The Shining South - DMs Guildwatermark.dmsguild.com/pdf_previews/16837-sample.pdf · Most Durparian...

6
Specialty Pmests Lcictaa (Sbe Wbo Gcrides) Lesser Power of the Seven Heavens, LG Portfolio: Those who wander or seek some- thing. Requirements: Wisdom 15 Weapons Allowed: All bludgeoning weapons, nets, lassos, and anything that allows capture without harming the victim. The first weapon learned must always be a staff. Armor Allowed: Any Major Spheres: All, Astral, Charm, Divination, Healing, Necromantic, Protection, Plant. Minor Spheres: Guardian, Sun, Elemental. Magical Items Allowed: Same as clerics. GRaoted PocoeRS Specialty priests of Lucha can turn undead, as can their clerical counterparts. They also receive the navigation proficienty for free at first level. At third level, specialty priests of Lucha can lo- cate object, once per day. At 10th level, they re- ceive one find the path spell that may only be used to find something that has been lost. OttaeR Notes Lucha is worshipped by nearly everyone in Dur- par. Her worshippers believe that she will guide them to the most profitable customers. She over- sees connections and relationships, guiding herdsmen to good pastures, blessing marriages, helping lost ships at sea, and insuring safe births. It is widely believed that Lucha herself watches over all marriages performed by her clergy. Nearly all marriages in Durpar are performed by priests of Lucha. Her priests work ceaselessly against those of Mask and other evil gods. Ceremonial dress consists of a circlet woven of vines or flowers and white robes. No shoes are worn at ceremonies. The only other symbol of office is a staff wound about with vines and flowers. CGIROGI (Tbe Wise One) Greater Power of Nirvana, LN Portfolio: Wisdom, knowledge Requirements: Wisdom 13, Intelligence 13 Weapons Allowed: Bludgeoning weapons Armor Allowed: Any non-metal armor or shields Major Spheres: All, Charm, Creation, Divina- tion, Healing, Protection, Summoning Minor Spheres: Guardian, Sun, Weather Magical Items Allowed: Any usable by cler- ics, plus any that are used to enhance knowledge {crystal balls, wands of magic detection, etc.) GRaoted PotoeRS Specialty priests of Curna turn undead normally. They have a 3% chance per level to recognize any given magical item for what it is. This power does not bestow exact knowledge; it works as much as the bard ability. At 10th level specialty priests of Curna may call upon a blinding flash once per day. This is a beam of light that erupts from the priest's holy symbol, affecting a single target. The target must make a successful saving throw versus spells or be blinded. This blindness lasts until it is magically dispelled, or until the priest lifts it by silent act of will. OttaeR Notes Most Durparians pay tribute to Curna before making an important business deal, or before embarking on a new venture. Rich merchants may have a priest of Curna on their personal pay- roll. Such priests are considered to be very wise, and are consulted frequently. There is a huge temple of Curna in the mountains that bear her name, a complex that is home to a library nearly the rival of Candlekeep on the Sword Coast. The contents of the Curna library differs from that of Candlekeep in that is has fewer historical docu- ments, and more information on the world as it is now. Teams of explorers and sages constantly update this information. Sample file

Transcript of The Shining South - DMs Guildwatermark.dmsguild.com/pdf_previews/16837-sample.pdf · Most Durparian...

  • Specialty Pmests

    Lcictaa (Sbe Wbo Gcrides)Lesser Power of the Seven Heavens, LGPortfolio: Those who wander or seek some-thing.Requirements: Wisdom 15Weapons Allowed: All bludgeoning weapons,nets, lassos, and anything that allows capturewithout harming the victim. The first weaponlearned must always be a staff.Armor Allowed: AnyMajor Spheres: All, Astral, Charm, Divination,Healing, Necromantic, Protection, Plant.Minor Spheres: Guardian, Sun, Elemental.Magical Items Allowed: Same as clerics.

    GRaoted PocoeRS

    Specialty priests of Lucha can turn undead, ascan their clerical counterparts. They also receivethe navigation proficienty for free at first level.At third level, specialty priests of Lucha can lo-cate object, once per day. At 10th level, they re-ceive one find the path spell that may only beused to find something that has been lost.

    OttaeR Notes

    Lucha is worshipped by nearly everyone in Dur-par. Her worshippers believe that she will guidethem to the most profitable customers. She over-sees connections and relationships, guidingherdsmen to good pastures, blessing marriages,helping lost ships at sea, and insuring safe births.It is widely believed that Lucha herself watchesover all marriages performed by her clergy.Nearly all marriages in Durpar are performed bypriests of Lucha. Her priests work ceaselesslyagainst those of Mask and other evil gods.

    Ceremonial dress consists of a circlet woven ofvines or flowers and white robes. No shoes areworn at ceremonies. The only other symbol ofoffice is a staff wound about with vines andflowers.

    CGIROGI (Tbe Wise One)Greater Power of Nirvana, LNPortfolio: Wisdom, knowledgeRequirements: Wisdom 13, Intelligence 13Weapons Allowed: Bludgeoning weaponsArmor Allowed: Any non-metal armor orshieldsMajor Spheres: All, Charm, Creation, Divina-tion, Healing, Protection, SummoningMinor Spheres: Guardian, Sun, WeatherMagical Items Allowed: Any usable by cler-ics, plus any that are used to enhance knowledge{crystal balls, wands of magic detection, etc.)

    GRaoted PotoeRS

    Specialty priests of Curna turn undead normally.They have a 3% chance per level to recognizeany given magical item for what it is. This powerdoes not bestow exact knowledge; it works asmuch as the bard ability. At 10th level specialtypriests of Curna may call upon a blinding flashonce per day. This is a beam of light that eruptsfrom the priest's holy symbol, affecting a singletarget. The target must make a successful savingthrow versus spells or be blinded. This blindnesslasts until it is magically dispelled, or until thepriest lifts it by silent act of will.

    OttaeR Notes

    Most Durparians pay tribute to Curna beforemaking an important business deal, or beforeembarking on a new venture. Rich merchantsmay have a priest of Curna on their personal pay-roll. Such priests are considered to be very wise,and are consulted frequently. There is a hugetemple of Curna in the mountains that bear hername, a complex that is home to a library nearlythe rival of Candlekeep on the Sword Coast. Thecontents of the Curna library differs from that ofCandlekeep in that is has fewer historical docu-ments, and more information on the world as itis now. Teams of explorers and sages constantlyupdate this information.

    Sam

    ple

    file

  • ®

    The Shining South

    Table of ContentsIntroduction 2?Chapter 1: Halruaa 3Chapter 2: Dambrath 23Chapter 3: Luiren 42Chapter 4: Durpar, Var &Estagund 53Chapter 5: Ulgarth :.. 73Chapter 6: Shining South Adventures 81

    Gateway to Elsewhere 81Dark as Dark 89

    New Monsters of the Shining South ...94

    Credits

    Design: Tom PrusaCartography: Steve Beck

    Cover Art: Jeff ButlerEditing: Troy Hill and Karen S. Boomgarden

    Art Coordinator: Peggy CooperTypography & Production: Gaye O'Keefe

    Thanks to: Ed Greenwood, Jeff Grubb, Karen S. BoomgardenMagical thanks to: Tim Beach (Darsson), Sam Adams (Ramael), Robert Jones (Random), Lynn Prusa,

    Matt Prusa and Roger Kucera for new spells and magic, R. Douglas Schleining (priests of Arvoreen),Philip Wright (Brae), and especially to Ed Greenwood for the Skyships.

    TSR, Inc.POB 756120Lake GenevaWl 53147USA

    TSR LTD.Church End

    Cherry HintonCambridge CB1 3LB

    United Kingdom

    ADVANCED DUNGEONS tV DRAGONS, AD&.D, and FORGOTTEN REALMS are registered trademarks mvnnd by TSR, Inc. The TSR logo is a trademark owned In TSR.Inc.All TSK characters and the distinctive likenesses thereof are trademarks owned fay TSR, Inc.Copyright ©1993 TSR, Inc. AH Rights Reserved. Printed in U.S.A.Random House and its affiliated companies have worldwide distribution rights in the book trade for English language products of T"SR, Inc. Distributed in the L'nitec!Kingdom bv TSR Ltd. Distributed to the tov and hobby trade by regional distributors.

    This work is protected bv the copyright laws of the United States of America. .Any reproduction or unauthorized use of the material or artwork contained herein ispmhibitcd without the express written consent of TSR, Inc.938SXXX1502ISRN 1-56076-595-X

    Sam

    ple

    file

  • "First time out of Halruaa, isn't it?" The old mageturned to his apprentice. The young man nod-ded nervously as he watched the sea far belowthe ship.

    "You already know that Halruaa is the best andmost civilized land in the Realms. Only there ismagic truly utilized to its fullest potential. Theother lands of the Shining South differ greatlyfrom Halruaa. You must learn carefully, if youwould survive to become a wizard.

    "The first country we come to is Dambrath,the land Where the Crintri rule. The Crintri arehalf-elves descended from the drow. The womenof that race rule the country with an iron hand. Ayoung man like you would end up working in themines or herding rothe, provided that they didn'tdiscover you had been trained in magic. It is ahanging offense for a male to use magic in Dam-brath.

    "Dambrath has only one real thing of beauty,the Dance of the Dolphins." The apprenticeglanced at the sea below, trying to hide theexcited gleam in his eyes.

    "Oh, you've heard of it," the old man chuckled."I hope that we'll pass over the Bay at dusk so wecan see the dance. It's an experience you'llnever forget. Thousands of dolphins move inunity and harmony. We really should avoidDambrath altogether, but I wish to see the danceonce more."

    The old mage looked off into the sky, lost in hismemories. The apprentice cleared his throat.His master was always drifting off like this. If hewere left undisturbed, the old man would stareoff for an hour or more.

    "Where was I? Oh, 3'es, the lands of the ShiningSouth. After Halruaa, we'll stop in the land ofLuiren. Don't expect to find a bed big enough tofit you, though. The halflings don't have manyspaces for someone of your size. The Luirenstout and the bouqthi make up for any lack inphysical accommodations. Stout is a type of ale,not a type of halfling," the old mage explained."Bouqthi is a delicious pastry made in Luiren. Mymouth waters every time I think about it. Thepeople are a friendly bunch in Luiren. You can

    have a grand time there, as long as you keep yourhand on your purse. •

    "After Luiren we'll come to the Shining Lands,as the countries of Estagund, Var the Golden, andDurpar are known. Heldapan in Durpar is ourdestination. You'll need to be on your best behav-ior there." The apprentice's eyes grew wide withalarm. The old man smiled. "There's no danger,but a Durparian trader would buy the shirt offyour back so fast it would make your head spin.And of course you'd come away feeling you'dgotten a fair deal. Durparian traders have to beseen to be believed. Be wary, Durparians hatefraud and theft more than almost anything else.So keep your hands in your pockets and out ofmischief.

    "On the other hand, Durpar does get goodsfrom all over the world. It's about the only placein the Shining South where we should be able toget the rare feathers from Maztica I need to com-plete my new spell. After we get through at Hel-dapan, we will fly over to Oryyltar, in Ulgarth, tosee my good friend King Drasna the Fortunate.Ulgarth is also the only place in the world wheremingari is blended. I intend to bring back severaljars." The apprentice frowned, rememberingwhat the old mage had said about Durpar.

    "What?" The old man had spotted the ques-tioning frown. "Yes, we could buy it in Durpar,but Drasna will probably make it a gift. I en-chanted the ballistas in his harbor, you know."

    Welcome to the Shining South, where living isgood, and the lands are abundant. This productis for use by DMs, but players may also findmuch of interest here. To quote the great Satama,founder of the cult of Adama in Durpar, "All ispart of the one, but this is the best part."

    Sam

    ple

    file

  • • •""~i.Jr r ^ r " ; O " ~ ,-r' £ ' • ' / " . - ,

    aiatl7qan», ^ ^ W

    f ^ K k ^ Hamuaaamuaa g i ̂ ^w^c"'Halaban • ^ ) / • SalwaNtare

    ' ^Nuulatlja ^/"z—) ^KhaenDaal ys^ '•QaiMi R » v ^ M a R t a s s

    zaiasuu Ayllli'.

    GeneRal DescriptionA rich, reclusive realm, Halruaa is famous for itselectrum mines, its fiery Haerlu wine, and, mostof all, for its magic.

    Halruaa is almost encircled by the Walls ofHalruaa, a mountain range that forms the east,north, and west borders of the country. Fromthe south, where the Great Sea beckons, comeboth trade and trouble. Halruaa's reputation hasspread the world over, causing the Halruans tobe warlike out of necessity. They have, too often,faced invaders trying to conquer the "vile mages,"or fought off someone attempting to steal themagical spells or items that are unique in Hal-ruaa.

    GeoguapYiy and ClimateThe "Walls of Halruaa" are several mountainranges that almost entirely encircle the nation.Lhairghal is the name given the range that makesup the west wall. Muaraghal is the range to theeast, and Nathaghal is to the north. The "HighAluar" is the name of the narrow hilly strip thatleads through the mountains to the north, theonly natural land entrance to Halruaa. There areseveral other entrances. The Talath Pass is thelargest on the western side of Halruaa, and theAzhal pass south of Lake Maeru is the only oneon the east side.

    The summers are hot. Magical cooling devicesand spells are coveted and expensive. In the win-ter many of the mountain temples receive snow,

    Sam

    ple

    file

  • f ̂i

    while the plains receive rains for about fourmonths. The temperature ranges from the 100sin the summer to the 80's in the winter. Thewinds blow off the mountains until they meetover Lake Halruaa, making the lake a tricky placeto sail. The winds help make the life on the landmore bearable. Halruaa is not nearly as humid assome of the other countries in the Shining South.

    Rains are frequent, so the farms around LakeMaeru and north of Lake Halruaa produce mostof the food the country needs. The Nath, thebasin in the northeast corner of Halruaa, is filledwith herds of wild rothe and auroch, which arecultivated for food. This area is almost 500 feethigher than the rest of the country. Here thetemperatures rarely reach 100, and the rains arenot nearly as frequent or severe.

    HistonyHalruaa was settled centuries ago by wizardsfleeing the Phaerimm in what was to become theAnauroch desert. The first wizards came inunique flying ships invented by the Netheril. Thewizards found a beautiful and rich country, set-tled only by shepherds and large herds of aurochsand wild rothe. It was here that the wizardsdecided to make a stand, should the Phaerimmfollow. The Phaerimm never did, but Halruaahas had to defend itself from attacks by all of itsneighbors since then.

    Over the centuries Dambrath has attacked andraided Halruaa's ports and borders. Once, led bya magic resistant Barbarian, the Dambraii occu-pied all of the country south of Lake Halruaa.They were defeated in battle by the great arch-mage Mycontii, who slew their barbarian leader.Forty-thousand Dambraii attacked, and werestopped by 500 Halruans. More than 200 Halruanwizards, including Mycontii, died in the battle.

    The latest attack was less than 100 years ago.The attack was made through the Talath Pass bythe power hungry king of Lapaliiya. He had alliedwith bandits from the wastes. This time the Hal-ruans were able to field a larger force, includingfighting men as well as wizards in their skyships.

    The attackers were easily routed.Halruaa also suffered through a civil war

    about five centuries ago. A number of magesadvocated beginning new experiments in magic,ones which even the Netheril didn't approve of.The renegades were driven from the region. Thesurviving renegades left to found the land ofThay, or so it is said in Halruaa.

    Since then Halruaa has been at peace (theyhave had no declared wars). Halruaa still suffersraids from Dambraii pirates, bandits of thewastes, savages from the Mhair Jungles, and anyother pirate, raider, or hungry wizard whothinks that magic and wealth grow on trees inHalruaa.

    This constant raiding has made the Halruansvery defensive, warlike and traditional. The peo-ple say that since wizards have always led them,wizards always will.

    Goveunment an6 PoliticsHalruaa is ruled by the Council of Elders, atumultuous body of independent thinkers whosomehow manage to get things done. The leaderof the council and king of Halruaa is Zalathorm,a 29th-level diviner, who is rumored to be severalcenturies old. He rules from his tower in Hala-rahh, an ornate place with many magical guard-ians and defenses.

    When the Elders meet, Zalathorm uses a crys-tal orb, through which all of the Elders can becontacted at once. There are almost 400 Elders,but fewer than half usually respond. Currently,only 39 wizards need to respond to achieve aquorum.

    To become an Elder, a mage must be of at least16th level. Not all eligible mages accept the post.Those that don't accept say they don't want thehassles of being part of the council.

    When the wizard-king dies, or steps down, hissuccessor is chosen from among the ranks of theElders. The Elders pick the most powerful oftheir number to lead. A complicated systeminvolving level of power, ranking of specializa-tion, and opinions expressed by the Elders, is

    Sam

    ple

    file

  • rV— <

    Halnuaa

    used to determine the new leader. The last threeleaders have all been divination specialists. It isthought that these are the most powerful of thewizards. "Knowledge is power, great knowledgeis great power".

    Since most Halruans worship Mystra, thechurch plays a key role in the government.Priests of the Lady of Mysteries serve as judgesfor the state. The large temple complex of Mystrain the city of Halarahh houses Zalathorm'stower. The largest temple of Mystra, however, isat Mt. Talath, an ancient stronghold of caverns,passages, and mountaintop turrets.

    Halruaa also has its mundane authorities.Patrols, city guards, and, occasionally, militaryforces are common sights on the streets. A say-ing in Halruaa, "if everyone was a mage, whowould do the cooking" applies to all of the non-magical professions. Magic is an accepted part ofpeoples' lives. All patrols and military units havea priest or mage in their ranks.

    Laws in Halruaa are strict and justice is swiftlymeted out. For any serious offense, the offendermay not be convicted without magical proof toback it up. Justice in Halruaa is swift. Someoneconvicted of murder by his own testimony mayexpect to be disintegrated before the day is out.

    Intent is also studied magically, especially incapital crimes. A defense of "he pointed some-thing at me that looked like a wand, so I slewhim," is an acceptable defense, provided thedefendant really thought his life was in danger.

    People and CustomsHalruaa is predominantly a human nation. Thedescendants of the Netheril, mixed with someArkaiun blood from the western plains of Dam-brath, make up over 90% of the population.

    The remainder are mostly dwarves, con-cerned with working the electrum mines east ofLake Maeru. Halfling traders from Luiren can befound near the coast. There are a few elves andhalf-elves whose fascination and talent withmagic is strong enough to grant them a seat onthe council of Elders.

    Languages

    Halruans speak Halruan, a version of Netherese,brought with them from the far north. Lt is acomplicated language, not easily learned by aforeigner. Nearly all mages, traders and anyonewho must deal with folk from the outside speakthe common language of the Realms.

    Social Customs"It's the most paranoid country I was ever in," aDurparian merchant once remarked. "I couldn'twalk three feet without some sort of divinationspell being cast on me. It made me nervous, letme tell you. Sold my entire load of mandrakeroot, though, for a nice profit."

    Since anyone, even a beggar on the street,could be hiding a wand of fireballs, most peopleare polite and make no sudden moves aroundstrangers. Courtesy and politeness have becomeso ritualized that people are uncomfortablewithout them.

    The high degree of courtesy has created sev-eral customs that are staunchly observed in dailylife. Before one enters another's dwelling, oneshould identify oneself and pledge no magic ormalice to those inside. It is an considered aninsult to use magic inside a dwelling withoutpermission from the host. Depending on one'shost's identity, it can also be quite dangerous.

    All Halruan children are schooled until the ageof 13. Halruan children are expected to learnreading and writing, history and a productivetrade. When a child reaches the age of five, he istested for potential for the Art. If the student iscapable, he is also taught spells such as cantrips,dancing lights, or audible glamer. A group of ado-lescents following several bobbing clusters ofglowing lights down the street is a common sightin any Halruan town. This is a popular gamecalled Dueling Globes by the youngsters. Theparticipants must match the movements of theirlights from the dancing light spells.

    Wizards are not a gregarious lot by nature.This is shown in the organization of Halruaa.

    Sam

    ple

    file

    CoverThe Shining SouthIntroductionChapter 1: HalruaaGeneral DescriptionGeography and ClimateHistoryGovernment and PoliticsPeople and CustomsLanguagesSocial CustomsReligionMoney and Commerce

    Cities of HalruaaHalarahhKhaerbaalZalasuuHalagard

    Other Halruan CitiesA Halruan VillagePlaces of InterestThe Walls of HalruaaLake HalruaaSwamp of AkhlaurMount Talath

    Halruan NPCsZalathorm, The Wizard-KingRhodea FirehairRym WindwalkerRamael the ReaderRandom Riellor

    Adventurers in HalruaaNew Halruan MagicFirst Level SpellsSecond Level SpellsThird Level SpellsFourth Level SpellsFifth Level SpellsSixth Level SpellsSeventh Level SpellsNinth Level Spells

    New Magical Items of HalruaaCrystal OrbHalruan Skyships

    Chapter 2: DambrathGeneral DescriptionGeography and ClimateHistoryGovernment and Politics

    People and CustomsLanguagesSocial CustomsRelgionsMoney and Commerce

    Cities of DambrathCathyrHazuthAmmathtarGuilmarlHerathPrastuilLuenathHetharElveswatch

    Village and RanchosPlaces of InterestThe Forest of AmtarKethid, The Great SwampHills of the Dead KingsThe Swagdar (Outlaw Waste)The Gnollwatch MountainsThe Bay of Dancing Dolphins

    NPCs of DambrathQueen YenandraMerial Tralia FalrithSelanithCatharynBaltorDambrath's Horses

    Adventurers in Dambrath

    Chapter 3: LuirenGeneral DescriptionGeography and ClimateHistory of LuirenGovernment of PoliticsPeople and CustomsSocial CustomsReligionMoney and Commerce

    Cities and LuirenBeluirAmmathluirChethelFasriulKrenalinShounCrimel

    Places of InterestThe Long ForestGraniun ForestMortick Swamp

    Luiren NPCsCacitro BurrowMelino RichtoesBrack BristltoesFlynagin Nightshadow

    Adventurers in LuirenNew Non Weapon ProficienciesHealthy CookingMedicinal Cooking

    Chapter 4: Durpar, Var & EstagundGeneral DescriptionGeography And ClimateHistoryGovernment and PoliticsPeople and CustomsLanguagesSocial CustomsReligionMoney and Commerce

    Cities of DurparHeldapanPyratarKlionnaOrmpeMyrmyrZelpirSezilintaTurelveMorvarOrpherFlyndagolThruldarLastarr

    Places of InterestThe Golden WatersAjmer ForestCurna MountainsWood of Dark TreesThe Dustwall MounainsToadsquat MountainsAdama's ToothVeldorn, Land of Monsters

    NPCs of DurparKara JeratmaLata HisijrJrominCimonillBilaska SemenirHobnap Baker

    Adventurers in the Shining LandsNew Thief KitThe Trader

    Chapter 5: UlgarthGeneral DescriptionGeography and ClimateHistoryGovernment and PoliticsPeople and CustomsLanguagesSocial CustomsReligionMoney and Commerce

    Cities of UlgarthOrvyltarKelzzanSurbarSuormparKasparDralpur

    Places of InterestGalvil Mountains

    NPCs of UlgarthDrasna the FortunateLandswitch MeilinAdventurers in Ulgarth

    Chapter 6: Shining South AdventuresGateway to ElsewhereSet UpThe PlotFinding the LairThe LairMore GuardsThe PrisonersThe Crintri AdventurersThe Gate to ElsewhereQuinix's Treasure

    Dark as DarkJourney to VaelenThe City of VaelenThe Inner CityThe Palace of SaedOther Adventures in the Shining South

    New Monsters of the Shining SouthDark TreesLaraken