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SHINING

SUPPLEMENT
INTRODUCTION
Welcome to the Shining South. This guide will take you through the lands of Dambrath,
Durpar, Estagund, Halruaa, Luiren, the Shaar, Ulgarth, and Veldorn. It provides information on
how these lands first appear at first glance, as well as more detailed information on their
history, culture, and major settlements.

The Shining South is a diverse place, with many different races, customs and cultures. As far as
most folk from the north are concerned, though, it's a land of monsters, barbarians, and
dangers. The few beacons of civilisation in the Shining South are often seen as distant and
exotic; are regarded with a mix of fascination and mistrust.

The Shining South yours to explore and there are many types of adventures to be had. Will you
intervene in the conflict surrounding the Shining Lands? Will you tackle the tribes of
Dambrath and the Shaar? Will you investigate the mysteries of insular Halruaa and Luiren?
The choice, as ever, is yours.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon
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of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material
is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800
Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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DAMBRATH
DAMBRATH AT FIRST GLANCE
Dambrath is a land of hot, sunny plains. It is primarily known for being home to the Arkaiuns,
a group of horse-riding nomadic humans. The Arkaiuns are considered barbarians by many,
especially their neighbours, who are regularly raided by them.

To the south of Dambrath is the Bay of Dancing Dolphins. Along the sides of the bountiful bay
are the remains of the destroyed Crinti cities. The Arkaiuns give these cities a wide berth, have
a number of superstitions associated with them.

The gnolls of the Gnollwatch Mountains and the wild elves of the Forest of Amtar also call
Dambrath home. These tribes tend to be insular and hostile to outsiders. The only settlements
an outsider can safely approach are the halfling villages on the eastern side of the Hills of the
Kings, and the bustling port town to the south of the Bay of Dancing Dolphins.

HISTORY OF DAMBRATH
Several hundred years ago, the warring Arkaiun tribes were united into a single nation under
King Reinhar I. He led them on a successful conquest of Luiren and Estagund before turning
his attention towards Halruaa. However, against Halruaa, his armies faltered. He was slain and
his son, King Reinhar II, was forced to lead the retreat.

Despite their failure against Halruaa, the Arkaiun people continued to thrive. Generations
passed and, a few centuries later, under the rule of King Reinhar IX, they began mining silver
from the Gnollwatch Mountains. In doing so, they uncovered tunnels leading down to the drow
city of T'lindhet.

Thinking the drow would be easy to conquer, King Reinhar IX led a force against them but was
quickly defeated. In retaliation, the drow began attacking the Arkauin people, eventually
allying with priestesses of Loviatar to defeat them.

Together, the priestesses and the drow worked together to subjugate the Arkaiuns. In time, the
priestesses and drow mated, producing a race of half-drow (who called themselves the Crinti,
or “noble ones”) that ruled over the Arkaiuns. This subjugation continued for centuries until
the Spellplague, when the Arkaiuns managed to mount a resistance and overthrow the Crinti.

All known Crinti were killed, as were any of their allies. Their cities were burned to the
ground, and the tunnels to T'lindhet were sealed. After that, the Arkaiun people were free and
became nomadic tribesfolk once more.

SOCIETY & CULTURE


The Arkaiun tribes of Dambrath live a nomadic lifestyle, travelling across the plains. The tribes

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are varied, each having their own traditions and outlook. Some are peaceful and accepting of
others, while others are aggressive and warlike. Some sustain themselves by hunting and
gathering, while others thrive by raiding nearby lands.

One thing that unites the Arkaiun tribes is their relative peace with each other. While they
might battle in highly ritualised honour-duels, or in minor raids for sport, outright war
between the tribes is unheard of. Their shared suffering under the Crinti has given them a
unity that transcends tribal barriers.

Another thing that unites them is their biannual pilgrimage to the Hills of the Kings, where
dozens of totem sculptures are preserved. At these gatherings, each tribe updates these
totems with an account of its exploits over the previous seasons. These totems are taken
incredibly seriously and to damage or interfere with these totems is to invite quick and painful
death by the Arkaiuns.

In terms of religion, the Arkaiuns tend to worship Malar, Silvanus, and occasionally Selûne.
Animals often carry special importance to Arkaiun religion, being seen as messengers from
the gods. Some animals are seen as lucky to kill, while others are seen as too sacred to harm.
Given the importance they place on animals, it's of little surprise that many Arkaiuns see
lycanthropy as a blessing from the gods.

LEGENDS OF THE GREAT SEA


As well as being home to the Arkaiuns, Dambrath is also home to a number of pirates, who gather on its southern shores. The pirates have
little in the way of shared culture, coming from many different lands and holding many different values. One thing that does unite them,
though, is the various “old pirate tales” that surround the Great Sea.

One such tale speaks of the Shipgrave Isles, a collection of islands and coral reefs to the south of Halruaa. The islands are littered with
shipwrecks, which nestle amidst the rocks surrounding the island. Many claim the isles are inhabited by a trio of powerful sea hags. The
sea hags are said to be responsible for the shipwrecks that surround the islands. Some say they use trickery and illusions to draw in
passing ships to the rocky, treacherous waters around the islands. Others say they manipulate the tides so that shipwrecks from across the
Great Sea wash up on the islands' shores.

Another tale speaks of Ward's Islands, to the south of the Great Swamp. These seemingly deserted islands are said to have once been a
Halruaan outpost; the Halruaans hiding their fortresses and towers being hidden from prying eyes by a mix of illusions, enchantments and
dimension-distorting magic. The outposts are said to have been so well-hidden that eventually even the Halruaans lost track of them.
Supposedly, these long-forgotten outposts are filled with many powerful and valuable treasure, which are just waiting to be seized by
whoever has the cunning and tenacity to find them.

Yet another tale speaks of the White Rocks. This island juts out of the water, surrounded by sheer white cliffs on all sides. It gets its name
from the white rocks that jut out of the water at the base of the cliffs. The island contains a forest. At the centre of the forest, there is a
temple, which is said to have a deep dungeon beneath it. Supposedly, at the bottom of the dungeon, there is a gate capable of opening
portals to other worlds. The dungeon is said to be filled with various fantastic monsters and factions brought from other worlds, who
struggle with each other for control of the gate. On the northern side of the island is a small port town, which acts as a hub for pirates, as
well as a stopping point for adventurers looking to test their mettle against the monster-infested temple.

LOCATIONS IN DAMBRATH
While some see Dambrath as a land of empty plains, there is far more to it than just that.
There are mountains, hills, forests, swamps, tombs, ruins, and much more for visitors to see
and explore. These sites tend to attract adventurers who see Dambrath as a land of untamed
wilderness.

Crinti Ruins. The ruined remnants of the Crinti cities. Each of them are said to contain

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a whole manner of treasures and dangers. The ruins of Cathyr, the former Crinti capital,
are overrun with demons and monstrous spiders. Maarlith's ruins are said to house a
Crinti lich deep beneath its streets, who syphons the life force from any creature that
steps foot in the ruins. Luenath's ruins are home to a shadow dragon, who has made
itself a nest atop the many treasures of the fallen city.

Purl. Purl is the only Crinti settlement spared the wrath of the Arkaiuns, likely because
it was more ruled by pirates and cut-throats than the Crinti. Since the fall of the Crinti,
this shanty town has only become more lawless. It is home to many different races and
cultures, as pirates from all across the Great Sea visit it. Even Arkaiun nomads are
known to visit it on occasion.

Hills of the Kings. A series of hills to the east of the Gnollwatch Mountains. On the
eastern side of the hills are several strongheart halfling villages, often settled around
the numerous streams that weave through the hills. Also, buried deep in the hills, are
the tombs of eight Arkaiun monarchs (Reinhar I – Reinhar VIII). The tombs are said to
contain a great many treasures and a great many traps to deter intruders.

Gnollwatch Mountains. This range of small mountains connects with the Hills of the
Kings. It is home to many tribes of gnolls, as well as a handful of hill giants. Most
recently, Quinix, a glabrezu, has begun uniting the gnolls under his rule, after being
displaced from the Gate of Iron Fangs.

Forest of Amtar. A lush, near-tropical forest. It is home to much wildlife. It is home a


tribe of wild elves, who call themselves the Trunadar, or “star people”. The forest's
connection to the Feywild, means that many creatures can be found here, such as
displacer beasts and blink dogs.

Gate of the Iron Fangs. A ruined city known to hold malfunctioning portal at its centre,
which randomly opens to different plains. It was previously ruled by the glabrezu
Quinix, until the portal suddenly opened, leading to the plane of Limbo. Slaadi poured
through the portal, driving off Quinix and his gnoll followers, and taking control of the
ruined city.

Rethild. Also known as the Great Swamp, this vast area of sweltering swampland is
home to many dangers and threats. These threats include poisonous fumes, animate
plants, numerous diseases, beasts of unusual size, vicious bullywugs, and the lizardfolk
kingdom of Ilimar. It is also rumoured to be home to at least two ancient dragons: an
ancient green dragon named Latovenomer (who is said to sleep for decades in between
raids against surrounding lands), and an ancient black dragon named Valraxaxath (who
is said to dwell within ancient ruins at the centre of the swamp).

RUMOURS & LEGENDS


Those who visit Purl tend to quickly hear many rumours and tales of activities occurring
further inwards. Because most of the visitors to Purl are seafarers, they speak of activities
across the plains as though they are happening in distant lands that don't affect them.
However, the activities between the tribes can have consequences that ripple across Dambrath

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and even beyond.

Queen Reinhar. The Arkaiun tribes used to be united under a single king, but since
breaking free from the Crinti, have split into rival tribes. An Arkaiun warrior calling
herself Queen Reinhar seeks to unite the various tribes under her rule. She sees the
return of Halruaa as the impetus for this; tells her fellow nomads that it is a sign from
the heavens, that they should unite together and conquer the nation of mages to finish
what King Reinhar I started. So far, some tribes have united behind her, but others have
been resistant to the idea.

Reinhar's Tomb. The tombs within the Hills of the Kings are well-hidden, are believed
by many to be untouched since the dead kings were interred. In truth, several of them
were at least partially plundered by the Crinti. Recently, a merchant in Purl has been
claiming to have a map made by the Crinti that leads to the tomb of Reinhar VI. She is
offering to sell a copy of it to adventurers for a considerable sum of money. Whether the
map is accurate and whether there's anything left there to plunder is unknown, as no
one has taken her up on her offer yet.

Slaad King. Many assume the slaadi that inhabit the Gate of the Iron Fangs are
purposeless in the destruction they cause. However, recently, there are rumours that
they're being led by a creature known as the Slaad King. This multicoloured slaad is
said to be channelling the power of Limbo into the lands around the ruined city,
transforming it into a chaotic landscape. Whether or not this is true, local druids are
offering large rewards to whoever can eliminate the slaadi and close the portal to
Limbo.

T'lindhet Menace. During the Spellplague, the tunnels leading down to the drow city
of T'lindhet were closed. However, recently, there have been rumours that the tunnels
have reopened and that drow are rising up to abduct Arkaiun nomads as slaves. Most
dismiss these tales as mere rumours, but recently Arkaiuns have shown up in Purl,
looking for aid in retrieving their missing tribesfolk.

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DURPAR
DURPAR AT FIRST GLANCE
To an outsider, Durpar might seem little different to the “beastlands” it neighbours. It is home
to many different monstrous creatures: kenku, goblinoids, orcs, ogres, giants, oni, and
rakshasas. Despite that, the majority of the population still consists of the shortish, dark-
skinned Durpari humans.

The reasons that all these different races are able to coexist together is because of a complex
caste system, with each race having its own place, with the rakshasas sitting at the top.
Through a mix of intimidation, manipulation and coercion they are able to openly control the
population.

Durpar is a nation that relies on trade and, despite a number of setbacks in recent years, is
rapidly becoming a dominant economic force around the Golden Waters. Humans make up
much of Durpar's merchant caste; are able to do business with nearby human lands, whose
inhabitants would sooner go for their sword than their coin purse if they saw an ogre or
goblin.

HISTORY OF DURPAR
Durpar, along with Estagund and Var the Golden, made up the Shining Lands. The three lands
were linked through their common culture and religion, which was based around the Adama.
Together, the three nations traded and prospered until the Spellplague came.

Rising sea levels submerged several Durpari settlements, and also several of their trade
routes. Furthermore, Durpar suffered multiple attacks and incursions from the monsters of
Veldorn. As tensions mounted, the various leaders of the nation began struggling with each
other for power, resulting in the Merchant Wars.

In the end, House Datharathi rose as the dominant power within Durpar. However, the true
power laid with Saed, a powerful vampire psion lurking in Veldorn. He used manipulation as
well as the threat of unleashing monstrous hordes against Durpar to get the heads of House
Datharathi to do as he wished. In time, House Datharathi began to prosper thanks to their
strange alliance with Saed, and so the vampire began to rely less on threats and more on
manipulation.

It's possible that Saed may have managed to take full control of Durpar without anyone
noticing. However, during the Second Sundering, disaster struck Saed and House Datharathi
when the nature of their alliance was exposed. This caused the other houses to rebel against
House Datharathi, destroying Saed's hold on the nation in the process.

As Durpar splintered into chaos, various monsters from Veldorn noticed an opportunity and
began to invade. Durpar would have likely been destroyed if not for a group of rakshasas, who
stepped in and brokered peace between Durpar and the invading monsters by offering the
invaders a place in Durpar.

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From there, the rakshasas had little trouble establishing a well-functioning caste system with
themselves on top. Everything fell into place so neatly for the rakshasas that some couldn't
help but wonder if they'd been manipulating events in Durpar all along.

PLANGENT CRYSTALS
Plangent crystals (or psicrystals) used to be a highly coveted commodity in Durpar. They are psionically conductive, violet-hued crystals.
They have a number of potential uses: they can be ground up and used as a psionics-enhancing drug, can be grafted onto a person's head to
enhance their intellect, or can be crafted into prosthetics to replace missing body parts.

House Datharathi controlled the flow of plangent crystals, mining them from quarries surrounding Adama's Tooth, and encouraged as
many people as possible to improve themselves by “taking the crystal”. Many saw this as merely an attempt by them to make more profit
selling them, not seeing the more sinister purpose they served.

Saed had found a way to use the psionically conductive crystals to enhance his own psionic abilities. So long as someone was attuned to a
plangent crystal, he could send a psionic signal to alter their behaviour, be it subtly or overtly. Saed had manipulated House Datharathi into
spreading the plangent crystals as far and wide as possible, giving him the potential to influence thousands of people.

When his connection to House Datharathi was exposed and his control over Durpar began to fail, he tried desperately to reassert control by
unleashing a powerful psionic signal; instilling suggestions in Durpar's plangent-attuned population. Unbeknownst to him, however,
Durpar's arcane protectors had caught wind of his plan and performed a ritual to counteract his psionic influence.

The arcane and psionic forces slammed against each other, both Saed and the arcane protectors unleashing a phenomenal amount of
magical and psionic energy. As the two forces clashed, they reacted in an unexpected way, causing an explosion of energy that rippled
through every plangent crystal within range.

All plangent crystals within Durpar suddenly exploded in a burst of silver flames, killing many. House Datharathi was almost completely
wiped out, as was Durpar's entire supply of plangent crystals. Since then, despite their bad reputation and the obvious dangers they pose, a
number of merchants from the Shining Lands have tried to seek out new sources of plangent crystals, believing that there's still a market
for them.

SOCIETY & CULTURE


Durpar culture and religion are based around the Adama, a life-force that is said to permeate
all things. The Adama comes with many beliefs about reincarnation, spiritual betterment, and
many edicts on how to live one's life. It has many different interpretations and many followers
of the Adama practice it completely differently.

When the rakshasas took control of Durpar, they used the teachings of the Adama to justify
their own rule. They claimed that everyone was created with their own place, and to go
against it was to go against the Adama. For example, they claimed that the Adama had given
ogres strength but not intelligence, and for them to perform anything other than menial
labour was a rejection the Adama's gifts.

However, the rakshasas also taught self-improvement. They encourage folk to be ambitious
and ruthless within their own caste, to struggle to rise to the top; claiming that it will cause
them to be reincarnated in a superior position in their next life. They also claim that those
work hard to perfect themselves spiritually across multiple lifetimes are eventually
reincarnated as rakshasas.

This perspective is reinforced by the structure of society. Everyone has their place. Ogres
works as menial labourers, hobgoblins serve as soldiers, kenkus serve as artisans, and so on.
However, there is also a great deal of competition, with individuals and factions within each
caste struggling for wealth and dominance.

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This need for ambition is especially apparent when it comes to the oni-led merchant houses.
Each chaka (or merchant house) tends to specialise in a selection of goods, and aims to gather
as much wealth as possible and spread their influence as far as possible. This helps fuel
Durpar's economy and brings it closer to reclaiming its status as a centre of trade in the
Shining Lands.

LOCATIONS IN DURPAR
Durpar was once home to many great towns, cities and villages, many of which were lost
during or after the Spellplague. However, since the rakshasas have taken charge, the lands
have begun to flourish once more, as trade and commerce have flown back into the cities of
Durpar.

Vaelan. The capital of Durpar. This is where the vast majority of Durpar's citizens live,
cramped together in a sprawling city. Its docks and marketplaces are constantly
bustling with activity. Overlooking the rest of the city is the Shining Palace, a gorgeous
architectural achievement. From this palace, the Dark Rajah rules over Durpar,
attended by his Council of Lords.

Assur. A fortified port town. Formerly little more than a military and naval station, this
city has since grown to be a bustling hub of merchants and trade. Despite its prosperity,
a large contingent of hobgoblin soldiers are garrisoned there at all times, for fear of an
attack from either Estagund or Veldorn. The presence of these soldiers ensures the city
is a more orderly one than most, and visitors from Estagund attest that a traveller can
safely walk the streets of the city of monsters without fear of being attacked.

Turelve. A port city that sits closest to the border between Durpar and Veldorn. As
such, it has the largest non-human population. Crime is also common in this city,
especially around the busy docks. House Ogrima controls much of the business in this
city and, if rumours are to be believed, much of the crime as well.

Orphel. A port town situated between the Golden Water and the Giant's Belt. Much of
its wealth comes from the mines to the north, where precious metals and gemstones
can be found. As such, Orphel has a large goblin population, who make up the bulk of
the miner caste. The city is also home to many taverns, which cater to adventurers who
stop by Orphel on their way north.

RUMOURS & LEGENDS


Being a nation of monsters, there are many rumours and stories surrounding Durpar. Many of
these stories, such as the ones about wealthy oni merchants feasting on orphans each night,
are likely untrue, or at least exaggerations. However, others contain a good deal of truth, and
one would be wise to pay heed to them.

Ajmer Forest. The Ajmer Forest, also known as the Scarlet Jungle, lies to the east of

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Durpar. The forest is large and untamed. The forest is home to thousands of tigers,
ocelots, jaguars, and monkeys. It is also said to be home to several couatls. However, the
largest threat within are the fiercely territorial wild elves. It's rumoured that they
guard ancient ruins deep within the jungle, which are filled with forgotten treasures.

Drowned Durpar. The Drownlands are a marshy region of Durpar that were sunken
during the Spellplague. After the sea levels fell, the region remained wet, muddy and
uninhabitable. Recently, several groups of bugbears have taken to exploring the
Drownlands, looking to salvage treasures from the semi-sunken settlements. However,
few bugbears have returned, and some believe it has something to do with the rumours
of “mudmen” that now haunt the Drownlands.

Scavenger Hunt. To the north of Durpar is Raurin, a vast desert. It was once the centre
of the Imaskar Empire, but was reduced to a desert of dust during an ancient war of
arcane and divine magic. The desert is said to hold many treasures and several
rakshasa lords have begun sponsoring expeditions into the desert. They claim to be
doing so out of “archaeological curiosity”, though many suspect they are after a specific
artefact that they believe to be buried in the Desert of Dust.

Veldorn Expansion. It is widely known that the rakshasas of Durpar seek to expand
their rule into Veldorn; to tame the rest of the monstrous lands. Rumour has it that they
intend to do so by manipulating the flow of adventurers into the region; having their
agents direct the actions of adventurers to aid their allies and destabilise their rivals.

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ESTAGUND
ESTAGUND AT FIRST GLANCE
Estagund is a hot, fertile land. Spread across it are many farming towns and villages. The
shores are lined with port towns and cities, which regularly trade with other nations from all
across the Realms. Because their culture relies so much on trade and commerce, they are
highly accepting of almost all races, cultures and religions.

The main inhabitants of Estagund are the shortish, dark-skinned Durpari. Arkaiuns are also
present, making up roughly a tenth of the population. Dwarves, halflings and kenku are also
present, but tend to only be found in the larger cities.

These cities are vast places, where numerous angular buildings are pressed together, creating
a weaving web of streets and back alleys, which open up into colourful marketplaces. The
people of Estagund like to show off their wealth, as such, those with money tend to live in
richly adorned buildings with domes and spires that overlook the rest of the city.

The need to show off their own wealth also extends to fashion. Golden jewellery is common
amongst wealthier citizens. While the heat forces everyone to dress in loose, flowing clothing;
there are a variety of robes and headdresses available that allow the folk of Estagund to flaunt
their wealth and status.

HISTORY OF ESTAGUND
Estagund used to make up the Shining Lands with Durpar and Var the Golden; three nations of
commerce, united by their belief in the Adama. Things changed during the Spellplague, much
of Durpar and all of Var were lost beneath the waves of the Great Sea. Monster attacks also
became more common, Durpar eventually being overrun with monsters.

However, Estagund managed to stand strong and, in time, thrived under these new conditions.
The changing sea levels may have destroyed their business partners, but it also destroyed
their rivals, causing all commerce in the Shining Lands to flow through Estagund. As for the
increased monster attacks, an alliance with the rakshasas of nearby Tirumala allowed them to
be spared all but the most minor of raids.

More changes came during the Second Sundering. Sea levels fell, revealing the lands of Var
once more. A schism occurred between the Estagund-allied rakshasas of Tirumala, and those
who had interests in Durpar. This ended with half the rakshasas leaving to claim hold of
Durpar, while the rest were imprisoned within their own city, effectively ending the alliance
between Estagund and the rakshasas.

Estagund was able to adapt to these changes, though. One of the largest changes was their
claiming dominion of Var the Golden. The land had once been a fertile one of golden fields,
however its time underwater had transformed it into a wasteland of salt and silt.

The salted lands were no good for growing crops. As such, Rajah Seltrarir sponsored farmers

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to grow saltweed on the wastelands. Everyone knew saltweed to be a worthless plant with few
uses, but it also ate up all the salt from the soil. As such, in just a handful of seasons, huge
swathes of the barren land were replaced by bountiful farmlands.

Some have taken to referring to the combined lands of Estaguns and Var the Golden as Estavar.
Others, particularly scholars of history, claim that the correct name for the combined lands is
Gundavar. Whatever their nation is called, the people of Estagund are proud of thriving despite
the constant chaos of the last century; believe that they, as a people, can survive anything the
world throws at them.

SOCIETY & CULTURE


Much like the rest of the Shining Lands, the people of Estagund tend to believe in the Adama.
The Adama refers to the all-encompassing world-spirit, as well as the name of the religion,
and the code of ethics one is meant to live by. People who believe in the Adama are not
worshippers in the traditional sense, but pay heed to the Adama by living a good and virtuous
life.

Traditionally, the Adama preaches honesty, pacifism, and peaceful co-existence. All creatures,
objects and even gods are seen as manifestations of the Adama. As such, Estagund is highly
accepting of all gods and religions, barring those that preach theft and human sacrifice. Some
gods (particularly Gond, Oghma, Selûne, Torm and Waukeen) are widely worshipped in
Estagund, as they best represent the nation's virtues.

As well as their spirituality, Estagund is also known for being a land of trade and wealth. Much
business in Estagund is done through chakas (merchant houses). A chaka might range in scope
between a small family business, to a huge merchant house that does business all across the
Great Sea.

THE ADAMA
Many who visit the Shining Lands are confused by what the Adama is. It seems to refer to the name of a religion, the name of a culture, the
name of a series of customs and ethics, and the name of a god or world-spirit. In truth, the Adama is all these things and so much more.
Part of the teachings of the Adama is that all things are one.

The Adama teaches that all things are interconnected, both literally and metaphorically. In fact, the boundary between metaphors and
literal statements are often blurred when speaking of spiritual matters in the Adama, as the two are seen as so interconnected that it's nigh
impossible to properly distinguish between them.

Interconnectedness also plays a large part in ethics in Estagund. It's taught that good and evil cause ripples through the Adama. Doing a
bad deed spreads badness through the Adama, which will eventually cycle round to harm the perpetrator. This ties in with their views on
reincarnation; folk believing that doing harm in one life, will cause one to be born as a lower creature in the next life.

Because of this, while many in Estagund are willing to fight to defend themselves, very few are willing to kill. This extends to the justice
system where, instead of executing criminals of major crimes, they prefer to either imprison them indefinitely or have them work off their
crimes as indentured servants.

However, a nation of pacifists would likely be swiftly conquered, as such Estagund has a caste of noble warriors loyal known as the Maquar.
They serve as soldiers and bodyguards, are loyal to the rajah and live a life dictated by a highly restrictive code of conduct. In return, they
are greatly provided for, both physical and spiritually. The Maquar might not be allowed to do things that an average adherent of the Adama
can do, but they are also able to do things that the average adherent could not, such as kill.

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LOCATIONS IN ESTAGUND
Estagund is a nation of trade, as such it is unsurprising that its major cities are all port cities,
where visitors from all across the Realms come to buy and sell goods. The port cities of
Estagund are said to rival even Waterdeep and Calimport in terms of the sheer diversity of folk
that visit them.

Chavyondat. A large, beautiful city, and the capital of Estagund. This busy, bustling city
is home to a vast marketplace, situated next to the docks, where countless goods can be
found. Other attractions include Palace Seltarir (from which Rajah Seltarir rules), the
House of Chakas (where the Council of Chakas convenes), the House of the Vanquisher
(the central training grounds for the Maquar), and the House of the Adama (a temple
devoted to the Adama and its many gods).

Pyratar. Formerly the capital of Var. It was once ruled by Anwir, an ancient blue dragon.
When Var sank, the blue dragon lived beneath the water, gathering many treasures
from sunken Var and bringing them back to its lair in sunken Pyratar. When the sea
level receded and Estagund began to expand into Var, Anwir jealously clung hold of his
ruined city, attacking any who came near. However, diplomats sent by Rajah Seltarir
convinced him that it would be more profitable to play the role of civic leader once
more. Since then, Pyratar has reopened its doors to outsiders, is well on its way to
becoming a prosperous port city.

Zabbasz. A port city in the south of Estagund. Being a popular trading city, but one not
as tightly guarded as Chavyondat, Zabbasz is home to a good deal of smuggling. Much
crime and smuggling in the city is controlled by an organisation known to most only as
the Shadow Chaka. Very little solid information exists on this organisation. According to
some, they are a loose network of smugglers; while others claim they have ties to
several major chakas and secretly control everything that happens in the city.

New Myr. A port town built on the remains of Myrmyr, which sank along with the rest
of Var during the Spellplague. It has a strong naval presence, partially to protect the
Golden Waters against pirate attacks, but also to protect Estagund from a naval assault
by Durpar. The hills surrounding the town are said to contain hidden tunnels leading to
the Underdark. These tunnels are supposedly inhabited by ghouls, the undead remains
of the population of Myrmyr.

RUMOURS & LEGENDS


Estagund is a relatively safe and prosperous place. To those in the major cities, Durpar and
Veldorn feel as though they might as well be a thousand miles away. Despite that, there are
rumours of unsettling activities that have been happening. While each of them might appear
minor at first glance, together they have the potential to bring disaster and ruin to Estagund.

Council of Rajahs. Rajah Seltarir rules over Estagund with the aid of the Council of
Chakas. He is the ultimate authority in the land, as well as the commander of its armed
forces. Recently, though, there have been rumours that certain heads of affluent chakas

15
are envious of his power. As such, they are plotting to bring him down and divide his
power amongst themselves and their allies. The identities of these plotters and what
sort of scheme they have in mind is unknown.

Sapphire Heart. Over a century ago, Anwir had a great treasure stolen from him, a
magnificent gemstone, known as the Heart of Sapphire. Since then, he has made
numerous attempts to ascertain its location and reclaim it, but all have failed. Most
recently, there have been rumours that the sapphire is in the possession of a dragon
turtle who lurks somewhere beneath the waters of the Great Sea.

Zabbasz Temples. Zabbasz is home to many historical temples, from the Baagh Mahal
(a temple shaped like a tiger's head, said to be built atop an ancient weretiger tomb), to
the Serpent's Maw (a temple devoted to numerous serpentine deities; said to house a
naga oracle who acts as an occasional advisor to Zabbasz's rulers). Recently, there have
been rumours that an archaeological team stumbled across a series of underground
tunnels that lead to a number of ancient, forgotten temples. As such, a number of
greedy adventurers have started preparing for excursions of their own, to look for
whatever forgotten treasures they can find.

Curna Mountains. The Curna Mountains used to be the home of a great number of
emerald mines. However, the mines were abandoned when attacks from the local hill
giants, cyclopses and goblins became more common. Rumour has it that these attacks
are being orchestrated by the fomorian kingdom of Nacmoran, who are reaching across
the mountains' thin border with the Feywild. The Gemstone chaka (a dwarf-run
merchant house) has offered a large reward to whoever can put a stop to these attacks
and allow their mines to reopen.

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HALRUAA
HALRUAA AT FIRST GLANCE
Halruaa is a hot, fertile land. Secluded behind the mountains, it is also a well-defended place.
Halruaa has a predominantly human population, with elves and half-elves not being an
unusual sight. The vast majority of humans are of Halruaan ethnicity.

Halruaa is the land of wizards. What would be wonders anywhere else in the Realms are
commonplace in Halruaa. In the streets, children play with minor illusions. High above, people
on business travel on flying carpets and other aerial modes of transportation. The so-called
“rainbow fields” of Halruaa are filled with plants altered over the years by arcane energy,
growing just about anything Halruaa could need.

Being a land of wizards, this one's magical prowess plays a large role in their rank in society.
Ranks range from the peasantry (only capable of casting cantrips or, in some cases, no magic
at all), the the military (middling-level mages), to the Council of Elders (the hundred or so
archmages who run Halruaa). However, Halruaa is a prosperous and peaceful land, even those
without political or magical power lead happy lives.

HISTORY OF HALRUAA
Long ago, mages fleeing the destruction Netheril settled in the geographically guarded land
that is now Halruaa. There, they integrated with the tribes that already lived there. The mages
shared their magical knowledge with the tribes, and the tribes shared their knowledge of the
local lands. The two groups in time formed the mighty magical nation of Halruaa.

So mighty were the Halruaan mages, in fact, that they were able to foresee their own demise.
In the build-up to the Spellplague, the great diviners of Halruaa foresaw that the nation would
be destroyed in blue flames. Knowing that trying to alter what had already been foreseen was
doomed to failure, they decided to trick fate instead of changing it.

They prepared a ritual and, when the Spellplague came, they fed off the colossal amounts of
raw magic unleashed, used it to create a perfect copy of their nation. One version of Halruaa
manifested on Abeir, while the other stayed on Toril. The Toril version was then destroyed by
the Spellplague, while the version on Abeir survived.

During their time on Abeir, Halruaa became even more insular than they had been before.
They warded their nation with powerful enchantments and illusions, making it invisible to
outsiders and steering outsiders away from it so they didn't accidentally stumble upon it. They
also worked on magically altering plants to produce things they no longer had access to (such
as spices, silks and coffee), causing them to become wholly self-sufficient.

As well as becoming more insular as a nation, they also became more insular as individuals.
The sheer intensity of arcane energy the archmages channelled during the Spellplague killed
several of their top mages, including Zalathorm Kirkson, the wizard-king of Halruaa.

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With him gone, the Council of Elders was forced to lead without his guidance. However, it
quickly became clear that many of them were simply too arrogant and stubborn to be swayed
by anything other than the final say of the wizard-king. As such, the Council of Elders began to
split into cliques of like-minded wizards, each having loose alliances and bitter rivalries with
other cliques.

Rather than fighting with flashy evocation magic, though, these cliques feuded by trying to
undermine each other's standing in society. Some degree of paranoia had always been present
in Halruaa but, as the need for intrigue spread down through the ranks of the mages, it soon
seemed as though everyone was engaged in games of espionage and deception.

Things continued like this until the Second Sundering, when Halruaans suddenly found
themselves shifted back to Toril, switching places with the destroyed version of Halruaa. How
this happened isn't fully understood. Some attribute it to the actions of an elite cabal of
wizards, while others claim it was just a natural part of the Second Sundering.

Since their return, Halruaans has been quick to adjust to life back on Toril. They've begun
trying to re-establish trade routes and, more importantly, political connections. However,
Halruaa remains mired in intrigue, with the Council of Elders frequently bickering and arguing
over how to proceed now that they find themselves back on Toril.

SHADOW WIZARDS
When Halruaa was transported to Abeir, it displaced its Abeiran counterpart to the Shadowfell. Banished to the Shadowfell, the people of
Halruaa's Abeiran counterpart were filled with hatred for the Halruaans that had thoughtlessly cast this fate upon them. The magic of the
Shadowfell twisted them, making them become more angry and more hateful; slowly transforming them into a dark reflection of Halruaa.

Since Halruaa's return to Toril, the “Shadow Halruaans” have started their campaign of attacks on Halruaa, attempting to slowly undermine
them. These tactics range from stirring up unrest within Halruaa to stirring up enemies of Halruaa to action. Much like Halruaans, they
engage with constant games of intrigue, subterfuge, espionage, and sabotage.

The people of Halruaa are vaguely aware of their existence, have taken to referring to them as the “Shadow Wizards”, a long-existing
bogeyman in Halruaan culture. Halruaa's mages and archmages have started working on strengthening the borders between Halruaa and
the Shadowfell, while also attempting to use divination to uncover Shadow Wizard plots. However, the Shadow Wizards are a reflection of
the Halruaans and, as such, are more than able to match them when it comes to magical prowess.

SOCIETY & CULTURE


As well as being a land of magic, Halruaa is also known for being a land of intrigue. The
Halruaans love knowledge and guard it fiercely. More powerful mages see nothing wrong with
using divination to pry into another person's motivations or to learn something about them.
Likewise, other mages see nothing wrong with using their own magic to fool any divination
magic that might be cast on them.

As such, there is a strong emphasis in Halruaa on crafting new spells, many of which
contribute to this constantly evolving game of magical espionage. The formulation of new
spells is part of this game, as each mage tries to closely guard the secrets of their spells, only
sharing it with those within their clique, while trying to uncover the magical secrets of as
many other mages as possible.

This love of deception and intrigue extends to the mundane world as well. Halruaan culture is

18
seen as overly polite by many, with a strong emphasis on ritualised etiquette. Halruaans are
expected to do their best to hide their own feelings behind a mask of politeness, those who let
their mask slip lose status amongst others. One of the reasons non-mages fail to rise high is
they rarely have protection against divination magic that allows others to see how they're
truly feeling.

Halruaan games of politeness and etiquette are often baffling to outsiders. For example, while
it's widely accepted that Halruaans regularly cast divination spells on each other, it's
considered bad form for a Halruaan to do so blatantly. As such, common divination spells are
specially designed to have subtle components. Others are designed so that a mage can cast
them at the start of his or her day and only activate them when need be. Other mages rely on
magic items for their divination, or have secondary spells that mask their casting of divination
spells.

Halruaa's love of magical intrigue has even led to the formation of the Conclave, a highly
secretive organisation made up of the nation's most powerful wizards. No one knows the
identity of its members, but many assume that most or all of them are members of the Council
of Elders. They carry out espionage and work to protect Halruaans, including from themselves,
if need be.

Due to their love of arcane magic, gods of magic (such as Mystra, Azuth and Savras) are the
most widely worshipped deities. However, religion has less of a place in society than perhaps
it once did. Perhaps their time in godless Abeir rubbed off on them, or perhaps their ability to
avoid a disaster that not even the gods could foresee made them feel as though they were
above the gods. Whatever the reason, religious worship tends to be a personal, private affair,
with no clergy holding any special power in Halruaa.

LOCATIONS IN HALRUAA
Halruaa is not a densely populated nation by any stretch of the imagination. Countless small
villages spread across the land. Many of the larger towns and cities are spread out and
sprawling, having about half the population of a standard settlement of their size. Wizard
towers and also dot the land. Some are hidden in the mountains, others float atop earthmotes,
and some are concealed behind numerous illusions.

Halarahh. The capital of Halruaa and their largest city, though most outsiders would
consider it a large town. Like many major cities, there are a number of everyday
magical conveniences (such as magical street lighting and magical cooling for
buildings). The city is home to many powerful mages, many of whom live in large,
impressive towers made from crystal, coral, magical force and many other implausible
substances. It's common for the mages of Halarahh to attempt to outdo each other
when it comes to having towers that show off their magical skill.

Halagard. A port city that boasts a sizeable fishing fleet. Many of the mages in this city
specialise in conjuration, a tradition that goes back centuries. As such, many of the
buildings of Halagard look modest from the outside, at least compared to the vast
manors and towers of other major cities. However, these buildings are invariably far
larger on the inside; conjuration magic being used to twist and bend space. This

19
tradition is so commonplace that even non-mages have at least a little
extradimensional space in their homes.

Khaerbaal. A port city and a centre for trade in southwestern Halruaa. Already, many
merchants and travellers have flocked to returned Halruaa in the hopes of buying and
selling wares. As such, Khaerbaal is a more lively and chaotic place than most in
Halruaa, though is still comparatively tame compared to the major ports of other
nations. The city is home to many inns and taverns. Many local mages earn a living
casting “pleasure spells” for visitors, using a mix of enchantments and illusions to allow
them to experience new levels of euphoria.

Maeruhal. Maeruhal is a town located near Halruaa's many famous gold mines. Over
the past century, the mining has become more automated. While there are still some
dwarf and human miners, much of the mining is done by simple constructs, which
resemble animated suits of armour. Most “miners” are merely employed to oversee
these constructs and make sure they perform their tasks correctly. Some claim this
automation is used to conceal the fact that the gold of Halruaa has long since run dry
and that powerful archmages regularly need to go down into the mines and cast
powerful transmutation to turn rocks into gold ore.

Zalazuu. A port city and a centre for trade in south-eastern Halruaa. Because of the
presence of pirates in the Great Sea, as well as other threats from the east, it is more
focussed on defence than trade. It has a strong naval presence, and is more heavily
protected by abjuration magic than most cities. Despite Zalazuu having a heightened
sense of paranoia, even by Halruaan standards, the city is still a safe and popular
destination for merchant ships from the east.

RUMOURS & LEGENDS


It's said by some that Halruaa is a place where one can't walk down the street without having
a dozen divination spells cast on them. While this is likely an exaggeration, for all of
Halruaans' politeness in some areas, their hunger for knowledge means they see little trouble
with magically invading another's privacy. Rumours and secrets are commonplace in Halruaa,
and the uninitiated can easily get wrapped up in matters far above their station.

Dark Conclave. Many rumours exist what activities the Conclave gets up to. They are
said to continually spy on all citizens; to mind-wipe those who engage in dangerous
research, erasing the knowledge from their minds; and to covertly eliminate anyone
considered to be a major threat to Halruaa. According to some, they are the secret
masters of Halruaa, using a mix of magic and mundane manipulation to control the
Council of Elders.

Rival Schools. Many rivalries exist between the various cliques and factions within the
mages of Halruaa. The most famous of these rivalries are between schools of magic.
The knowledge-seeking diviners versus the knowledge-obscuring illusionists. The
dimension-breaching conjurers versus the dimension-warding abjurers. The matter-
altering transmuters versus the mind-altering enchanters. However, the fiercest and
strangest rivalry is between evokers and necromancers. Perhaps it's because one side

20
is about life and light, while the other is about entropy and death. Whatever the cause
of it, rumour has it that the feud is getting out of hand, with accusations of lichdom and
illegal magical research being tossed around.

Akhlaur Swamp. During their time in Abeir, Halruaan mages experimented heavily
with modifying plants with magic, from relatively sensible tasks such as creating coffee
plants that could thrive in Halruaa, to more ambitious tasks such as creating trees that
grow fashionable hats. However, arcane magic and nature magic seldom mix perfectly,
and these repeated experiments caused arcane “spillage” to pollute the lands. Over the
years, much of this arcane spillage has been shunted into the Akhlaur Swamp, bound
there by powerful abjuration magic. The high levels of magical contamination have
caused the plants and beasts of the swamp to slowly mutate over time. Many rumours
exist of what kind of wild and wondrous things that now exist within the swamp.

Mount Talath. Carved high into the slopes of Mount Talath, the tallest mountain in the
Walls, is a vast, beautiful temple of Mystra. As worship of the gods has waned, the
temple has largely been forgotten, only a handful of clerics still attending to it. Many
still make regular trips to the temple, not for worship, but to visit the vast complex
beneath it, which acts as a storehouse of magical knowledge and magic items. Strong
abjuration magic prevents anyone getting in without permission. Many rumours
abound of what wonders these vaults contain. Unsavoury types sometimes concoct
elaborate heists to raid the repository but the few who go ahead with their plans
invariably fail.

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LUIREN
LUIREN AT FIRST GLANCE
Luiren is a wet, marshy land that is given a wide berth by most civilised folk. It is home to
many different threats. Some of these threats come from the terrain (such as poisonous plants
and unexpected pools of sinking mud), while others come from the inhabitants (such as
lizardfolk, sahuagin, and sea trolls).

While its rumoured that all the halflings in the area were wiped out or forced to flee during
the Spellplague, Luiren is still home to a handful of ghostwise halflings. They live in small
villages across the marshlands and the Lluirwood.

The halflings that live in the marshlands have basic homes made of wood, which sit on stilts
atop the marshy ground. Those that live in the Lluirwood have made thatched huts in the
interweaving branches high above the ground. The halflings are wary of outsiders and have
resisted efforts made by neighbouring lands to contact them.

HISTORY OF LUIREN
Luiren is regarded by many as the birthplace of the halflings; the origin point from where they
spread out across the Realms. For much of its history, Luiren was a peaceful, some would say
idyllic, place. However, things changed during the Spellplague, when Luiren was submerged by
the Great Sea, causing almost all of the halflings to be killed or forced to flee.

The only halflings that remained were ghostwise halflings, who managed to survive on small,
isolated islands. When the water levels receded during the Second Sundering, they began to
spread out and to reclaim their lost land. However, a century beneath the waves had changed
it drastically into a thick marshland filled with monsters.

In the years since the Second Sundering, very little of note has happened in Luiren. While it is
now more dangerous than it once was, it I still considered largely peaceful, if only because it
doesn't cause trouble for its neighbours.

SOCIETY & CULTURE


The halflings of Luiren are separated into small villages scattered across the land. Their exact
culture varies from village to village, though one thing that unites them is their wariness of
outsiders. Some are merely cold and distant towards visitors to their village, while others have
known to attack and kill anyone who approaches their settlement.

As well as being isolationistic, the halflings are also known for having close ties to nature.
They train animals and hunt and forage alongside them. Those halflings that don't worship
nature itself (or aspects of it) tend to worship nature deities (such as Malar, Silvanus, or
Yondalla).

22
The other races of Luiren (such as the lizardfolk and sahuagin) are similar to the halflings in
many way. They are wary of outsiders, often territorial, and have close ties to nature. Unlike
the halflings, who may at least be willing to tolerate outsiders, these races are vicious towards
anyone who trespasses on their land, which might as well be all of Luiren, as far as they're
concerned.

TRIBES OF LUIREN
The various “monstrous” tribes that dwell within Luiren are often different from their kin that can be found elsewhere in Faerûn. For
example, the sahuagin have a stronger affinity with quippers than with sharks. This extends to their appearance; the sahuagins resembling
humanoid quippers.

The lizardfolk of Luiren are also noteworthy for their appearance. They, like the saltwater crocodiles that accompany them, are paler than
the majority of their kin. They range from pale green, to yellow-green, to pure white. Rumours state that the paler a lizardfolk tribe, the
more dangerous and territorial they are.

Lastly, the trolls belong to an aquatic subspecies known as the sea trolls (or scrags). They are amphibious and are capable swimmers. They
vary in colour, though are often somewhere between blue and green. The sea trolls of Luiren tend to be more capable hunters than most of
their kin; some having even been spotted wielding spears, tridents and nets as they work together to hunt their prey.

LOCATIONS IN LUIREN
Luiren is home to no major settlements and very little reason for most people to visit. Despite
that, since its re-emergence from the Great Sea, many explorers and adventurers have
travelled to it in search of wealth and glory. The few who survive often return with tales of
places full of danger and peril.

Lluirwood. Many would have expected Lluirwood to be desolated during its time
beneath the waves, but whether due the the blessings of the gods or something far
darker, the forest has thrived. It's a swampy forest, with trees reaching up hundreds of
feet. It is home to many trolls, sahuagin and lizardfolk that have adapted to life in a
saltwater swamp. It's also rumoured to be home to many covens of green hags and sea
hags.

Isle of Quelthiir. A marshy island that sits just off the coast of Luiren. Even before it
sank beneath the waves, there were many rumours of possible treasures it might hold.
Since its return, there have been many rumours about possible shipwrecks that now sit
on its shores. However, the island is said to be inhabited by a number of monsters, most
notably harpies.

Southern Lluirwood. A jungle that was amongst the areas sunk beneath the Great Sea.
It is home to a tribe of yuan-ti and a coalition of beholders. The yuan-ti and beholders
fight with each other for control of the jungle, enslaving any unfortunate adventurer or
halfling who stumbles across their path.

Toadsquat Mountains. The Toadsquat Mountains used to be known as a range of short


mountains, home to many goblins and ogres. During the Spellplague, much of the
mountain range was transferred to Abeir; only returning during the Second Sundering.
Those few who have dared to visit the mountains since their return have spoken of the

23
many strange monsters that now inhabit it, most notably the wyvern-riding tribe of
hobgoblins who patrol the mountain passes.

RUMOURS & LEGENDS


There are many rumours surrounding Luiren, some of which may even be accurate. Most of
the rumours tend to strange monsters that stalk the lands and hidden caches of treasure
accrued by said monsters.

Halfling Cannibals. In the marshy land of Luiren, there is said to be a village of


halflings who practice ritualistic cannibalism. They welcome in travellers, acting
unusually friendly for ghostwise halflings. The visitors are then treated to a large
banquet that is poisoned, paralysing them, allowing them to be boiled alive and
devoured by the savage halflings.

Silver Automatons. The Toadsquat Mountains used to be known for their abundance
of silver mines. Since the mountains' return, though, those brave few dwarves who have
visited the mines of old have found them repurposed. Beneath the mountains are a
series of interconnecting caverns, which are inhabited by seemingly sentient silver
constructs. Rumours abound of what manner of creature created them and for what
purpose.

Vespiral's Return. Voolad “Vespiral” Espiral was once an evil human druid who
attacked Thrulbar, an outpost city in Estagund. He was slain by halflings, his spirit
being bound to the city along with his evil minions. However, he broke free during the
Spellplague. After a failed attack against Estagund during the Second Sundering, he was
attacked and forced back into the Lluirwood. He now stalks the swamp as a Spirit
Eater; feeding on the lingering spirits of drowned halflings, growing evermore powerful
in the process.

Ammathtar Ruins. Just to the west of Southern Lluirwood are the ruins of Ammathtar.
Originally a halfling city, it was destroyed overnight by a single beholder. After that, it
was rebuilt as a trading city between the halflings of Luiren and the humans of
Dambrath, only to be destroyed again by another beholder. Halflings returning to the
region have spoke of reclaiming the city, but are unable to do so, so long as the dreaded
beholder Lyxedda and its foul minions make their home there.

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THE SHAAR
THE SHAAR AT FIRST GLANCE
The Shaar is a sea of long grass and gently rolling hills. This vast savannah spans from the
Shining Sea to the Lake of Salt. The only major break in this vast savannah is the Great Rift,
which is inhabited largely by gold dwarves. At the bottom of the Great Rift sits the Riftlake, a
deep pool of icy-cold clear water that is fed by numerous small streams, rivers, underground
springs and portals to the Elemental Plane of Water.

As well as the gold dwarves of the Great Rift, the Shaar is also inhabited by a race of humans
known as the Shaarans. The Shaarans are nomadic horse-riding hunter-gatherers. They are
divided into a dozen or so different tribes, each having a slightly different set of customs to the
other.

Other nomadic races that inhabit the Shaar include centaurs, gnolls, thri-kreen, loxos (large,
elephant-headed monstrosities), and wemics (creatures with the upper body of a human, and
the head and lower body of a lion). Each of these races are considered more savage and less
peaceful than the Shaarans, though the Shaaran nomads are not without their aggression,
either.

HISTORY OF THE SHAAR


The recent history of the Shaar is dominated by the events of the Spellplague. During the
Spellplague, the centre of the Shaar collapsed into the Underdark, forming a vast sinkhole,
hundreds of miles across, known as the Underchasm.

The fall of the Underchasm caused disaster for those settled near it. The subterranean
dwarven city of Underhome (located on the eastern side of the Great Rift) was badly damaged
by the collapse. Things got worse when drow displaced by the collapse of the Underchasm
attacked the city and drove the dwarves out to the surface.

The dwarves were able to retake the upper sections of the city (including the seventy-foot-tall
magical golden doors connecting Underhome to the surface) some years later, however the
lower sections are still infested by drow who repeatedly carry out raids to test the dwarves'
defences.

Other races were also adversely affected by the Spellplague. The forming of the Underchasm
stole plenty of fresh water that would otherwise flow through the Shaar. This, combined with a
change in climate brought on by the Spellplague, led to the Shaar slowly deteriorating into a
desert.

The Shaaran tribes were forced further east, where they had to compete fiercely with other
tribes and factions for resources. The wild elves of the Misty Vale found their forest dying,
forcing them to relocate to the slightly less inhospitable Elfharrow. Various “tauric” tribes
(centaurs, wemics, etc.) were forced to flee the Material Plane altogether, opting instead to live
on the Feywild.

25
Things began to change for the better during the Second Sundering, when the Underchasm
was closed. Once more, fresh water began to flow through the Shaar, and another shift in
Toril's climate pushed things back to how they'd been before.

While the Shaar has once more begun to resemble a lush, bountiful savannah, many effects of
the Spellplague still linger. The Shaaran tribes are a fraction of their former numbers, with
certain tribes having been completely wiped out, their unique customs and cultures dying
with them. Furthermore, drow continue to infest the deeper reaches of Underhome, and the
wild elves continue to struggle to survive in the harsh lands of Elfharrow. Things may have
changed for the better, but it will be a long time before the damage caused by the Spellplague
is fully undone.

SCAR OF SUNE
Many stories exist of how the Underchasm came to be filled. Most of these stories involve implausible alliances, rivalries and trysts
between the gods. However, common elements amongst them all are Grumbar, Sune, and gods of the orc pantheon.

The most widely told tale claims that Sune was displeased by how the Underchasm and the Shaar Desolation marred a once beautiful
savannah. As such, she resolved to restore it to its former beauty. Knowing she lacked the power to restore the Shaar on her own, she
turned to Grumbar, the god of earth, for help. His reasons for aiding her vary greatly in each telling of the story; in some he was smitten
with her, in others he too disliked what had become of the Shaar. Whatever his motives, the two of them worked together, further
bolstering their magic by drawing power from an ancient orcish artefact.

Together, they ensured that the Underchasm was filled in and sent earth magic rippling across the Shaar, helping to speed up the recovery
of the desolation. In time, it seemed as though everything was back to how it was before the Spellplague occurred.

However, as is often the case where Sune is involved, things weren't as clean as they may have appeared on the surface. While the Shaar
might look as though it's completely restored to the untrained eye, those with an affinity for earth and stone (particularly dwarves) can see
the subtle geological signs of where the Underchasm used to be. As such, the dwarves who live around the Great Rift have taken to referring
to the restored lands of the Underchasm as the Scar of Sune.

SOCIETY & CULTURE


The Shaaran nomads live what many would consider to be simple lives. They travel across the
Shaar on horseback, taking with them only what they and their horse can carry. The idea of
owning a vast fortune would seem silly to most Shaarans, as no horse could carry it all. The
closest most Shaarans get to the idea of prosperity is the prospect of owning multiple horses.

While all of the dozen or so Shaaran tribes share a common culture, each of them also have
their own traditions and customs. Each tribe is named after a different creature, and the tribes
tend to adopt elements of that creature into their culture and garb. Some of these elements are
obvious (such as members of the Lion Tribe roaring as they charge into battle), while others
would only make sense to other Shaarans (such as the strange dietary restrictions of the
Ankheg Tribe).

To Shaaran nomads, it is easy to tell members of the tribes apart based on clothing, dwelling
style, weapon style, horse colouration, and so forth. Outsiders often struggle to tell them apart,
especially at a distance. The relationships between the different tribes are constantly changing
and are often complicated by the long history (both good and bad) that each tribe has with
every other tribe.

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Their transitory nature extends to their religion, as well. Shaaran nomads don't revere gods in
the sense that most do. They see gods as just another force of nature, ones to be pursued,
opposed, or avoided, depending on the situation. They shift between worshipping different
gods, sometimes going years without paying heed to any particular god. However, of the gods
the Shaarans do worship, Tempus, Malar, and Akadi are the most commonly revered.

LOCATIONS IN THE SHAAR


Many think of the Shaar as simply being an open expanse of endless savannahs, populated
solely by nomadic Shaarans. In truth, the Shaar is home to a number of different races,
cultures, settlements and locations.

Eartheart. A fortified city and the capital of the surrounding dwarven lands. The city
extends far more horizontally than vertically, being made up of soaring towers,
multilevel streets, and underground tunnels. The city is ruled a council known as the
Deep Lords, whose identities are kept secret. Non-dwarves are not allowed into the city
proper, but are allowed to visit the less vertically built foreign quarter known as
Hammergate.

Delzimmer. A small city made up of halflings, humans, elves, dwarves and more. It
used to be a bustling merchant town, but the Spellplague destroying several of its
neighbours, and the Second Sundering cutting it off from the sea have left it with far
less commerce than it used to have. As such, these days it is seen more as a frontier
town, a stopping point for travellers from the north looking to explore the Shaar and
the lands beyond.

Council Hills. A small collection of hills in the otherwise largely flat savannah. Amidst
these hills are the ruins of an ancient city. These city is greatly important to the Shaaran
tribes. Representatives from each tribe convene here twice a year to discuss matters
that affect all tribes (peace treaties, alliances, hunting territory, share threats). The
tribes also bury their honoured dead in this place. To discourage outsiders from
visiting the city, the nomads spread rumours that it is cursed, haunted, monster-ridden,
or corrupted by the Spellplague.

Sheirtalar. A ruined city once belonging to the confederation of city-states known as


Lapaliiya. Most of the cities of Lapaliiya were flooded during the Spellplague, they and
their treasures being lost beneath the waves. Sheirtalar, however, was only partially
flooded. Many monsters have since moved into the half-flooded ruins, the most
dangerous of them being an aboleth who is said to reside in the lowest reaches of the
city, surrounded by an army of psionically enslaved monsters.

Elfharrow. A desolate land populated by xenophobic tribes of wild elves. The


xenophobia of these elves vary between individuals and tribes. Some are merely
standoffish towards outsiders, while others are quick to attack intruding outsiders,
sometimes without warning. The desolate lands they live in, combined with constant
raids by yuan-ti from the nearby jungles, is slowly but steadily bringing down their
numbers. To some, this is a sign that they need to work alongside outsiders, while to
others it's a sign that they need to guard what little they have even more fiercely.

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RUMOURS & LEGENDS
The Shaar is a vast land that is, to this day, still recovering from the devastation of the
Spellplague. As such, there are plenty of opportunities to be had for enterprising adventurers
who wish to help the local people with their slow recovery.

Into Underhome. The dwarves of Eartheart have little intention of reclaiming


Underhome, see the land as defiled beyond redemption. However, many dwarves wish
to punish the drow that now inhabit it, or to at least reclaim some of the treasures lost
within. Unfortunately for them, a dwarf stepping inside the ruined city is seen as a
crime against their ancestors. That said, some of them see little problem with
“accidentally” allowing outsiders they trust to gain entry into Underhome, to either
attack the drow or salvage what treasures they can.

Cuivanu Jungle. Amongst the many treasures of the Misty Vale, the greatest was
Cuivanu, a mystical tree known for its many healing properties. When the Misty Vale
died, so too did Cuivanu. However, recently some elves claim to have come across the
seed of Cuivanu; to have planted it in the centre of Elfharrow. They claim if all the
shamans, clerics and druids of all the tribes channel all their divine magic into the
sapling, they can cause Cuivanu to grow again. They also claim that once this happens,
the skies will rain for a hundred days and a hundred nights, and after that Elfharrow
will be transformed into a vast, bountiful jungle. Many non-elves see this as baseless
nonsense, but supposedly many tribes are converging together to give Cuivanu their
energy.

Burning Desolation. The various tribes moving in to reclaim the Shaar has brought
with them predators. The most terrifying of these predators is an ancient red dragon,
who Shaarans know only as the Firebringer. She flies across the open savannahs and
hunts animals and tribes for sport and food. She is said to make her home in Arnrock, a
large volcano in the centre of the Lake of Steam.

Wyrmbones War. Close to Elfharrow is a small mountain range known as the


Wyrmbones. Since the Spellplague, it has been overrun with warring, territorial tribes
of dragonborn. Few understand why they're there, but some claim the tribes are
fighting over a lost magical city that they believe is buried somewhere within the
mountain range.

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ULGARTH
ULGARTH AT FIRST GLANCE
Ulgarth is a hot climate, where rainfall is common. As such, the land is fertile and farmlands
are spread far and wide across Ulgarth. Many of these fields are devoted to growing various
spices, which are then transported to foreign lands for considerable coin.

The people of Ulgarth tend to be of mostly Turami descent, with Illuskans and Durpari also
being common. In the major port cities, visitors from all over the Great Sea can easily be found,
who come to trade. Many of these traders are simply visitors but, since the Spellplague, the
citizens of Ulgarth have gradually become more and more racially and culturally diverse.

Ulgarthan fashion and architecture tend to borrow greatly from its neighbours, especially
those of the Shining Lands. Its people dress in loose-fitting clothing that is either pure white or
a mix of different colours. Cities tend to be mazes of white, angular buildings; overlooked by
large manors topped with domes and spires.

One feature unique to Ulgarth is the tendency for women to dye their hair white. The River
Xon is home to fiertallin, a chalky, white substance. It used to be the case that wealthy women
would use fiertallin to give themselves a single, white streak through their otherwise dark hair.
More recently, though, some Turami women have taken to dying all of their hair white.

HISTORY OF ULGARTH
For much of its early history, Ulgarth was inhabited by warring barbarian tribes left behind
when the Imaskar Empire fell. Things changed a little over a thousand years ago, when the
land was settled by Turami slaves and outlaws fleeing Mulhorand.

The Turami settled on the lands, establishing farming settlements. The more peaceful of the
barbarian tribes settled with them, eventually intermarrying with them. The less peaceful
tribes fought them but, due to their numbers being so low from constant infighting, were
eventually forced further east. Generations passed and the Turami managed to spread across
and thrive on the fertile lands of Ulgarth.

Things changed again, though, when the Illuskans arrived. They saw how weak and primitive
the Turami were, knew they needed help with defending themselves, especially against nearby
Durpar. As such, the Illuskans took charge and helped build Ulgarth into a robust society.

This is how the Illuskans liked to remember it, anyway. In truth, the Illuskans conquered the
largely peaceful Turami and established a rigid caste system. This caste system was one of
kings, nobles, serfs and freemen. The Turami were placed squarely on the bottom of this
society; serving as serfs for the Illuskan elite.

Over time, things began to change. King Brandorn changed the caste system, loosening it so
that those who showed great valour and courage in service of Ulgarth could rise through the
ranks. In theory, this meant that Turami could rise to be the equals of the Illuskans, however in

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practice few Turami were promoted highly, and those that were often struggled to fit into the
Illuskan-dominated society.

Some Turami found other ways around the caste system, becoming priests and monks as a
way to gain a standing in society without being a nobleman. However, such ambitions were
halted when, likely in a bid to stop growing Turami influence, King Caladorn placed severe
restrictions on what positions of power a priest could hold; claiming their dominion was over
the spiritual world, not the mortal one.

Things changed in a big way during the Spellplague. Many magic items exploded, burning
away the flesh of those nearby in a wash of blue flames; transforming them into living spells.
These living spells went berserk, wildly attacking everything nearby.

Because it was generally only wealthy merchants and nobles who could afford magic items,
they were the ones that were transformed. They went on rampages, destroying the wealthy
neighbourhoods they lived in before eventually being killed or driven out.

This, in effect, killed the rulers of Ulgarth overnight. Powerful individuals (many of them
Turami merchants) quickly rose to fill the power vacuum, each city coming under the rule of a
self-proclaimed prince. However, before the princes could turn their power against each other,
Ulgarth was attacked by gray orcs from the Dustwall Mountains, who believed the chaos of the
Spellplague had left Ulgarth defenceless.

The princes managed to unite together and, mustering forces, they drove the gray orcs back
into the mountains. Working together, the princes took charge of Ulgarth, disestablishing the
feudal system and creating a new one based around freedom and trade.

FIST OF UMBERLEE
How the Illuskans came to arrive in Ulgarth is a mystery to many. Indeed, history has several major examples of displaced travellers from
the Sea of Swords somehow winding up in the Great Sea.

The most commonly held explanation is the Fist of Umberlee. The Fist of Umberlee is the name given to a shifting whirlpool within the Sea
of Swords. It is never in the same place twice and can sometimes form without warning; is powerful enough to swallow even the strongest
and fastest of ships.

What's curious is that, for all the ships it has sunk, not one of them have left behind any wreckage. This leads many to speculate that the
whirlpool is capable of transporting ships it sinks across space, and perhaps even across time. Some in the Sea of Swords have taken to
hunting the Fist of Umberlee, believing that in going through it they will be transported to lands of great wealth and treasure.

SOCIETY & CULTURE


Ulgarth has adopted much of the mercantile attitude of its neighbour across the Golden
Waters. It is quickly becoming a wealthy nation, its primary export being spice. Having
overcome the feudal system of old, one's position in society is largely determined by how
much gold they have and how wisely they can use it.

However, to Ulgarthans, wealth isn't accrued just for the sake of it. It is a means to an end. The
Ulgarthans value happiness and beauty greatly. Those with wealth tend to display their wealth
ostentatiously, whether by adorning themselves in golden trinkets and fine silks, or by hosting

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large and extravagant banquets.

Popular deities in Ulgarth are Lathander, Lliira, Sune, Torm, Tymora, and Waukeen. They are
collectively known as the Deities of Light; are associated with goodness, happiness and
prosperity. The only gods Ulgarthans might take a dim view of (aside from evil deities) are
those associated with arcane magic, as many in Ulgarth still associate arcane magic with the
destruction caused by the Spellplague.

LOCATIONS IN ULGARTH
There are seven major cities in Ulgarth, each ruled by a prince. Each city has its own way of
determining who gets to become prince. While the princes hold a great deal of power, none of
them hold absolute power; often having to answer to a collection of other powerful people
within the city.

Orvyltar. The capital of Ulgarth; a bustling port city full of people from all over the
Great Sea and even beyond. The water of the bay takes on a coppery appearance in the
setting sun. The ruler of the city is Prince Salamund. His position is a largely hereditary
one, being the head of House Flamerule, the most powerful merchant house in the city.
He wields a great deal of power, with the heads of other merchant houses often
struggling with each other to influence his decisions.

Kelazzan. A busy yet hectic port city in Ulgarth. It has a problem with pirates and
smugglers. The ruler of the city is Prince Kazamut. He is lazy and decadent. While he
presents himself as being ignorant of the crime and smuggling that happens within the
city, he knows full well what is happening and benefits greatly from it. He clings onto
power by weaving a web of bribery, blackmail, coercion and appeasement.

Surbar. A wealthy port city most known for its many highly decorated temples.
Temples to just about any god can be found here, though temples devoted to the Deities
of Light are by far the largest and the most adorned. It's barely a secret that the city's
ruler, Prince Basket, is merely a figurehead; the real power belonging to the heads of
the major temples.

Suormpar. A port city that sits in the shadow of the Dustwall Mountains. As such, it is
the first line of attack against raids from the gray orcs that live in the mountains. Prince
Oskur is the hereditary ruler of the city. However, under his incompetent rule, the city's
military and merchant houses have grown greatly in power; and compete with each
other for yet more power.

Kellesar. A city that sits on the south-eastern edge of Ulgarth. To the west of it are vast
farmlands, and to the west are barbarian-filled plains, which sometimes trade with the
city and sometimes attack it. The city is also the gateway to the Utter East, a land of
many exotic treasures and riches. The ruler of the city is Prince Kestra, the leader of the
city's military. She is respected for her ability to think quickly under pressure and her
ability to inspire loyalty in her followers.

Dralpur. A mining city situated on the eastern slopes of the Galuil Mountains. also

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known as the Mountains of Gold. Despite what some think, the primary material mined
from the mountain is iron, with gold being a distant second. The city has had recent
trouble when mines have accidentally come across tunnels of monsters. The ruler of
the city is Prince Qarmet, who is the first amongst equals on a council of merchants.

Kaspar. A city formerly known for its abundance of artists and artisans, it is now
mostly known for its willingness to ignore Ulgarth's usual trepidation towards arcane
magic. It is home to Darkwood Academy. Originally focussed on creating minor magical
wonders (such as self-cleaning sheets or illusory puppet shows), the Academy has
since begun work on expanding its power. Presently, the school's headmistress is trying
to convince Prince Erilisa, the hereditary ruler of the city, of the military benefits an
arcane army might pose against the orcs to the north and the barbarians to the east.

RUMOURS & LEGENDS


As a nation of wealth and trade, Ulgarth's major cities are constantly buzzing with rumours.
Many of these rumours are related to deals being made between various powerful merchants,
or are about far off lands that are overflowing with wealth. However, some also speak of
threats and monsters, as well as the rewards for vanquishing such threats.

Drasna's Return. During the Spellplague, King Drasna's luckblade exploded,


transforming him into a living wish spell. He caused mayhem and chaos across Orvyltar
(such as causing it to rain gemstones, and transforming the royal guards into pigs)
before being driven off. Many assume he died after that, his magical form burning itself
out. However, recently, there have been rumours of strange magical occurrences
happening throughout the Dustwall Mountains, with some claiming that it's the work of
King Drasna. As such, Darkwood Academy is hiring adventurers to look into matters
and return with any information that they find.

White Death. Recently, there have been rumours of armies of yetis attacking gray orcs
in the Dustwall Mountains. The yetis are supposedly commanded by an ancient white
dragon known as Kayamata, the White Death. The presence of this dragon and the yetis
is steadily driving the gray orcs south, forcing them into conflict with the Ulgarthans.

Blood & Magic. In the Utter East, there are tales of the bloodforges, powerful artefacts
capable of creating armies of living golems. The bloodforges are thought to have long
since been lost or destroyed, but recently, a merchant from the Utter East has shown
up in Kellesar, claiming to know the location of a bloodforge. Most dismiss him as a
conman, however Prince Kestra seems to trust him, and is looking for adventurers she
can trust to go with him back to the Utter East and claim the bloodforge for her.

Burning Marid. Tales of ghostly pirate ships are far from rare in the Great Sea. There
are many stories of undead pirates, some of which are actually true. However, the most
infamous of them is the Burning Marid. It shows up every couple of decades and
unleashes a ruthless series of attacks before disappearing again. Recently, a number of
ships have been attacked off the coast of Ulgarth, and there have been rumoured
sightings of a mysterious ship on the horizon.

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VELDORN
VELDORN AT FIRST GLANCE
Veldorn is a savage land of poorly defined borders. To many, it is considered the beastlands, a
home of monsters. Each clan of monsters is said to be ruled by a “beast lord”, who plot and
scheme against each other for control over the beastlands and the lands beyond.

Travelling through these lands is unsafe to do unarmed. Caravans without guards are
invariably attacked and the monsters of Veldorn see little problem with attacking anyone who
stumbles into what they consider to be their territory. As such, most folk tend to steer far clear
of these barbaric lands.

HISTORY OF VELDORN
The Kingdom of Veldorn has long since been forgotten. Once standing as a proud nation
alongside Durpar and Estagund, it was reduced to a monstrous wasteland well over a
thousand years ago. Since then, various factions within it have struggled with each other for
power, only uniting together when threatened by an outside force.

Largely kept at bay by Durpar and Estagund, these monsters were left to contend with
themselves. Things changed in the decades following the Spellplague, when the world seemed
like a more dangerous place and much of civilisation suffered to hold their own against
monstrous threats.

This caused the monsters of Veldorn to become more bold, seeing Estagund and especially
Durpar as easy pickings. Raids against these nations increased, causing the beastlands to
become more prosperous, causing yet more monsters to flock to the bountiful lands, which
only increased the attacks further.

Recently, large numbers of monstrous tribes were swallowed into Durpar; became part of a
new, monstrous nation. Suddenly the balance of power has shifted and it seems as though
Durpar is preparing to expand and bring the “uncivilised” creatures of Veldorn under their
control.

BEHOLDERS OF VELDORN
It's said to be beholders that reduced the Kingdom of Veldorn to a monstrous wasteland. Indeed, to this day, Veldorn is still occasionally
threatened by beholders. This is because the Underdark beneath Veldorn is a place of untamed wilderness. It is filled with numerous
aberrations and their humanoid slaves. Much like in Veldorn, these monsters compete with each other for domination.

The most powerful of these factions is the hive mothers. Hive mothers are a form of beholder that are larger and more cunning than most
of their kin. However, their most dangerous ability is their twisted charisma, which compels lesser beholderkin to follow and obey them.

Occasionally a beholder will manage to defy a hive mother's strange charisma. Typically, these beholders are killed instantly. However, a
small number of them manage to escape, typically making their way to the surface. It is usually these beholders that menace Veldorn.
However, some hive mothers have been known to send a small contingent of beholders to the surface in the hopes of bringing Veldorn
under their control.

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SOCIETY & CULTURE
The “monsters” of Veldorn are separated into competing tribes and city-states. Alliances
between the various factions of Veldorn are constantly shifting and changing. Conflict between
them is commonplace, and can vary between being relatively tame and incredibly intense. The
monsters may unite against outside threats to their shared lands, but beyond that they have
no loyalty to each other.

Because the creatures of Veldorn are so diverse, there's little that unites them. Most share an
attitude of brutal aggression, will take what they can from outsiders, and assume outsiders are
similarly motivated. Most tribes and city-states are simply ruled by whoever has the might or
cunning to rise to the top. Fairness, justice and honour matter little to them.

One thing that unites many of the factions with each other and the rest of the Shining Lands is
a shared belief in the Adama. Unlike the rest of the Shining Lands, while they believe in an all-
encompassing essence that makes up everything, they don't believe its existence should
govern their actions. Instead, they see the spiritual world as just another front to attack their
foes on. Some tribes even employ “karmaturges”; shamans who are said to be skilled at
manipulating the Adama, sending ripples of negative energy against their foes.

LOCATIONS IN VELDORN
Veldorn is home to many creatures: giants, ogres, orcs, goblinoids, gnolls, thri-kreen, kenku,
yuan-ti, lizardfolk, lycanthropes, and minotaurs. Most of these groups are mere wandering
tribes. However, some settle down and form city-states.

Old Vaelen. The former capital of Veldorn, now a ruined city. It is inhabited by the
vampire psionist Saed and his army of psionic disciples. Once a skilled negotiator who
had both Veldorn and Durpar under his thumb, few have heard from him since the
rakshasas seized control of Durpar from him. Some claim he spends all his time
brooding, while others claim he is plotting a means of seizing control of the Shining
Lands.

Tirumala. A city built atop seven “holy” hills. It used to be home to a number of
rakshasas and their many slaves. However, some schism occurred between the
rakshasa nobles. A fight broke out which destroyed much of the city. The victors then
took the slaves and headed to Durpar, which they then seized control of. The losers
were magically bound to the city; unable to physically leave. Since then the remaining
rakshasas of Tirumala have struggled to influence affairs across the Shining Lands
while being bound to the city.

Sharawood. A large jungle, home to many monstrous beasts and plants, with the
various giant arachnids being the most feared amongst them. Hidden deep inside it is a
city ruled over by Xavarathimius, the Everlasting Wyrm, an ancient green dracolich.
The city is largely populated by lizardfolk, who revere the Everlasting Wyrm, as well as
the dracolich's numerous slaves.

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Buldamar. A town that sits on the edge of Veldorn. It is seen as a frontier town to the
civilisations to the north and to the west, the last stop before the beastlands. As such, it
attracts many adventurers who are drawn in by tales of treasure and danger. Most
recently, a group of lycanthropic adventurers calling themselves Malar's Chosen have
taken control of the city. They have declared themselves “beast lords” and have taken to
sending adventurers to raid nearby monstrous settlements. To some, Malar's Chosen
are deluded fools. To others, they are simply a menace. However, to many adventurers
in Buldamar, they are an ideal to aspire to.

RUMOURS & LEGENDS


Veldorn is a sinister land of monsters and ever-shifting alliances. As such, it is rife with
rumours of vicious monsters, sinister schemes, and foul deeds. As with many things relating to
Veldorn, it is often difficult to separate fact from fiction, however most prefer to be overly
cautious and choose to believe every bad thing they hear about the place.

Saed's Experiments. Many rumours abound of strange happenings in Old Vaelen.


Some of these rumours claim Saed is experimenting with psicrystals. These
experiments are said to range from creating an army of psionically-empowered,
crystalline golems; to creating a psionics-enhancing tower that will allow him to more
easily send psionic signals across the surrounding lands. However, these rumours also
claim that his constant experimentation with psicrystals has warped his body;
transforming him into a vampiric mind flayer.

Mound of the Sleepless. In the blighted Aerilpar Forest, there is a grassy hill known as
the Mound of the Sleepless. No trees grow on it and no monsters dare approach it.
Rumour has it that beneath the bound is a labyrinthine series of tunnels where time
and space seem to twist and curve. The tunnels are said to be inhabited by umber
hulks, thri-kreen, ankhegs and other bug-like creatures. These creatures serve
Kharapaiz, a chitinous beholder prince, who dwells in the deepest parts of the
labyrinth, guarding an artefact of unimaginable power.

Blackfeather Barrens. The lands where Durpar, Estagund and Veldorn meet are
known as the Blackfeather Barrens, for they are rocky wastelands home to many
kenku. While they were never friendly to outsiders before, the kenku of the
Blackfeather Barrens have grown more aggressive in recent years, killing any non-
kenku who steps foot in their land. Some claim this is a result of their numbers
expanding so rapidly in the past decade, while others claim it is the result of rakshasa
manipulation.

Demonic Battleground. Recently, the gnoll and minotaur tribes of Veldorn have
become increasingly aggressive, attacking and abducting anyone they can find. Rumour
has it that both tribes are performing bloody sacrifices in their demon lord's name
(Yeenoghu for the gnolls, and Baphomet for the minotaurs). Supposedly, both tribes are
engaged in a race, trying to summon their demon lord into the Material Plane before
the other. Many dismiss all this as mere superstition on the part of both tribes, however
others are preparing for the possibility that Veldorn might be the battleground for a
demonic duel.

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