in the region.

Moonsea - The moonsea is a deep natural lake located north of the Dalelands and west of the Vast, connected to the sea of Fallen Stars by a shallow swampy river. The name "Moonsea" applies to both the lake and its environs, which stretch south as far as the river that connects it to the sea of Fallen Stars where the river flows into the Dragon Reach, west to great mountain range, north to a land of frigid steppes, and east the the Earthspur mountains.

Moontassel - A farming community in the Dalelands. Moontassel (part of Tasseldale) is only notable as a stop along the East Way trade route. Oh yeah, they also claim to have the largest Artichoke in all the dales.

Murann - A large port town (43,773 inhabitants) along the coast of Amn. Murann remains a largely unknown place to our group of adventurers. They've never been there, and only know it as a major stop on a trade route.

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Nagawater - A large lake along the western border of Sespech. A large number of water Nagas live in the southern end of this deep lake. By old agreement, the Naga's stick to the south half of the lake, and the Humans remain in the north. A line of floating and submerged buoys bearing continual flame spells marks the boundary.

Nether Mountains - Silverymoon may be civilized, but its people will never grow soft as long as they have to contend with the annual tides of monsters that tire of the hard life in the mountains snows and look to the lowlands for plunder. The pass between Silverymoon and Sundabar is closed about six months of the year by heavy snows. The Nether mountains are volcanically active, but there are no volcanoes with open domes, and no eruptions have ripped the land for many centuries. The smell of sulfur still permeates the air, and occasional small flows erupt onto the surface.

Rumors: A local Innkeeper claims that there are several portals (up in the Nether Mountains) that allow creatures from other worlds to enter this one.  Some are blocked by indestructible opaque glass.  These blocked gates open every 20 years on the new moon of Augot and stay open for 28 days.  The new moon is 16 Augot this year (1003).  At the same time, there is a weather event locals refer to as the Dragon's Tear.  A storm of flame sets fire to the top of Firestorm Peak. 

Nimpeth - An independent city along the southern coast of the Inner Sea. A free-wheeling, dealing, den of inequity. Anything goes in Nimpeth. It's often frequented by slavers, pirates, and free traders of all sorts. Looking to avoid taxation and regulation? Nimpeth's the town for you. The power of the city is its Navy. Highly proficient former pirates help assure Nimpeth's independence. Nimpeth is well known for its wine (its vineyards are among the best in Faerun), its mercenaries, and its slave trade.

The North - Despite settlements and civilizations that have endured for a thousand years, the constant orc invasions, harsh weather, and unyielding wilderness prove that the North is still a frontier. "The North" is a term Corymyrians and Dalesfolk use to refer to the lands in the Northwestern corner of the realms. This region is generally divided into five separate areas: The High Forest, the greatest existing forest in all of Faerun; the Savage Frontier, which encompasses the lands outside the High Forest and Silverymoon; the Silver Marches, a new confederation of cities, towns, and fortresses centered around the shining city of Silverymoon; the Sword Coast North, the lands of the Dessarin River; and Waterdeep, the City of Splendors, virtually a nation unto itself.

The Northern Shirelands - An area of hunting and farming communities surrounding the town of Longbridge. Small communities of humans, half-orcs, and other folks dot the landscape. Homes are typically built of earth and sod to provide shelter in case of a raid by unfriendly Orcs, Duerger and Svirfneblin. The roads connecting the area to neighboring lands are in good repair.

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Oblivion, The Sewers of - The Sewers of Oblivion - The rumors of a vast underground sewer complex beneath the ruins of Lingice Enz are true. The sewers are inhabited by all manner of foul creatures. After the party defeated a guardian undead creature in the ruins above, they descended into a totally different habitat. Away from the light, the heated and the tainted sands of a destroyed civilization, they discovered a subterranean complex. The rumors about the sewer complex are no more. The sewer is real. It stretches further than the eye can see in all directions. Filled with life; crawling,flitting, slithering, plodding and plotting. The smells are strong, the smell of the living and dying mingled together in a damp fetid swamp of life entwined in a maze-like subterranean world beneath the tainted sands of the Dry Steppes.

Beneath the ruins of Lingice-Enz lie a great labyrinth of tunnels. Were they actually constructed as a sewer system? Or, were they adapted to that use? Which is older the city above, or the sewers below? There are four layers of tunnels with interconnected layers - Shafts which connect the layers, each 60 feet apart. The fourth level of these sewers empties into a vast underground river. In some areas the shaft leading down to the river opens upon a vast cavernous area above the river. The sewers are made out of some sort of granite like substance. Imbued with a faint background radiation; magic permeates the very foundation of the city above, and a myriad of living organisms stands in stark contrast to the sterile surface where little more than an occasional jackal roams the ruins of this once great city. The creatures that make these sewers their home are powerful, swift, and cunning. Constantly hunting, scampering, running and hiding, life is swift and perilous in the sewers of Lingice-Enz.

Oerik - Oerik - Sometimes referred to as Ohnest (or Greyhawk) - is the largest continent on the world of Oerth and it occupies the western half of the globe which constitues the world in which our adventures take place. This continent is home to two major regions. The Oerie - the older, western portion of the continent and the Flanaess, a more recently settled eastern portion of this great continent. Oerik is named after the Oeridians, a Human people who settled much of the continent. The best-known part of Oerik is the eastern portion, known as the Flanaess, named after the first Human settlers to that region, the Flan. During the last hundred years or so, flying ships have made travel between the continents of Oerth possible. Prior to travel by flying ships, sea journeys were the only way to travel across the vast expanses of ocean which separate the continents. Sea journeys are a dangerous form of ocean transit, as they are often beset by storm and sea serpent.

Oerth - The planet the adventures take place on. Sometimes/also known as Abeir-Toril, Toril, Tharsu-Ne' or Thar.

Ohnest - A major continent far to the East of Daviet. Also known as Oerik (or Greyhawk), this continent is home to two major regions. The Oerie - the older, western portion of the continent and the Flanaess, a more recently settled eastern portion of this great continent. Oerik is named after the Oeridians, a Human people who settled much of the continent. The best-known part of Oerik is the eastern portion, known as the Flanaess, named after the first Human settlers to that region, the Flan.

Old Olmann Empire - The party knows virtually nothing about the 'Old Olmann Empire'. It's an ancient land in Maztica. Based on the fact that we heard about it while discussing an archeological expedition, we think that it's no longer a viable nation.

Omlarandin Mountains - A low laying set of mountains that barely rise above the surrounding hills. These mountains are legendary for the gems found here (Omlar gems). These gems are used for a large variety of magical uses. Some of the gems mined from these mountains have fetched princely fees. The inhabitants of these mountains - Beholders, Wyverns, Displacer Beasts and other creatures - make the extraction of gems quite dangerous.

Ordulin - A large Hadeskan metropolis. The crossroads capital is the one area of Sembia/Hadeska in which politics are nearly as important as economics. Ordulin serves as the hub through which all other sections of the country interact. Ordulin is a new city, designed with care to proclaim Sembia's might and erase the memory of when this area was simply known as Moondale.

The city is laid out like a great sunburst, with a central core consisting of three great buildings and mighty roads radiating out from the core like the rays of the sun. At the center are the Great Hall of the Council of Hadeska (The voice of the merchant class and the nation's true rulers), the Tower of the Guards, and the Guarded Gate, Sembia's mint and chief treasury.

Orlane - The village of Orlane is a small community (appx 300 people) in the nation of Sespech. Nestled between the marshes of the Wintercloak river, and the Winterwood forest, the community is sometimes beset by Orcs from the Dark forest, or vile denizens of the swamps. Founded nearly a generation ago, the ground here is extremely fertile, often producing crops half again as large as those grown elsewhere. Orlane is a simple farming village comprised of a small cluster of wooden buildings. There is a river running through the town (A branch of the Wintercloak), that has been dammed to form a sizeable millpond, although the mill appears to be run down and nonfunctioning. On a bit of a hill overlooking the pond and the town, sits a Temple of Tymora. The only stone building, its main worship hall contains a beautiful statue of Tymora carved from solid jade. There are no windows, but tapestries depicting crops of wheat in various stages of growing and harvesting adorn the walls.

Our group of adventurers helped rid the town of an evil plague; the corrupting charm of an evil Naga.

Ormpetarr - A large metropolis, Ormpetarr is the capital of Sespech. The city houses the bulk of the country's military, and the Baron's houses. It is an ancient, walled city on the eastern shore of the Nagawater. The major industries are trade, horse raising, fishing and agriculture. Ormpetarr handles a lot of trade and banking in the region.

Oversember Vale - A valley in the Thunder Peaks. This valley is one of the few respites from the fury of the Thunder peaks. The calm at the center of a storm, the valley's location makes it a natural place for a settlement. Now occupied by the ruins of Sharisthek, this vale is home to few Dwarves and a host of evil creatures seeking refuge from the storms of the Thunder peaks.

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Skycruiser Palisade - The Skycruiser Palisade (Hull Nr. HMS-1107/Whillip) is one of the premier skyships of a merchant fleet from Whillip. This ship is owned by a company called J.F.K. Enterprises. The ship is immense. 437ft long, 70ft wide, 70ft high, with masts sprouting all about. The main mast reaches 350ft above the main deck, and the others are equally impressive. This ship has seven decks above the bilge, a compliment of 162 crewman and a speed of 320 miles per day.

This magical ship flies through the skies above Faerun, plying the tradeways to and fro. It's crew of highly skilled specialists work diligently to earn a tidy profit for her owners. The ship's primary form of power is a high level levitation spell, which provides a positive lift. This lift is moderated by cargo, bilge water and various casters (special weights) in the bilge of this floating city. Maintaining neutral buoyancy is a delicate job, requiring careful calculations, a deft hand at helmsmanship, and an occasional dose of good luck. A skilled helmsman can detect the presence of stowaways by subtle variations in lift and buoyancy When the sails are deployed the ship moves forward under the momentum of the wind. Steering and controlling such a large ship is quite a chore, requiring sophisticated scheduling, management and skill.

Equipped with cranes, lifeboats, pulleys and all manner of cargo handling equipment, the ship nonetheless has room for a few (12) passengers. The price to fly aboard this magnificent vessel is quite high, but the trip is well worth it, as the accommodations are quite comfortable.

Parlonis - Parlonis may be the furthest west of all towns in Ohnest. Laying at the edge of a mountainous spur that reaches out into to Dry Steppes, Parlonis is a non-affiliated town. An independent nation state ruled by a nomadic council. Originally part of an empire; a prison revolt overturned the ruling order in a bloody masacre that left the town a scorched ruin. Over time it has been patched up, fortified as a refuge, and become the base camp for many refugees, parasites and the dregs of society. Home to thousands (pop. ~3,500) of nomads and the descendents of prisoners who led a founding riot many years ago, Parlonis is a year round bazaar. A trading post of last resort where all manner of goods common, uncommon, illicit and rare; can be had.

Prime Material Plane - The 'Prime Material Plane' (aka the Material Plane) is the primary plane of existence (or one of a number of primary planes of existence - as there may be alternate Prime Material planes) as referenced by the majority of characters played by D&D players. Oerth; sometimes/also known as Abeir-Toril, Toril, Tharsu-Ne' or Thar resides on/within a/the Prime Material plane. It is the plane upon which most adventures (in game) take place. It is the world or universe that hosts most D&D campaigns. It is the home-base for our "Rob's World!" D&D campaign; forming the center or core of our campaign cosmology. It is the most 'Earthlike' of all planes and operates under the same set of natural laws as our real world. All comparisons are made against the Material Plane, so other planes are similar to the home Material Plane unless a plane is described otherwise.

The Material Planes (If your campaign has more than one 'Material Plane') are made up of fundamental elements and energies. Which elements and energies those are may vary from cosmology to cosmology, but all the various universes have basic building blocks. Within the D&D cosmology, there are four basic elements and two types of energy that together make up everything. The elements are earth, air, fire, and water. The energies are positive and negative energy. The Material Plane reflects a balancing of those elements and energies; all are found here. Other planes, particularly the Inner Planes, may be dominated by one element or type of energy. Other planes may show off various aspects of these elemental traits.

Even though the Prime Material is a comfortable places for Player Characters, it is also a strange and dangerous environment, full of adventure and discovery. Filled with creatures strange and wonderful. Some of the creatures living on the Material Plane are actually native to some other plane of existence. They may be here temporarily - As the result of a summoning. They might be stranded here involuntarily, or they may have come here looking for refuge, adventure or victims!

Procampur - An old, wealthy, independent trading port at the eastern end of the Dragon Reach, Procampur is famous across the Realms for its walled districts, whose buildings all have slate roofs of a particular color. Reputed to be the single richest city along the northern Inner Sea, Procampur is known for its goldsmiths, gem cutters, gem trade, paucity of thieves, and strict local government. Built on the site of Proeskampalar, a Dwarven underground town built about -153 DR, the Human city of Procampur dates back to 523 DR.

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The Quickstep River - A minor river of the Northern Shirelands, which stretches east to west along the reach of the Nether mountains. The river is foul with sulfur, and few fish inhabit the warm flow. Due to underground volcanic activity, this river never freezes solid in the winter. Despite the high sulfur content, residents harvest a variety of crab from this river all year-round.

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Raurin - The Dust Desert - The Dust Desert of Faerun was once the center of a great empire. Battles against it's neighbors and their 'Deities' ended in the destruction of their homeland, and the survivors moved west. Now Raurin is a wasteland of stone, sand and dust inhabited by dragons, a handful of rogues and the Muahti - A secretive tribe of Desert Elves.

The Realms - The continent upon which most of the characters adventures take place. Also referred to as Daviet, or Faerun.

Riatavin - A city on the north-eastern border of Tethyr. The current population is appx 8,500. This critical city is critical for the trade to and from the Sea of Fallen Stars. The city was largely overlooked by Amn for many years. Growing trade with Maztica and inattention from Amn's governing council was largely responsible for the city's secession and subsequent annexation by Tethyr. Rumored to be home of many Sorcerors and Wizards seeking refuge from Amn's tyranical policies regarding arcane casters. These spell casters stand ready to defend Riatavin, should Amn decide to move against the rebel city.

Rift canyon - A giant rift in the ground where the sword of Nth was thrust into the earth. The supposed place where Nth (From the war of shadows) died.

Rising moon, tower of - One of the oldest landmarks of Highmoon, the tower was raised by a Half-elven hero more than 300 years ago. It's horned towers have been the symbol of the Deepingdale ever since. It is the seat of the lord of Highmoon, and is garrisoned with a small force of guardsmen. Adventurers will find that Thereman Ulath is an easy-going, informal ruler who tries to make time for any who want to see him.

Rokugan - Also known as Kara-Tur. Rokugan is/are the lands on the eastern edge of Daviet. The character of these far eastern realms are vastly different than those of The Realms.

Rushmoor Swamp - A dark and fetid place a few miles south of Winterwood Forest. Stretching for many miles east and west, this swamp forms the northern edge of the Wintercloak river, and a formidable barrier to those traveling north or south of that river. Inhabited by a large variety of nasty creatures, this swamp serves as a lair for many evil creatures.

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Sacred Stone, Hostel of the - An Inn at the southern end of the Giant's Run mountain range. A large two story affair made of stone. Owned and managed by 'Madge Madgerson' (a Dwarve of unknown age - A former adventurer), this hostel is a safe haven, welcome stopping point for travelers on the Giant's Run road, and meeting place for many people with business along this vital trade route. The nearest city to the hostel is Riatavin, approximately one days journey to the west.

The ground floor is sized for human and larger sized patrons. Large enough to easily accommodate the occasional Stone Giant traveler. The ground floor's main feature is a large stone fireplace made of 'Sacred Stone'. Said to impart blessings upon the righteous, the 'Stone' is known to promote healing and sometimes leave visitors imbued with spell like abilities. One entire corner of the inn is composed of a large boulder. As the foundation of the inn, the fireplace (on all three levels) is formed from this large boulder, and this 'Sacred Stone' is the namesake of the inn and source of it's strength.

The boulder came from the ruins of a nearby Dwarven monastery. This boulder is rumored to have been the boulder that killed an ancient Blue Dragon in an epic battle that took place 500 years ago. The Monastery's initial destruction was described as an epic battle between an ancient Blue Dragon and Solinar, a paladin of Moradin.  Solinar was a Stone Giant who converted to the Moradin faith and became the Monastery’s protector.  The Dwarven monks in expanding their aqueducts awoke an ancient Blue Dragon.  Solinar and this ancient worm battled with the mountain falling upon them.  Each died, and Solinar became a local saint of the Moradin faith.  The boulder that makes up a portion of this hostel is rumored to have been the boulder that killed the Blue Dragon

Also on the ground floor is a large tavern, dinning area, and kitchens for the business of the Hostel. Upstairs there are several rooms for lodging. Most rooms are common, but there are a few private rooms. Below the ground floor is another tavern. This subterranean tavern provides a more comfortable setting for some shorter patrons. Sized to accommodate the wee folk. Some party members found it cramped and confining. The fireplace here seems even larger than the one upstairs. A reliquary on the fireplace mantle (in the basement) contains fragments of Solinar’s skull. 

Outside the main hostel there are some smaller outbuildings and a fairly large corral for horses and livestock. Behind the hostel proper is a large pile of firewood, the hostel's well, and a large trash heap. Our party has had a few 'encounters' with Kobolds foraging in the trash heap, and a mini-adventure arose as the party attempted to parlay a peace between the Kobolds and the innkeeper. Often a source of danger for the innkeeper, his family and visiting guests, the trash heap is both a bane to the patrons of the Inn, and a source of food to the Kobolds in times of strife.

The well behind the inn is not only a source of fresh water to the inn and its residents, it also serves as a entrance to an ancient underground aqueduct system. That aqueduct system is now home (in part) to a tribe of Kobolds. A known entrance to this underground aqueduct, the well even has an iron runged ladder leading down into its depths.

Several legends and stories surround the environs of this hostel. The legend of the 'Silver Bones', tales of a Succubus Paladin, the Dwarven Monastery in the mountains to the north. The Kobold tribe living in the aqueducts. Stone Giants converted to the faith of Moradin, and Solinar the Stone Giant Paladin. Then there's the rumors of a Blue Dragon plaguing the local area. The hostel of the Sacred Stone could easily lead our group in a series of adventures. It's a place where stories begin, wonderful beer is brewed and our heroes might grow into legends.

Saerloon - A moderately sized coastal city. This Sembian city is known for its Gothic architecture, sprinkled throughout with gargoyles and other decorations, and for its mercantile activity, seasoned by thievery and intrigue. Saerloon inherited this distinctive architecture from the Chondathan colonists who established Saerloon as their foothold in the area. In the early days of Sembia, the port was dubbed Saerloon after the master merchant Saer led Sembia to prosperity and wealth. Saerloon was ruled in ages past by a merchant prince, who ultimately served on Sembia's first merchant council. Saerloon serves an important role in Sembian shipping. The extremely large bay of Saerloon is the setting for many naval exercises, the construction of Sembia's ships and there are many glorious mansions along the shores of the bay. The bay is also host to many seaside caves, coves and docks, which make for a remarkably thriving yachting, fishing and illicit shipping trade. All that illegal shipping is moderated by the 7,000 helms that patrol the city and surrounding area. The Sembian navy does its best to deter the majority of the piracy and illegal shipping through it's coastal patrols and anti-piracy efforts. Like many Sembian cities along the coast, this town has a rather sizable naval port and military presence.

Scriptkeep - A place and an Illumian cabal (clan). Scriptkeep is a repository of Illumian knowledge. The 'Script Keep' is an inverted keep. An immensely tall tower sunken into the earth, so as to avoid detection and attention by non-Illumians. Located in the Dessarin Hills of the Savage Frontier, this tower is home to more than two thousand Illumians, who live within the sunken confines of this immense library.

Selgaunt - A large merchant port on the Sea of Fallen Stars. Selgaunt dominates the delta of the river Arkhen as it flows from the highlands of north western Sembia to the Inner Sea. Selgaunt was even the Capitol of Sembia for a short period of time. The city earned its name following the death of the great Sembian merchant-king Selgar, who is interred beneath an ornate sepulcher within the city. Selgaunt is thought by many to be the wealthiest of all cities in Sembia. It is a prominent sea port with river access and a large surrounding farming community. The city is home to a rich and active community of artists, dancers and musicians. New performances of plays, highlighted by choreographed dances and choral arrangements are regularly put on within the city. Music features prominently in Selgauntian culture. Most Selgauntans can artfully sing and whistle complex melodies. Live performances are often found in taverns, inns and the homes of noble families. Paintings, sculptures and carved statues are readily available throughout the city, and the trade in sculpture extends to many cities in the region. The combined city guard/armed forces are known as Scepters. They stand close to 9,000 strong and the navy makes up nearly half that number. The fleet of three dozen ships patrol the coasts of Sembia in search of pirates and illegal trade.

Sembia - The nation which adventurers call home in my campaign is known as Sembia. See the Hadeska entry for more details.

Serule - The singular moon which orbits the planet that the adventurers call home. Rumored home to a race of Monkey Men!

Seals of Doom - A small wooden structure on the outskirts of Whillip. This building has a large yard. Overgrown with weeds, the yard is crisscrossed with circles, pentangles and various lines of power. Some have long since lost their potency, some are dangerous, some protective and some benign. The inside of this place resembles the overgrown yard outside. Filled with junk, baubles and the detritus of a hundred years worth of catering to the dark arts. The smells of sulfur and incense mingle in this dark, low ceilinged, dingy shop. The floor, the wall and even the ceiling are covered with runes, circles, pentangles and drawings both evocative and perverse. The feeling of an ever watching presence presses against your soul, daring you to speak it's name aloud. The place is run by a elderly Human of frail build and stooped posture. He seems to avoid eye contact most of the time, but when he does look at you, he stares directly at the core of your soul. Seeming to weigh and measure his every word, action and motion, this proprietor is crafty, cagey and seems to hold some secret of major import. Seals of doom is a shop which caters to those who would deal in the dark arts. It sells all manner of vile components, compacts, information and accouterment necessary for one who would dare to tread the fine line between sanity and the void.

Sespech - A Nation to the South of the Inner Sea. A Feudal Barony with an elected Baron. Sespech is a Barony located at the South West end of the Vilhon Reach. Once part of Chondath, Sespech maintains its independence through naval power and diplomacy.

Sewers of Oblivion - A complex network of underground tunnels beneath the ruins of an ancient Baklunish city (Lingice-Enz) in central Ohnest. Beneath the ruins of Lingice-Enz lie a great labyrinth of tunnels. Were they actually constructed as a sewer system? Or, were they adapted to that use? Which is older the city above, or the sewers below? These sewers survived the great cataclysm which enveloped the Baklunish and Soulouise peoples. While all the above ground signs of those once glorious civilizations have been destroyed and ruined by the ravages of time, the sewers survived. Here the super strong stone used to construct the sewers has withstood more than its fair share of time and damage.

The sewers consist of four layers of interconnected tunnels. Five foot wide shafts connect the layers; which are each 60 feet apart. The fourth level of these sewers empties into a vast underground river. In some areas the shaft leading down to the river opens upon a vast cavernous area above the river. The sewers are made out of some sort of granite-like substance. Imbued with a faint background radiation; magic permeates the very foundation of the city above, seeping downward and affecting the evolution of the creatures that call this sewer their home. A myriad of living organisms live here. This vast, teeming ecosystem stands in stark contrast to the sterile surface, where little more than an occasional jackal roams the ruins of this once great city. The creatures that make these sewers their home are powerful, swift, and cunning. Constantly hunting, scampering, running and hiding, life is swift and perilous in the sewers of Lingice-Enz.

The sewers of oblivion are rumored to contain vast stores of treasure and knowledge. Remnants of the Baklunish civilization, refuge to those who escaped the great cataclysm, home to a mighty and alien race of beings. The rumors are varied and colorful. Many nomads and brave adventurers have dared the deadly sewers; few have survived. What treasure awaits you in the Sewers of Oblivion?

Shadowdale - One of the Dalelands. Shadowdale is one of the most famous of all the Dale-lands; thanks to its status as the chosen residence of Elminster the Sage, a renowned figure in the Realms. It is also a land known for its relationships: Friendly with the elves of the Realms, neighboring Mistledale and Daggerdale and emnity and opposition to the Zhentarim; who's invading forces and corrupting influence threaten the peace-loving peoples of the Dalelands. Shadowdale is a pastoral and beautiful Dale, with farming, hunting and woodland life practiced without ambition of conquest or domination over its neighbors. Shadowdale boasts one of the best inns, the Old Skull Inn (established at the foot of the bare rock knoll of the same name), and the most famous fortress, the Tower of Ashaba, in the Dales.

The party finally arrived in the town of Shadowdale on the 13th of Nov, 1008. Their journey took approximately 42 days, and they endured many hardships. Here is where their latest adventure (their third as an adventuring group) truly starts.

Forest of Shadows - The forest of Shadows (properly known as the Shilmista Forest) is a small forest on the Eastern edge of Amn. The Elven King of this area, has declared that no more trees or elves of his realm shall die. This edict is backed by a death order upon any who violate the order. Only one tribe of Elves lives in this forest, and its members prefer to stay in small, hard-to-find camps rather than in large settlements. The tribal leaders have established a tenuous contact with the rulers of Tethyr.

Shaes - A small town on the eastern coast of the Kelvarig peninsula. This small fishing village is usually just a layover spot for travelers and fisherman. The largest and most prominent building in town is the Inn of the Screaching Weasel (operated by Phyliss Pogdly). The inn is a comfortable retreat from the bustle of this moderately sized (population ~4,000) town. The town of Shaes is best known for its manufacture of fine leather gloves, perfumes and flower based products. The townfolk were plagued by a break-away faction of Troglodytes, but now live in harmony with these 'Fish Folk' thanks to the efforts of the 'Xterminators'.

The Shaar - The Shaar is a vast, rolling grassland running from a great sea in the west, to the distant lands of the east. Civilization has almost no hold on the area. Nomadic Humans (The dozen or so tribes of the Shaaryan) and non humans such as Centaurs, Gnolls, and Wemics populate to Shaar. The Wemics hunt, the Shaaryan Humans herd rothe and horses, and the Gnolls raid. The land supports its native grasses splendidly, but is ill suited for agriculture – it's not a desert, but the land bakes by day and freezes by night.

The Shaaryan Humans seldom stray in large numbers from their ancestral plains, largely because their treasured horses do not do well outside the Shaar. Shaaryan horses are far stronger and faster than horses from other regions of Faerun, as long as they roam their native grasslands. The great horses grow sick and die if they do not eat the grasses that thrive only on the wide plains of the Shaar. The Shaaryan understand this, and few of them leave their native culture to travel Faerun.

Sharisthek - Ancestral home of Tunadholm. Also known as Tunadholm's hold or Tunadholm's keep. A Dwarven keep built of stone. Nestled in the Oversember vale of the Thunder peaks, Sharisthek was over-run by Orcs and Goblins after most of it's occupants died from the 'black cough'. Now a ruin occupied by a group of well trained Kobolds.

Sharisthek is currently in poor repair. The main gates have been torn asunder, and the walls have been breached in two places. A river even flows through the courtyard, separating one of four towers from the rest of the keep. Although the keep is in poor repair, the grounds around it have been carefully groomed into an efficient killing ground.

Shilmista Forest - The Shilmista forest (also known as the Forest of Shadows) is a small forest on the Eastern edge of Amn. The ancient boughs are rumored to be imbued with magic, and if called, will aid in battle. The Elven King of this area, has declared that no more trees or elves of his realm shall die. This edict is backed by a death order upon any who violate the order. Only one tribe of Elves lives in this forest, and its members prefer to stay in small, hard-to-find camps rather than in large settlements. The tribal leaders have established a tenuous contact with the rulers of Tethyr.

Shining Plains - The Shining Plains is a portion of the Vilhon Reach, named after the visual effect of sunlight as it reflects off heated layers of air hovering above the plains. The plains are unheld by any cohesive national force, instead they are home to a handful of Human settlements and nomadic tribes of Wemic, Centaur, Kzinti, and a powerful druidic organization.

Sildëyuir - A demiplane of finite size. A pocket dimension of sorts. Coexisting within the physical space of the Yuirwood in Faerûn. Sildëyuir is appx two to three hundred miles from end to end (appx the same physical size as the Yuirwood), yet it exists outside the prime material plane in a demiplane accessible only to a select group. It is the home of the reclusive Star, or Mithral Elves, who constructed the realm nearly two thousand years ago. Like the Yuirwood, the demiplane consists of forrested hills with dells, silver-boled trees, and streams. The forests are tall, majestic, and uncluttered with dense undergrowth. The secrets of this demiplane are closely guarded by the Star Elf inhabitants. Lately (within the last 50 years or so?), larger numbers of Star Elves have been know to leave the Sildeyuir. The reasons for these increased departures is unknown to outsiders.

Silver Marches - The Silver Marches are a region in the North-west of the realms. The Silver Marches generally includes lands west of a great desert, which is bounded to the East and North by two large rivers. The area to the south is bordered by a series of mountain ranges, including the Nether Mountains. Vast stretches of forest and mountain lay within the borders of these largely unsettled wilds. The Silver Marches are home to many non human races, and many of them are hostile. It's a difficult place to live, and those who live there are hardy indeed.

Silverymoon - A large metropolis. A bit larger than Whillip. The city of Silverymoon is a beautiful place of ancient trees and soaring towers, with curving lines in its stonework and garden plantings adorning every nook and balcony. Aerial steeds carry riders on high, magic and learning is revered, music and laughter are heard often in the streets, and the city contains fascinating shops brim-full of maps, books, minor magic items, and beautiful things.

The city is bounded on the South by the Rauvin river and it's rapid current of icy waters. A magical, invisible bridge spans this river. The bridge is visible only in moonlight. Crossing it can be a bit daunting when the wind has swept it free of detritus. The bridge's central span can be dispelled to repel attackers, dumping them into the frigid current of the Rauvin, some fifty feet below. The Southern shore of the Rauvin represents the cities efforts at expansion. Here lays a newer walled section of the city. The remainder of the city proper is protected by a stone wall which arcs northward from the shores of the Rauvin. This wall is manned with guards, towers, wards, and various magical enforcements.

Silverymoon is built on the spirit of cooperation between the races. Humans, Elves and Dwarves all maintain dwellings in the same areas of the city instead of living in divided wards. A Human home might be built around the base of a tree, with Elves using the tree above as part of the walkway to their central tree home, while Dwarves inhabit caverns directly beneath the surface.

Silverymoon is considered the foremost center of learning and culture in the north. It is noted for its musicians, cobblers, sculptors and stonemasons—as well as the mages, who are gathered here in great numbers. Their might alone keeps the city safe and the evils of the north far from the boundary of this great city. Were these mages to vanish tomorrow, the civilized north might well be swept away in blood and ruin.

Our party of heroes visited this city in Septev of 1003. Some of the things they observed/learned:
Silverymoon is hub of commerce and culture in the North. It's one of the cities on Whillip's aerial trade route. Apparently, it must be on the aerial trade route of other cities as well. A prominent feature of the city is "Basil's Aerodrome" - Located towards the Southern end of the city, the aerodrome is a tall, many spired building with entrances and birthing spots for all manner of flying visitor - Be it flying ship, winged creature, or magically conveyed traveler. Sort of a grand central station, the aerodrome featured food vendors, information booths, and a noticeable presence of government employees.

Silverymoon is also known for it's musical talent and concerts. A large outdoor amphitheater lays just outside the northern boundary of the city. This 'Great Auditorium' is host to the city's 'Celestial Beginnings Orchestra' and other local talent.

The city enforces a 'Peace Bond' (weapons must be secured with a piece of string, and only used in self defense) rule, and they employ a well trained guard, both inside and outside the bounds of the city. The city's Mages Guild has placed wards throughout the city to detect evil acts or the use of magic. Additionally there are permanent areas of unanticipated magical effects, meaning magic may not function or be modified in some manner.

Snowflake Mountains - A set of mountains in western Faerun, located in the far east of Tethyr. This range runs north and south along the eastern edge of the Shilmista forest. Not directly in the sphere of any nations, the Snowflake mountains are located between Tethyr, Amn, the Shining Plains, and the Lake of Steam. These mountains are known by the party, but remain largely unknown. The mountains are rumored to house a camouflaged castle in its southern reaches, and a magnificent library dedicated to the disciples of Deneir and Oghma. The mountain range (and hills to its east) are home to a large variety of monsters, including Dragons.

Spine of the World - To those who live in the Realms, the Spine of the World is an endless, nearly impassable wall of tall, frozen mountains. Far to the North, these mountains mark the end of the known world. Beyond it lays an endless sea of ice, a howling frigid waste where nothing can live. Those who live near this range most commonly refer to it as 'The Wall'. These mountains are inhabited by fierce and powerful monsters, many of which raid the lands below the peaks. As a result of these raids, the highlands that border 'The Wall' are relatively uninhabited, though fierce and hostile barbarian tribes wander these highlands.

Lake of Steam - Also called Arnaden, the Lake of Steam is a large shallow lake in the southern part of Faerun. This lake is a shallow (maximum depth appx 200 feet) salt water sea, connected to a large salt water sea. It is corrupted with sulfur from subterranean vents, and smells of such. The lake has taken on a yellow tint from the sulfur, and strange creatures dwell within its depths. The waters are warm from volcanic activity, and it is often cloaked by a yellowish mist or steam seen rising from its surface.

The lake's northern shoreline is populated by a collection of independent city-states which used to be part of Calimshan. The cities along the northern shore are sometimes referred to as the 'Moon Sea of the South'. The southern side, by contrast, is a collection of small kingdoms.

Sundabar - A large city, population appx 14,259. The area around Sundabar is occupied by obsessed miners, howling Orcs, and citizens of sundabar who should know better. The double-walled city was built for war. Sundabar's ruler, Helm Dwarf-friend, started his career as a member of the Bloodaxe mercenary company, rising to command both the mercenaries and his chosen city. He has turned out to be a wise ruler, taxing his people fairly, and using the proceeds to ensure the city's defense against Orc invasions, which flood in every two or three years.

Suzail - A very large city with a population of more than 45,000. The capital and richest city in Cormyr, Suzail is home to important nobles and merchant houses of the nation. The center of the city is the royal palace, surrounded by gardens and buildings of the Royal Court. The city maintains a large barracks for the Purple Dragons (a group of elite soldiers), plus stockyards, shipyards, dozens of inns, taverns, and festhalls.

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Tamoachan - The party knows virtually nothing about Tamoachan. All they know is that it's located in Maztica, within the borders of the Old Olmann Empire, and that it translates into something that means: 'The land sought after'.

Tashalar - Tashalar is an exotic land of independent city states far to the south. Governed as a merchant ruled oligarchy, Tashalar is a land of strange foods, beautiful people and great wealth. The skilled craftsfolk there are renowned for there crossbows and fast ships. It is also one of the few nations where flying ships are made. The people of Tashalar live in a narrow coastal plain just north of a dangerous jungle. Nearby mountains are the source of much gold and iron.

Although many use the term 'the Tashalar' to broadly refer to the Tashtan Coast, in truth it refers only to the Tashalar basin, which is encircled by the peaks of the Hazur mountains (to the west and south) and a small extension of the black jungles just west of the Delphin mountains to the east. The Tashalar is a verdant coastal area full of bountiful vineyards, gardens, and groves of fruit trees. Tashalaran harvests are shipped north to ports in Calimshan and along the Lake of Steam, and from there to the rest of Faerûn. Tashalaran grapes are so perfect that even the worst vineyard of the region produces wines worth 100gp or more in Waterdeep.

Tashluta - The capital city of Tashalar. The largest of the city states and the most welcoming to visitors, Tashluta has a population of appx 51,000. The inhabitants of Tashluta are known for playing jokes on foreigners, usually involving incredibly spicy food. The city has a ban on snakes of all sorts, and Tashlutans kill any that are discovered.

Also known as the City of Slithering Vines, this large metropolis lies in the center of the Tashtan Coast, right in the middle of the Tashalar Basin. The city is built on the inner slopes of a flooded caldera that serves as the city's harbor. Tashluta is a natural port, a wealthy merchant city, and the capitol of the Tashalar.

Tasseldale - Tasseldale sits north and east of the Arch Wood, and just barely north of Hadeska. Tasseldale is a land of craftsfolk and tradesfolk, heavily influenced by Hadeska. Many dalesfolk are surprised that Hadeska hasn't formally annexed Tasseldale. The truth is that Sembia prefers having Tasseldale as an independent buffer state to the north. Hadeska won't annex Tasseldale until it can take over the dales that truly mater to the north.

'Tassel' is a local word for town. The twelve tassels in Tasseldale, shelter a little over half of the dale's inhabitants. The tassels would pass for hamlets only in other lands.

Tethyr- Tethyr is a nation which borders the western edge of the Realms. Tethyr recently emerged from a decades-long civil war with two new monarchs. Tethyr's king is a former scribe from some place called Shadowdale. The strong rule of their leaders is beginning to restore hope to this cynical, suspicious, war-torn land.

Tethyr is now growing and establishing ties with its hesitant neighbors, and driving monsters from its lands. Its political situation still involves much intrigue, and the people distrust organizations that admit to meddling in others' affairs (including adventuring groups). The Forest Elves remain wary of the new rulers, for the last three kings sought to tame Elven lands using fire, axe and sword. Pirates living in islands to the west plague the kingdom's maritime commerce, including trade with far off Maztica.

Teziir- Teziir is the largest free city on the coast of the Dragonmere. Although it's an independent city, it has very strong ties to Cormyr. As it competes with Westgate as the principal trade city along the southern shore of the Dragoncoast, it remains a frontier town by most standards. It's growth has been very haphazard in the past, but a recent initiative to build a wall around the city brings about some much needed municipal planning and control. Within the city there are very few straight roads and a considerable population still lives outside the town in shacks and tents. This 'shadow city' provides many services, both legal and illegal to the residents of Teziir.

While Teziir has never been involved in any actual wars, numerous pirate raids have spurred the development of a strong coastal patrol and fledgling coast guard. The fear of Orc raiders from mountains to the south have spurred the creation of a new city wall. While the wall was started some years ago, a recent lack of funding has slowed construction to a crawl. With a normal population of approximately 40k, warmer weather sees the population swell to 50k as caravans begin to form and flux about this merchant town.

The government of Teziir is an informal council of merchants. Unlike some Sembian cities (notably Whillip), this merchants council is less formal and more concerned with the prosperity of its merchants than it is with the lawful rule of its residents. Council members are wealthy merchants who bicker and argue to gain competitive advantage over their competitors. One strong voice; former merchant, Candice Malikovi, argues on behalf of the citizens and a stronger central government. She still wields some power over her peers as a wealthy investor in numerous merchant houses. The merchant council has hired a variety of private corporations in order to administer, guard and otherwise service the needs of the city.

Teziir is home to several churches. Temples from various faiths (Azuth, Chauntea, Helm (the largest temple in the city is governed by Patriarch Thyxlus Jon), Torm, Tymora, and Tyr, have all been established within the city proper, but the city proclaims no 'official' religion. Many on the ruling council revere Helm, and pray that he may watch over the growing enterprise that they call Teziir.

Teziir is also home to a large and thriving Thieve's guild known as 'The Astorians'. This guild specializes in extortion and protection rackets. Merchants 'protected' by the Astorians display a large red 'A' near the roof line of their business. The guild is growing larger, and competes with the guild in Westgate in some regards.

Recent events (RW 1004) have seen the influx of a large refugee population. These people - mostly non-humans - come from the surrounding countryside. Pressures from various sources: A rumored giant mechanical spider, A gang of raiding Uber-Orcs, a rogue Guulvorg, and other unspecified threats) have displaced thousands of non-humans living in the outlying region. The city of Teziir does not officially permit residents of non Human, Elven, Dwarven or Halfling race. As a result, an un-official policy of discrimination and segregation has arisen, forcing many to reside just outside the recently defined 'city walls'.

Thar - The planet the adventures take place on. Sometimes/also known as Tharsu-Ne', Abeir-Toril, Toril or Oerth.

Tharsu-Ne' - The planet the adventures take place on. Sometimes/also known as Thar, Abeir-Toril, Toril, or Oerth.

The Thieves Guild of Whillip - Like most large cities in Faerun, Whillip has a Thieves Guild. The Thieves Guild in Whillip is located in a rather nondescript building (the address will not be revealed here). From the outside it appears to be a typical building nestled discretely in the heart of Whillip. Hiding behind this nondescript exterior is the headquarters of a very powerful guild. Once inside, visitors realize that this building is much more than meets the eye. Underneath the building is a maze of corridors, stairs, rooms, meeting halls, libraries, laboratories, classrooms and dorm rooms. It's a self contained community, featuring all the facilities necessary to house and care for a small village. The true location is a highly guarded secret, and only learned masters and certain apprentice's know the secret of the guilds location.

Thermos - A medium sized town in Hadeska. Thermos is situated near the center of the Kelvarig penninsula. It is a small town of approximately 2,500 citizens. With a small population and a central location in the penninsula, Kelvarig is strategically located as a excellent meeting place for Sembian traders. The small town has four large campgrounds for caravans at each of the town's compass points. Income from encamped merchants provides ample revenue for this rather meager town. Unfortunately, much of this income is siphoned off the city coffers by corrupt government officials. Thermos is also a headquarters for many smugglers and illegal activities in the south of Hadeska/Sembia.

Therno pass - A valley that leads through a series of Earthfast mountain peaks. This pass is a way to get up onto the eastern plateau of the Glacier of the White Worm. The pass is a boulder strewn rubble filed. During springtime the pass is impassable, as thaw from the glacier creates a dangerous flow of ice, freezing waters and boulders. The pass is rumored to be inhabited by vicious beastmen called the 'Derro'.

Thunder pass - One of the very few protected areas in the Thunder peaks. Thunder pass consists of two fortified base camps (Eastern and Western) garrisoned by Dwarves, troops from Cormyr, and free Dalesmen, these two base camps define the entrance and exit to the pass. Surrounding the base camps are small communities tending to the needs of merchants, travelers, and soldiers. The folk living in the shadows of the Thunder peaks are always on guard against marauding humanoids, and vicious storms. Thunder pass is a well patrolled trade route connecting Cormyr, the Dalelands, and eventually Hadeska. The East Way trade road winds it's way wearily through these desolate peaks, and many caravans have lost their way here. Despite the patrols, and relative safety of the base camps, Thunder pass is not a place to dally.

Thunder peaks - Named for the sudden and devastating storms that batter them year-round, these wild and unsettled mountains are home to tribes of Orcs and Goblins that bear no love for Cormyr, Sembia, the Dales, or any other Surrounding lands. The humanoids raid settlements constantly, despite patrols from Cormyr, and travelers are advised to go armed and wary. The mountain passes are blocked in the winter by snow. The inclement weather makes large-scale mining operations difficult, although solitary prospectors sometimes return with silver nuggets the size of fists. Many never return at all. The thunder peaks were once the home to many Dwarves. Protected by the legendary Tunadholm, the Dwarves thrived as long as Sharisthek stood. Unfortunately, all things come to an end, and the mountains no longer provide safe-haven to Dwarven communities. The ones that remain are shadows of former settlements, eking out a meager existence, they suffer at the hands of the evil humanoids in the area.

Tilsendale War College - A school for War Mages. Located on the outskirts of Silverymoon. This legendary school caters to those who would become strong defenders of the Realms. Capable of wielding sword and spell. The graduates of this school have set their mark upon the land. This school is neutral in it's beliefs, but brooks no deception, or despicable acts. The curriculum is grueling, physically challenging and mentally rigorous. With a drop out rate of near 50%, not all who enroll manage to call themselves a 'Tilsendale graduate'. The entrance fee is high and the demands harsh. After graduation, the graduates must spend four years in a military uniform. The military institution is chosen by the graduate. This particular requirement, has helped the college maintain it's neutrality, build it's reputation, and ensure a steady supply of funding from numerous sources.

The Tomb of Erland Buckley - aka Grayven's Shrine. Erland Buckley (founder of the Monastery of the Nether Mountains) built this familial crypt in the Nether Mountains, but he isn't interred here. His brother, Grayven is entombed here, and Erland had hopes of uniting the earthly remains of his entire family in this crypt. Unfortunately, things didn't work out the way he had hoped. Brother Erland went missing while fighting the forces of evil around the Nether Mountains, some 23 years ago. The shrine has since been consecrated by the residents of the Monastery of the Nether Mountains. It serves as a sanctuary for disciples of the Hallowed Doctrine, and a reliquary for some of the Covenant's relics. The grove surrounding the shrine shelters some dangerous plant like creatures called 'Boneleaf'. These creatures deter unwanted visitors to the Shrine. Members of the Monastery (and those in their trust) can obtain a talisman which prevents attacks by these creatures.

Toril - The planet the adventures take place on. Sometimes/also known as Abeir-Toril, Tharsu-Ne', Thar, or Oerth.

Tower of the Heavens - The Tower of the Heavens is a large stone tower that occupies an island just off the shore of Icemelt Lake. The tower is an astronomical observatory that houses an order of ascetic monks, and the 'Books of Prophecy'. Renowned as a seat of learning for the study of astronomy, and also as a source of astrological advice and prophecy for those with the means to pay for it. The reputation of the tower sages is founded mostly on the set of 'Books of Prophecy' in their possession. The tower is defended by a garrison of mercenary Gnomes. Well paid and well trained, they take their job seriously, and they guard the monastery with a zeal that borders on fanatic. Connected to the nearby coast by a narrow bridge, the frigid water of the lake, and the steadfast mercenaries make the Tower a well defended fortress.

Turmish - Turmish lies in the northwest of the Vilhon Reach. It is a rich, fertile, farming land of villages and few cities—peaceful, civilized, and well managed. Turmish features rolling fields divided by hedges or dense rows of trees, with ample room for wild creatures. The mountains to the west harbor Orcs, Kobolds, and other monsters, but few raid Turmish thanks to well-organized mercenary bands that serve as local militias. Turmish's natives have an excellent reputation as fair traders, welcome throughout the Inner Sea. The area is remarkably popular with adventurers despite its lack of monsters. Buried treasure abounds (at least according to bards' tales), and the area offers plenty of ruins and wild lands to explore.

The Twilight Fortress - The Twilight Fortess is a ruined fortress that our party of adventurers explored during a quest to rescue two lost children (adult children of Karalyn Hokkera). Situated near the town of Kulta, a dragon cult that valued privacy and defense built the Twilight Fortress ages ago. All record of the cult's name has vanished, though various sources believe that it was associated with a powerful evil Dragon. A cataclysm killed the cult members and sank the fortress at the same time. Because of residual enchantments, much of the structure survived its descent into the earth. With the cultists dead, goblins and other creatures moved in, and they have survived here for hundreds of years.

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Uldra's Den - Uldra's Den is a minor inn within the secure walls of Silverymoon. Built and run by one "Fawana'berg", an Uldra of exceptionally good cheer (Uldra are small Fey that dwell in the arctic wilderness, living at peace with the natural world. In particular, Uldra are quite fond of the wild animals of the world, and see themselves as the guardians and protectors of such creatures, especially in cases where civilization encroaches.) This inn is a subterranean structure, reinforced by the roots of a great old oak. With access to the Dwarven tunnels beneath Silverymoon, it's customers are a varied lot. The accomodations are a bit cramped, but very rich and warm. The food - Available only with the price of a room - is quite good, and "Fawana'berg" is often asked to open the dinning room to non renters.

The Underdark - Tavern tales across Faerun's sunlit lands whisper of the Underdark, a lightless, subterranean realm that is home to fabled races and ancient, unspeakable evil. It is a domain of primeval mysteries and unending war, a hidden world of cruel masters and hopeless slaves, filled with monstrous races that were old before humans were born. It is a dank, dismal place of fungus, rot, and slime. It is a land where a few lucky merchants have found a lucrative trade, but where many more have been slain (or worse) for their effrontery. So dire is the reputation of the Underdark and its denizens that mothers caution their children to behave, lest the dark elves steal them away to the Underdark!

Urmlaspyr - A coastal city in south western Sembia. This particular city has seen its share of strife in years past. The city has been supported in the past by Cormyr (to the west) and a significant amount of trade flows to and from Cormyr by way of the port facilities in Urmlaspyr. This city is also known for having some of the best glassblowers in all of Faerun. Urmlaspyr was once known as the city of temples, but a dark period of their history banned the worship of all but Shar (Mistress of the Night), and many temples were destroyed during that fateful period. Today Urmlaspyr employs a large standing military and a moderate navy. The mounted cavalry; the 'Laspyrs' are a renowned company of well trained professional soldiers who patrol Sembia during peacetime. The force is also sent abroad as an expeditionary force to support Sembian allies and interests. The naval force consists of three dozen ships patrolling the coast of Sembia, the sea of Fallen Stars, the Neck and all approaches to Sembian waters.

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Vaasa - An untamed wasteland of frozen moors and tundra. This desolate land was once the seat of power for an evil Witch-King. Now it is once again a lonely land dotted with scratch farms and inhabited by evil humanoids and other monsters. What the land lacks in hospitality, it makes up for in untapped resources, as the mountains of Vaasa are rich in metals and gems. Miles of mountainside go unclaimed by any civilization, and many well-armed prospectors make trips to Vaasa in the hopes of striking the mother load.

The Vast - The Vast is a verdant farming and hunting area on the eastern shore of the Dragon Reach. Best known for its thriving ports (See Procampur). Orcs and Dwarves vie for supremacy over the nearby mountains. Orc raids on lowlands are rare, but troublesome enough to keep the Human population concentrated along the coast. Intrigues between rival factions and a wealth of Dwarven ruins beckon to adventurers. Thanks to the Sea of Fallen Stars, the Vase enjoys a mild climate year round. with long, cool summers and short, mild winters. Most of the Vast is rolling farmland with fields divided by low walls made from rubble. Small wooded lots appear among the farms. Dozens of brooks and streams crisscross the land, but they seldom join the major rivers. Instead, they end in pools that drain into subterranean rivulets flowing toward the Inner Sea. The jigsaw water table owes its existence to broken and tilted layers of rock that lie under the deep soil of the Vast. Small sinkholes, caves, and rifts are plentiful.

The Vast Gate - An extradimensional portal of immense power. One such gate is located within Firestorm Peak. The locus of this particular interdimensional gate is currently focused on a place known as the 'Far Realm'. The vast gate within Firestorm peak was built by a powerful and ancient race of Elves, this gate is capable of gaping the bridge between vast distances, worlds and dimensions.

Vilhon Reach - A peninsula on the Southern shore of the Sea of Fallen Stars. This region shares its name with the body of water known as the Vilhon Reach, a long Southern arm of the Inner Sea. A fertile, rich land divided up into quarreling city-states and petty nations.

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The Wall - Another name for a daunting wall of mountains far to the North. For more details, see the description listed under the 'Spine of the World'.

Waterdeep - A very large city (population of appx 1.3 million!) on the western coast of Faerun. Waterdeep is an independent city state. An Oligarchy ruled by the Lords of Waterdeep, an anonymous council who keeps their identities secret. They appear in public only when masked and magically protected from divination. Waterdeep is the major cosmopolitan power of Faerun. Waterdeep benefits from an excellent harbor, wise rule, a tolerant spirit, and a powerful magical tradition that generally produces stronger good wizards than evil wizards. Waterdeep contains at least one of everything, but it's not a melting pot—instead, it's like a gem grinder, smoothing individual's rough edges so that their talents shine brighter.

Westgate - Despite its relatively low population (only 39,000), the city of Westgate is a major trading hub on the southern coast of the Sea of Fallen Stars. This important port city marks the south end of the Dragonmere narrows. Do to its strategic location, it wields considerable economic clout. In terms of trade around the Sea of Fallen Stars, it is third - following Sembia and Cormyr.

The 'Anything goes, and everything has a price' reputation of the region is directly attributable to Westgate, whose citizens are not ashamed of its reputation. Here is a wide open city - Open to all races, faiths, and monetary affiliation. Westgate's noble rulers, all descended from rich merchant houses. They believe that personal ethics are fine in private, but they have no place in business.

Where Now? - A small house with attached news stand. Also known as Building #52 is the only place in Whillip where you can legally obtain directions to other places of business in the city. See the Building #52 entry for more details.

Whillip - The city which this campaigns adventurers call their "Base of Operations" is Whillip. Located on the continent of Daviet. It dominates a bay at the North Western end of Kelvarig Peninsula.

Whillip is ruled by Baron Kyle Lans Gentwell. He rules the city under the auspices of the nation's true rulers - The merchants. Although Baron Gentwell's title, and power are the result of ancient ancestral service to the rulers of Hadeska/Sembia, he could easily find himself in dire straits without the tacit approval of the merchant's council. The Baron has a large extended family who all enjoy some measure of privilege as a result of their hereditary title. The Baron is respected by the people of Whillip; but they're seen more as an economic asset (by the ruling Syndicracy) than a regal head of state.

Whillip enjoys a centrally located position within the realms, and it's strategic location on the Central Sea guarantee Whillip a leading role in the continued development of Hadeska.

Whillip is one of the largest cities within the Nation State of Hadeska. As the center of Hadeska's Naval Headquarters, Whillip is a center of commerce. It's well sheltered harbor draws merchant ships from all parts of the realms.

Whillip as a city contains well over 17,500 citizens. With the number more closely approaching 20,000. Whillip has a strong farming community which encircles the city, providing all manner of sustenance, and supplies to the cities inhabitants and the rest of Hadeska. Whillip is also a cultural center. Containing some of the only museums, and stages in all of Hadeska.

Whillip is unusual as far as large cities go, in that it has no wall around it. It has never been invaded, sacked, or conquered by any invading armies, and as a result is said to be blessed by Tylonda, also known as Tymora (Goddess of good fortune).

Whillip is also home to the Famed Mages guild of Whillip. Hundreds of Magic using acolytes, and apprentices flock to the city in hopes of becoming the next Elond, Otilu, or Ehnestu (Legendary Mages).

The city has always been home to countless adventuring groups, and that tradition continues to this day, as our heroes adventure forth from Whillip in search of treasure and fame.

From an adventurers point of view Whillip has much to offer. It contains nearly every service imaginable. It's shops are always well stocked, and the trainers always eager to teach adventurers how to improve their skills. The city contains several temples to the various deities of the central Realms. The city is active socially. One can often watch a jousting match at the Dueling Grounds, enjoy a stroll in the city park, or take in a play at the Grand Playhouse. Whillip also harbors a wide array of specialists, and specialty shops. Whether you're trying to sell those Dragon's teeth, or in need of a Mathematicians skills, nearly any service can be found in Whillip.

Whillip is an exciting and fluid place. A starting place for adventures, and a comfortable home for the bone weary Adventurer.

Willip - A city far across the sea. Traveling West, you'd have to cross the breadth of Kara-Tur (also known as Rokugan), and cross an ocean before you'd even lay eyes upon the continent of Oerik (also known as Ohnest) which provides the foundation for this far away land. Going West, you'd need to cross two oceans and the continent of Maztica, before you'd be able to seek out this distant city. This city of Willip is something of a sister city to 'Whillip' in the Realms. Both cities are port cities, both are large cities, both are of moderate climate, both are founded on the priniciples of free trade and merchants. These two cities have very much in common.

Wintercloak river - A large navigable river that runs through the Winterwood forest of Sespech. It's shores are punctuated by swamps, forests edge, and pockets of highly fertile farm land.

Winterwood forest - A large mixed wood forest which dominates central Sespech.The Winterwood (sometimes known as the 'Dark Forest) is a dense, dark forest, inhabited by various denizens and at least one tribe of Orcs (The Bloody Hand tribe). The forest gets its name from the mist which spills out along its edges. This perpetual low laying white mist looks like snow from a distance.

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Yuirwood - A large forest; once home to a powerful nation of Elves. The Yuirwood is the site of ancient ruins of unknown power and origin. Populated by a small population of Elves and Half Elves, the Yuirwood is also the home of a coexisting demiplane known as Sildëyuir. Approximately two to three hundred miles from end to end, the Yuirwood is a forested area of hills, dells, and dense growths of trees.

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Dungeon Master/Administrator: Robert L. Vaessen eMail:

Not all the places the characters have visited are listed here. Some places don't warrant mentioning, and others are best kept secret.

Not quite 'Legally Speaking'
Note that the Rob's World! campaign is based primarily in the Forgotten Realms®, a trademarked D&D® campaign setting, owned by Wizards of the Coast, Inc. (WotC), a division of Hasbro, Inc. In the past, TSR, now WotC, had very restrictive policies with regards to trademark usage on the internet. They used to pursue those who mentioned, or made use of their trademarked and or copyrighted materials on the web (even when it was used for non-profit/promotion of the game). You should know that my unauthorized use of these trademarked and or copyrighted materials in no way represents a threat/challenge to their intellectual/property rights. I'm simply playing the game. In the past, and elsewhere at this website, I had to alter the names of locations and campaign settings (Note Whillip and Willip entries above - as a couple examples), in order to avoid offending the lawyers at TSR/WotC. WotC's has had a recent (several years really) thaw in policy regarding use of their copyrighted materials on the web. Take note of the Open gaming system, the d20 public licenses, and a permissive stance regarding certain uses of trademarked materials. Given this relaxation in policy, I am going to go ahead and use the actual names of Forgotten Realms® settings in my on-line gaming materials. If I mention the city Waterdeep (Should I have put a ™ symbol behind that?), will I find myself opening email from the WotC legal department? Who knows? I certainly hope not. Once again I refer you to my disclaimer. My stuff isn't 'official' D&D® material (but sometimes it shows up in later releases/supplements to the 'official' rules!), and I'm not making any money or selling anything based on the Wizard's copyrighted material.


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Author: Robert L. Vaessen e-mail:
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