TSR 9575 - The City of Ravens Bluff

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City of Ravens Bluff

by Ed Greenwood
Contents Dedication
The Living City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Local History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 To all who have played in LIVING CITY™ events, roleplaying or
Lost Sarbreen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 live, and otherwise helped breathe life into this most shared
Life in Ravens Bluff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 corner of the shared world I began so long ago.
Where to Buy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Dark & Deadly Secrets . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 To those scribes and supporters of things Ravenaar who have
Secret Societies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17 gone before me, including (but not limited to, as Charles
The Wizards Guild . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Oliver O’Kane would say) the following:
Temples & Religion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
The Fellowship of Bards . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 George Aber, James Alan, David Carl Argall, Tim Beach, Eric
The Silent Network . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 L. Boyd, Laura Braslow, James Buchanan, Brian Burr, David
The Knights of Ravens Bluff . . . . . . . . . . . . . . . . . . . . . . . .37 “Zeb” Cook, Richard Dold, Barbara Donnelly, Tia Doran,
The Nobility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Scott Douglas, Rollin Ehlenfeldt, Errol Farstad, David Feest,
The Authorities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Jr., Dr. Edward R. Friedlander, Vince Garcia, Dave Gross, Peter.
Law & Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Hague, John A. Harnes, Byron Heim, Claire Hoffman, Keith
Merchant Houses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Hoffman, Mechele Hunt, Harold Johnson, Angelos Kaldis,
The Guilds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Daniel Kramarsky, Jim Lowder, Jeff Martin, Catherine Mc-
The Game of Masks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Clurkin, Lee McClurkin, Kevin Melka, Robert Nichols, Wes
Monsters of Ravens Bluff . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Nicholson, Tom Nolan, Steve Null, Rembert Parker, Hubert
The Magic of Ravens Bluff . . . . . . . . . . . . . . . . . . . . . . . . . .97 Phillips II, Francis Poulin, Tom Prusa, Jean Rabe, John
Landmarks of Ravens Bluff: The Walking Tour . . . . . . . . .101 Rateliff, Nicky Rea, Rita Rivera, Richard Rydberg, Todd
Beyond the Living City: The Vast . . . . . . . . . . . . . . . . . . .143 Smart, Ed Sollers, Gail Straiton, Wayne Straiton, Keith Fran-
City Locations Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 cis Strohm, John Terra, Jay Tummelson, Jim Ward (the Charles
Oliver O’Kane), Don Weatherbee (a stalwart), Shannon
Credits Whitworth, Robert Wiese (a workhorse for us all in dark
Design: Ed Greenwood times), Skip Williams, Malcolm Wood, Lew Wright.
Editor: John D. Rateliff
Brand Manager: Lisa Stevens To Dan Donnelly, who kept the torch burning.
Cover Art: Jeff Easley
Cover Graphic Design: Tanya Matson And most of all, to Steve Glimpse, whose heart was as big as
Interior Graphic Design: Dee Barnett all Ravens Bluff.
Interior Art: Valerie Valusek and Paul Phillips
Cartography: Rob Lazzaretti and Dennis Kauth
Typesetting: Nancy Walker and Eric Haddock
Art Director: Paul Hanchette

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9575 ISBN 0-7869-1195-6


The Living City the north, the desires of the pirates of the Fallen Stars to control a secure
mainland port, and the more subtle menaces of the Zhentarim, the Red Wiz-
ards of Thay, and even the Lords of Westgate. Only recently the city fought
n many folktales of Faerûn there is mention of a City of Ad- off a devastating attack by a combined army of humanoids and mercenaries
venturers, where every citizen is a mighty and famous delver, under the command of a shadowy figure known as Warlord Myrkyssa Jelan;
monster-slayer, explorer, or smiter of foes, from the bread- the reason for the attack, and her current whereabouts, are alike unknown.
bakers to the roofers, the dung-sweepers to the high judges. Folk of all races and origins rub shoulders in Ravens Bluff; an annual average
The very cobbles of the streets are gold, they say; handfuls of of about forty thousand of them. The city boasts a good and very busy harbor,
gems serve as small change, and the humblest houses crammed with valu- defensive walls, and bustling commerce. This book goes into all matters Raven-
ables of gleaming beauty and glowing enchantment. Folktales are like that. ian in detail, but the first-time visitor should know that rich, semi-wooded agri-
Most cities are grubby, crowded, dangerous places, where coins are hard cultural lands surround the city on its landward sides. These are home to rich
won and easily lost, and few folk are mighty or famous. Reality is like that. estates, many of them belonging to nobles and to successful adventurers with
Reality in Faerûn, however, does hold a City of Adventurers. A young and an eye towards eventual ennoblement. The Vast’s major coastal road crosses
vigorous city, where magic does dazzle and wealth is heaped in plenty—for the Fire River near the Bluff. The city walls enclose several distinct major dis-
some. Danger lurks there, too, never far from the elbow of the visitor. A tricts: Southside (that part of the city south of the river), Crow’s End (a run-
stranger here will share crowded streets with more than the usual share of ad- down but thriving area on both banks of the river), Harbor (the dock area on
venturers, eyes sharp and alert, swords swinging ready, and deadly spells just a the Dragon Reach itself), and the sprawling Uptown district (which encloses
mutter and gesture away. It’s a city of watchful black ravens; a port often raided the Temple and Market districts). A small seaward area, with its own walls,
of old by orcs and hobgoblins and worse, that still lurk not so far away in the houses the Foreign Section, given over to embassies and consulates of outland
frowning mountains; a place where pirates walk the streets in the thinnest of realms and cities. Ravens Bluff even has its own monthly broadsheet newspa-
disguises. A city of the bold and the grasping, of the youthful and daring. Home per, the Ravens Bluff Trumpeter, edited by Fred Faber. Its staff includes the so-
of the reckless and the wild-spirited, where a dragon lies atop heaps of gold in ciety beauty and gossip Jacinth (“Jackie”) Moonspring, Tomaldi Everspring, the
the city coffers, and so much magic crackles and sparkles in the very stones un- highborn Silva Sinaran, and the earthy man of the streets Guido.
derfoot that disenchanters are drawn to it from around the world . . . Adventurers are more a part of everyday life in Ravens Bluff than they are
A real place, not a folktale. A place called Ravens Bluff, where adventurers in any other city of the Realms. In many ways, they are the safety valve
are at home and wonders almost commonplace. A place where Faerûnian eves standing between the entrenched interests of the established nobility and
that crave excitement are looking over even now. A place that is truly alive. the aggressive, fast-rising power of the merchant class. Magic abounds in this
This book is a campaign introduction to the Living City made famous in the city—and one would think the explosive mixture of spells galore, swords a-
tournament adventures of the ROLE-PLAYING GAME ASSOCIATION™ plenty, and opposed powers battling for control of this city in transition
(the RPGA® Network). Over more than a decade, hundreds of gamers have de- would make for total war and the destruction of the city. Some folk do think
signed little bits and pieces of Ravens Bluff for the love of the game. This book that way and think those who willingly head for Ravens Bluff are dangerous
can’t do more than skate over the surface of the ice their hard work laid down. fools. Others, of course, already define adventurers as dangerous fools, even
but it pulls together much of it into organized form. The sharp-eyed will note “walking dead fools.” So far, Ravenians have proven them wrong, and their
that not every secret is revealed nor every alleyway explored; these deliberate town has thrived on what looks from afar like chaos. So far . . .
omissions of lore are done to avoid pre-empting future Living City revelations,
to keep tournament play exciting, and to allow every Dungeon Master “elbow
room” to make Ravens Bluff more easily fit into his or her individual ongoing
campaign. No book can ever hope to comprehensively detail a whole city, but
Local History
this one sets forth the bones of the Bluff, from nobles to city government to
guild intrigues. Adventurers will find a home—and adventures galore—here. he city of Ravens Bluff stands on the site of the lost dwar-
Welcome to Ravens Bluff. ven city of Sarbreen, City of the Hammer, begun sometime
around the Year of the Normiir (611 DR) and completed
The City in the Year of the Ensorceled Kings (616 DR). Sarbreen
was a large stone city of squat, fortress-like keeps and very

R avens Bluff straddles the mouth of the Fire River on the eastern shore of
the Dragon Reach, that most northerly arm of the Sea of Fallen Stars
(the Inner Sea). Ravens Bluff stands just north of the Earthfast Mountains,
thick, labyrinthine city walls, situated so as to enclose a series of connected
courtyards and paddock-areas in concentric defensive rings. There were no
streets as humans know them, and much of the city was underground (with an
on the site of the onetime dwarven city of Sarbreen. It commands access to elaborate series of pumps and sluices to keep water in one place and the dry
the rich agricultural coastlands known as the Vast, its only rivals in this role ness needed for storage and living space in another). The dwarves who built
being the cities of Tantras and Calaunt. All too close to the rich lands of and dwelt in Sarbreen were chiefly of the Boldenbar and Shattershields clans,
Sembia, Ravens Bluff has always walked a delicate line between the interests among the richest of the Stout Folk to call the Realm of Glimmering Swords
of that rich Realm of Merchants across the Reach, the greed of Mulmaster to home. Sarbreen made them richer. Built as a secure trading center, here dwar-

2
ven gems and trade-metals could be exchanged for cloth, livestock, and ex- Another, the Glartaree out of Hlath, was left blazing; it burned to the waterline
otic foods—Glimmering Sword dwarves are known to have developed a great and sank, scattering its cargo of stone bowls across the harbor bottom (nearly
fondness for honeyed dates and the various spiced, ruby-red liqueurs popular eighty years later, smooth dark gray bowls still turn up from time to time in
of old in Unther and Mulhorand. nets dredging the river ooze).
For an all too brief time, Sarbreen flourished. It stood on an ideal site, com- The shocked Ravenaar (the term “Ravenians” didn’t come into use until
manding a small but sheltered natural harbor at the mouth of the Fire River. about the time of the Champions Games, and the older term for the citizens of
The river could carry goods inland by barge or float logs from the tall forests Ravens Bluff is still heard, particularly among the poorest folk and the most
down to mills at “the Prow” (the litter of dwellings just east of the fortress-like long-established nobles) spent many nights shouting in meetings about what
City of the Hammer). Ships came calling from all over the Sea of Fallen Stars, to do “when the pirates come again!” The orcs of the Earthfast Mountains
and Sarbreen became “the Gate to the Vast.” The thriving timber industry didn’t wait for them to reach any conclusions: that winter, they came down
cleared mile upon mile of forests, and the dwarves (accompanied by oppor- from the mountains by night to slash and hack, emptying outlying steadings of
tunistic gnomes and halflings) tried their hand at farming in a big way. livestock and people alike to fill their cooking-fires.
Orcs attacking on the surface and drow striking in the depths put a sud- Ravens Bluff became a grim, embattled place. The farmers turned to their
den and brutal end to dwarven rule in the Year of the Bloody Crown (649 self-styled lords and demanded protection, and the summer of the Year of the
DR). The Realm of Glimmering Swords fell, and Sarbreen was abandoned. Talking Skull (1293 DR), and throughout the decade that followed, those
Orcs promptly pillaged and burned the fallen city, and its ruins became the lords spent coins like falling rainwater to import mercenaries and equip and
haunt of monsters, pirates, and brigands; heaps of stone rubble aboveground train all their farmhands for the pirate and orc raids that kept coming. At the
and a maze of abandoned dwarven tunnels and chambers below. For more same time, a small but steady trickle of folk began to steal away from the twin
on hidden dwarven caches and unfound traps that remain to this day, see dangers of coast and mountains, moving north and east into the interior in
the chapter on “Lost Sarbreen” (pages 8-10). search of safer lands to farm in. Meeting in a grim council in the autumn of
The Year of the Stag (1304 DR), the lords could see a future ahead of them
From the Ashes that looked all too much like their not-too-distant-past: a few beleaguered
homesteads, beset by wolves, orcs, and brigands in the winter, and all three

D warven dreams may have lain in ruins, but the site of Sarbreen was
still important for the very reasons the city had flourished: the meet-
ing place of a good harbor, the Fire River offering a water-way into the in-
plus pirates the rest of the year. And yet the Bluff was their home now; the
graves of their parents and grandparents who’d founded the now-sprawling es-
tates stood like silent, reproachful reminders of lifework that would be thrown
terior, and a surviving bridge a few miles upriver carrying the coastal road away by those who left for the safety of walled cities elsewhere.
across the river. As humans wrestled the Vast out of orc domination and Walled cities . . . That was what was needed, both for defense and to shore
settled along its coasts, local merchants and farmers gathered to trade their up the crumbling power of the founding families! Ravens Bluff needed a wall,
goods at the Fire River Bridge (today called Mossbridges). The nearby ruins and grand houses, and secure warehouses, and a bridge across the river within
remained dangerous, but they crumbled year by year and the everpresent, the town, and chains across the river, and gates to prevent anyone using either
squawking ravens made ambushes and stealthy stalkings almost impossible. river or bridges without paying tolls. The deep passages of Sarbreen could serve
Pirates and other mariners began to put in, anchoring alongside the rubble- as sewers, draining away filth; the river could provide clean water; nearby
strewn docks. Folk would materialize out of the lands around, bringing carts abandoned dwarven quarries in the Earthfasts would yield building stone—it
of their farm produce, hides, and woodcarvings to trade in earnest. was all so simple!
The possibilities offered by shattered Sarbreen—now reduced to low mossy, Well, simple to say, yes. Fired by the idea (which seemed good to almost
rocky hills-caught the eyes of several folk who passed through, particularly everyone except those who’d recently moved from corrupt, crime-ridden cities
after clergy of Chauntea settled south of the river, bringing a fresh wave of
human farmers with them. Among the folk who saw a bright future in settling
at the raven-haunted mouth of the Fire River were adventurers from Murann
(who’d worn out their welcome up and down the Sword Coast), ambitious
war-captains from the Vilhon Reach who despaired of ever owning land in the
crowded countries along the southern shores of the Sea of Fallen Stars, and
weary homesteaders from the Sword Coast who were in search of a land where
foes were fewer, sick of fighting barbarians as well as orcs. Enter the Daefihlars
(later “DeVillars”), Moorlands, and Therogeons, respectively. They mustered
armed companies who could build and defend homesteads, arriving in the
spring of the Year of the Horn (1222 DR). Settling at the mouth of the river, a
few miles downstream of the old bridge but much closer to shipborne supplies,
they struggled against harsh winters, marauding monsters, and orc raids for
three seasons. Their mere survival inspired others, and in the Year of the Black
Buck (1226 DR) over a dozen new families arrived, each with a small army of
hired bodyguards, servants, and farmers to work the land. Suddenly the river-
mouth settlement became a community rather than three beleaguered
steadings. Trails and patrols were established, boundary disputes settled, and
an inn and stockyards built out of the riverside wreckage to serve the traders.
The inn was Lusker’s Ravensgate, named after its owner, the ravens, and the
feeling that this fledgling community had become “the Gate to the Vast.” A
primitive bridge, often replaced, was even thrown up between the village and
the will o’wisp-haunted dwarven ruins on the river’s northern shore.
More settlers came, most finding employ on the estates of the founding
families. As the generations passed, these wealthy and long-settled founder-
families began to style themselves lords and ladies, in the manner of petty
barons everywhere (the Border Kingdoms provide a good present-day example
of such self-proclaimed titles), passing their own laws and jostling for su-
premacy as the settled wealth of the Vast grew and trade quickened. Things
even grew civilized enough that mages began to settle in the area-few
enough, but wizards nonetheless. Folk both high and low watched them warily
but found no trace of dark brotherhoods or schemes to rule the land,
In the Year of the Wandering Waves (1292 DR), the first pirate raid struck
the harbor of Ravens Bluff. Hastily-mustered local forces drove back raiders
who dared to try plundering ashore, but one visiting merchant ship was seized.
3
such as Westgate and Arrabar), the lords set to work building a great encircling to find some sort of hope for their city, at times being moved to tears or to
wall. While the original settlement had been based south of the river, this area draw daggers on each other. When fear overmastered greed or miserliness,
was hemmed in by the surrounding mountains and fully two-thirds of the set- this or that noble would break down and hire mercenaries in Sembia,
tlement was now to be found on the northern bank. Fired by the project, the Cormyr, Westgate, or along the Vilhon Reach, buying another season of
lords made the new wall much larger than the existing town so that some crop safety for the city until the surviving mercenaries fled for less perilous terri-
land fell inside the walls in case of siege. Folk high and low could live within tory, leaving the Bluff unprotected once more.
the walls, in houses as grand as they desired, safe from marauders at last. Work
continued through the year, and the folk of the city became skilled in the use of
crossbows, using every height raised by the builders to fire down on wolves, A Champion, A Mayor
orcs, and brigands. Fearful that brigands and pirates (or indeed one of their own
number) might move in and seize control once the walls were complete, several
of the lords quietly began the first undercover spy force Ravens Bluff had ever
I n the Year of the Gate (1341 DR), someone found hope—or rather,
reached out and made hope with her own two hands. Lady Lauren
DeVillars, one of the wealthiest and most civic-minded of the lords, con-
known: the Vigilant, whom some say still exist, so well-hidden and covert in vinced her fellow peers to hold a grand tourney, a Champions Games. The
their actions that they’ve left no trace in public for decades. winner would become Lord Mayor of the city, given a personal salary that
would free him of the need to work at anything else, and charged with mak-
ing Ravens Bluff great.
When Coins Were King It was a desperate gamble; many of the lords quietly moved moneys to

T hroughout this period the Bluff remained open to the sea, defended
against pirates only by a lone seatower on Ladyrock Isle that lacked
other lands, and arranged ships and packing to make swift escapes, if need
be. Some bitterly opposed the plan; there were real fears that the city could
any catapult or ballista. That changed in the Year of the Catacombs (1308 end up under the boot-heel of a ruthless pirate lord or some adventurer
DR), when the landwards walls were completed. The nobility promptly sponsored by evil mages such as the infamous Red Wizards of Thay. In the
hired a “Lord Protector” and a “Lord Treasurer” to see to the defense of event, the Games went forward, and a charismatic swordsman named
their new city and to ensure that it swiftly repaid the crippling expenditures Charles Oliver O’Kane won—and the gods smiled: the gamble paid off.
its creation had made necessary. These officials were puppets of the lords, O’Kane rolled up his sleeves and set about the task of transforming the Bluff
who did not hesitate to murder (for embezzlement or disobedience) or dis- into a prosperous economic power. Lacking the funds to do what he saw was
miss (for incompetence or “willful nature”) city officials and any members necessary, he went to the lords to beg for coins—and to the people to share
of their staff throughout the decade that followed; in the Year of the Fallen his dreams. Any lords who were reluctant to part with their moneys heard
Throne (1319 DR, referred to locally as “the Year of Rolling Heads”), there the excitement of the citizens—and the dark looks directed at the lords
were no less than fourteen Lords Protector and three Lord Treasurers— when money seemed unavailable—and thought better of it. O’Kane prom-
though the last one fled (burdened only by some thousands of gold pieces) ised them ways of getting rich along the way, by strategic investments and
months before the end of the year, leaving the city effectively without a tax preferred business positions, and forged ahead. His bold schemes continued
collector until the next spring. to work, he won popular support by encouraging the founding of guilds to
Not that the lords were overly concerned. People were flocking to the new prevent the exploitation of citizens by charlatans and by the lords, and the
city, and revenues from the businesses owned by the noble families (notably Bluff prospered. As the winds of bright change blew, support for O’Kane
builders, shippers, and bodyguards-for-hire) poured into their coffers. Em- flared up in houses both high and low across the city.
boldened, they plunged once more into their games of oneupmanship that Along the way, O’Kane received unintended help from an unlikely
barely masked the underlying private battles for true supremacy in the Bluff. source: Lord Lashan Aumersair of Scardale. Planning his conquest of all the
When old Ravenaar families use the phrase “When coins were king,” this Dales, the proud and ruthless Lashan purged his forces and court of all offi-
is the time they’re speaking of; when the lords openly named and dismissed cers and advisors he deemed disloyal, exiling them to the lands east of the
city governments on a whim, pirates used the harbor as a safe haven and Dragon Reach in the Year of the Worm (1356 DR). Some found their way
openly raided other ships in port (in return for not-so-secret payments to the to Ravens Bluff, where they willingly placed themselves at O’Kane’s dis-
lords), and the city Watch were in reality only bands of private warriors in posal. With these able subordinates behind him, the Mayor’s next action
service to this lord or that, often fighting in the alleys at the behest of their was to restructure the government. He began rooting out corruption, re-
masters. The law in Ravens Bluff was what any lord said it was, and a well- moving from power those accepting bribes from known criminal organiza-
organized Thieves Guild, initially the champion of the people against the tions. He divided the government’s work into several branches, appointing
lawlessness of the lords, became a power unto itself. A black market sprang trusted and capable men to fill the new posts. One of those posts was the
up, in which increasingly desperate citizens sold objects stolen in order to Chancellery, which was charged with stabilizing trade conditions in the
get money enough to eat and to replace whatever had been stolen from city. Merchants and craftsmen were organized into guilds, each regulating
them in turn. Press gangs openly walked the streets, and pirates took unwill- its own particular craft or service. The Lord Chancellor was entrusted with
ing wives as they pleased or else carried off pretty girls who refused them to insuring that all trade and tax laws were obeyed, that the currency and ex-
either ransom or sell as slaves elsewhere. Angry citizens mounted raiding ex- change rates were stable, and that harbor traffic was managed. A strong
peditions of their own, sometimes preying on outlying farms when food ran City Watch was organized under the Lord Marshal to rid the city of crimi-
short or sacking temples, set up by priests who dared not enter the city, nal elements, a task they continue to this day.
carrying off whatever temple furnishings they could to sell off in order to With the government strengthened, O’Kane began using his influence
ransom their daughters, pay their ever-increasing taxes, or simply feed their to bring peace and stability to the surrounding area. He offered to extend
families. To top things off orc, goblin, and hobgoblin raids began in earnest the resources and protection of the city to nearby lords if they’d commit
again, slaughtering hundreds of citizens in 1321 DR (the Year of Chains) troops to him and place their lands under the jurisdiction of the city courts.
and the years that followed. He guaranteed that these courts would have no say in their internal affairs,
Merchant shippers began to avoid Ravens Bluff as a known trouble spot, only to settle disputes between lords. O’Kane would recognize the lords’
trading with Tantras or Procampur instead. As revenues began to drop off, boundaries and would swiftly bring the city’s forces to the defense of any
the lords looked for fresh solutions. Amandas Blerune hit upon the idea of lord’s lands. The lords, the weakest ones in particular, quickly saw the ad-
hiring gnolls (from a band dispossessed and on the move north of the vantages of working with the Mayor and soon adopted his plan. This system
Moonsea, who’d been seen by one of his trade agents) to defend the city has developed into a mutual protection pact among the lords: only four of
against the orcs, by promising them free and unmolested ownership of the the thirty-six noble families in the region (the Ampters, Hawkdragons,
foothills between Ravens Bluff and the mountains. The cold-blooded Liontowers, and Yarvandars) still hold themselves aloof.
scheme worked like a charm: for two years gnolls and orcs slaughtered each The harbor also underwent dramatic changes. Its greatest attraction had
other until no gnolls were left, and orc bones littered the fields south of the long been the natural protection it provided from the savage storms that
city. Yet even the most cynical and self-interested of the lords could see that claw the eastern shore of the Reach (and from crushing winter ice). O’Kane
there was no fresh supply of gnolls—and that things couldn’t go on like realized it had to offer protection from pirates as well. O’Kane charged his
this, with no common law, no leadership, and no comfort or protection for sages and engineers with implementing a plan to make the necessary
anyone who couldn’t buy it. The parties held by the nobles took on a des- changes. Their efforts resulted in one of the most ambitious sea construc-
perate edge, and many lords were overheard arguing and plotting feverishly tion projects Faerûn had ever witnessed. Two large and well-armed towers

4
were built in the water at the eastern entrance, and all ships were required The war raged on for half a year, during which the power and wealth
to pass between these towers. Breakwaters were built from the towers to the of many of the long-established noble families of the Bluff were shat-
land, effectively ringing the harbor with a man-made reef. Finally, a huge tered as battles raged back and forth over their estates outside the city
chain was strung between each of these towers and a third tower on Lady- walls, destroying buildings and devastating the very land. The city gath-
rock Isle; at need, great winches can raise these chains to block access into ered what forces it could—and had it not been a cradle for all too many
the harbor. Three years went into the project, but the result was a safe har- adventurers, Ravens Bluff must surely have fallen to a foe who com-
bor and a decrease in pirate activity. manded more magic, more monsters, and more mercenaries than the in-
Finally, the Lord Mayor turned to deal with the constant raids from the creasingly-hungry city she was besieging could muster. Had new heroes,
mountains. He learned from symbols and idols found in the camps of defeated both scions of old noble families, not stepped into the breach, things
raiders that they were divided into two factions, one following Auril the might have gone very ill for the Ravenian in the street; the sack of the
Frostmaiden and the other Talos the Destroyer. Each warred both against city was a very real threat. Lord Charles Frederik LaVerne Blacktree IV,
the folk of the Vast and each other. Putting the combined lords’ troops under hitherto dismissed by all as a lazy, cowardly, foppish braggart, suddenly
the Lord Marshal’s command, O’Kane instructed them to patrol the hills and rose to the occasion and grew into a Field General of almost reckless
eliminate all raider camps they might find. They concentrated first on the bravery. The long-absent daughter of Lord Thoden, Lady Amber
more organized followers of Auril, much to the delight of the Talos worship Lynn—grown into a woman as capable as she was beautiful and bold-
pers, who joined in the fun and slaughtered many of their fellows. The Lord spirited—stepped from the shadows “as gracefully as a dancer arriving at
Marshal’s forces then re-armed and fell upon the weakened Talos camps in a revel” (as the minstrel Tappetran Boadelmer put it) to inspire the cit-
turn. The survivors were driven back into the mountains, and humanoid izenry, buy food and the means to import it into the beleaguered city,
raids are now rare, although those responsible for the defense of Ravens Bluff and negotiate the master-stroke that many believe turned the tide at the
watch the mountains carefully for any signs of new activity. last moment and gave Ravens Bluff the victory.
O’Kane’s many improvements allowed new prosperity to blossom in the Only after the war was over did Lady Thoden reveal, in a proclama-
Bluff. Safer trade routes have brought more goods into the city, and new tion to the city, that before the final battle she had negotiated a deal
folk and new ideas with them, increasing the scope and skills of local with Hathmar Blademark, a drow mercenary serving on the other side.
crafters. The arts have flourished under the new peace and stability. From a Sacrificing the bulk of her family fortune, she not only obtained Hath-
cradle of crime staggering on the verge of collapse, Ravens Bluff has be- mar’s apparent neutrality by “exercising an option in his contract” but
come a boom town of historic proportions. The last ten years have seen an also arranged for an attack on the enemy’s rear in the form of a great
almost meteoric rise in the city’s wealth, fame, and prosperity. Adventurers black dragon, trapping them between gouts of acid and Field Marshal
have come from all over the Realms to settle in the self-proclaimed Gate- Blacktree’s counterattack. Caught by surprise by this two-prong attack,
way to the Vast, strengthening the city. The Bluff may suffer more than its the Warlord’s army disintegrated and scattered. The city had been saved
share of dangers and calamities, but its people have always rallied to con- in the eleventh hour.
front whatever ill wind is blowing.
Today the city has plans to establish a regional government, bringing sev-
eral surrounding towns and villages under its wing. Mossbridges and the new The Six-Day Battle
halfling settlement at New Hope are the first two to have been incorporated
into what is rapidly becoming a city-state, and Tantras is known to have ve-
hemently rejected the idea (Procampur took a more neutral, wait-and-see
T o better understand how close Ravens Bluff came to defeat and de-
struction, an abbreviated account follows of the final struggle, one
continuous battle that lasted six days. Almost every unit saw combat
approach). Some of the lords are uncomfortable with the prospect of placing each day, and some were wiped out altogether, making a clear account
their country estates directly under civic jurisdiction, as it would mean a de- very difficult to put together. Here is a rough outline of what befell.
crease in their own power, and many of the neighbors resent the idea of an-
nexation, but the merchants and most other citizens believe it would bring
only greater prosperity to all.

War and Winds of Change


I t seems Ravens Bluff will always face threats from criminal ele-
ments, power-hungry lords and politicians, ambitious neighbors,
and other as-yet-unseen foes. Yet Charles Oliver O’Kane built fire and
heart into the city, leaving its folk proud and fierce.
Such strength was needed just earlier this year (1370 DR, the Year of
the Tankard). First a surprise pirate attack on the harbor of Ravens
Bluff—and naval reverses that followed—wiped out the formidable
Ravenian navy, leaving the city open to pirate depredations. That same
night, a mysterious woman who called herself Myrkyssa Jelan appeared
out of the backlands of the Vast and hurled an army of mercenary human
troops, orcs, ogres, giants, and worse against Ravens Bluff. This self-
styled Warlord, for reasons that are still unknown, could not be seen by
scrying magics and seemed immune to spells hurled at her in battle
(though troops surrounding her suffered and died from the spellblasts in
the usual way). Many mages and monsters—even dread tanar’ri from the
Lower Planes—served Myrkyssa Jelan. Some of these fiends swooped
down on the city and captured Lord Mayor O’Kane early in the hostili-
ties. Her reach even extended into the ranks of Ravenian officials, into
the very seats of the Ministry of Art and perhaps even the office of
Deputy Mayor. Glora Varro, the Minister of Wild Magic, is known to
have fought for the Warlord and may well have caused the disappearance
of her cousin, Lord Marshal Gaius Varro. To add to the chaos, Acting
Mayor Belanor Fenmarel, the missing O’Kane’s deputy, was arrested by
Lord Chancellor Kothonos’s men during the war on charges of conspir-
ing with the enemy and kept prisoner until his somewhat mysterious
death in his cell months later; Myrkyssa’s sole surviving general, interro-
gated after the defeat of her army, readily identified images of Belanor as
either Myrkyssa’s chief battle confidant or his identical double.

5
Day One: Retreat to Elmond’s Field: Ravenian army. Enemy resolve thickened, and a large group of ogre magi
The initial day of fighting saw the forces of Ravens Bluff pushed back entered the fray to halt the advancing Ravens Bluff cavalry. As the
on all fronts. Numerous enemy ogres and giants pressed forward to win a armies locked together, swaying to and fro, a black dragon swooped into
great victory, almost shattering the Ravenian forces. Field General Lord the enemy’s rear, breathing acid and shattering their ranks. The former
Blacktree led his Raven Lancers into the heart of the enemy forces, attackers began to retreat.
blunting their advance and rallying the Ravenians until daylight failed.
As night fell, a defeated army of Ravens Bluff prepared for the next day. Day Six: Victory on the River:
The rout was complete and enemy troop order disintegrated as they
Day Two: First Battle of Fire River: tried to save themselves from the trap laid by Lord Blacktree. Very few
With the Fire River on the defenders’ right flank, the enemy advance large battles occurred, as enemy units attacked without coordination or
was finally halted not more than a half-mile from the city walls by dint of fled in random directions. Lord Blacktree, wounded with a blow from a
sheer ferocity on the part of the defenders. The attacks launched by the large club and a stab from either a lance or spear, refused to leave the
enemy army were like probing swordthrusts: short in duration but many battle, leading the final charge of his remaining cavalry to drive the last
in number, continuing throughout the day, as the exhausted defenders remnants of Myrkyssa Jelan’s dark army into the Fire River.
sagged, rallied, and held.

Day Three: Battle of Murky Confusion: Aftermath


The full magical forces on both sides joined battle for a final time: a
random wild surge created a black, rolling cloud laden with magical dis-
charges and drifting dead magic, making further battlemagic ineffective.
T he morning of the seventh day was glorious, and the news even bet-
ter. Lord Blacktree had delivered the victory he’d promised, crush-
ing the enemy army against the banks of the Fire River within sight of
The darkness was complete—and within it, the enemy used drow bands the city walls. Over six thousand enemy humanoids had been slain by his
to push back the Ravenian defenders to within a quarter-mile of the city armies, but the price of their blood was steep: approximately a quarter of
walls. Ravens Bluff’s able-bodied soldiers and adventurers were either killed or
wounded during what will hereafter forevermore be known as The Battle
Day Four: Day of the Leader: of Fire River.
The continuing complete lack of visibility handed the day into the News of the Warlord herself was not as good. Even as General Blacktree
gauntlets of individual unit commanders. Personal, localized efforts were was accepting the accolades of the city and the first Knightly Honor of the
launched here and there on both sides, with many small, gallant local newest city knighthood, The Knights of the Lady (sponsored by Lady Amber
victories and defeats. Among the Ravenian defenders, many good Lynn Thoden, the other hero of the hour), his agents were scouring the
knights died on this day. Surprisingly, units led by the remaining Knights battlefield for the body or evidence of the whereabouts of the defeated War-
of the Golden Rooster held their morale high and won some of the lord. Captured mercenary officers, when interrogated by Knights of the Mys-
largest gains of the day. tic Flame, could not describe the enemy leader in any detail, claiming that
she’d kept her face hidden and often used an elven wizard (whose description
Day Five: Blacktree’s Charge: exactly matched that of Deputy Mayor Belanor) as her spokesman. Neither
Field General Lord Blacktree again led a personal charge, attempting this elf nor Myrkyssa herself was ever found among the enemy dead; the as-
to force the enemy to retreat in disarray—into the waiting bulk of the sumption was that she slipped away from Ravens Bluff on the eve of her
6
army’s destruction. Since that time she has surfaced only once, appearing be- the people through pledges and donations.
fore the gates of Tantras with yet another humanoid army (presumably either Perhaps the strangest campaign in Realms history followed. Among
regrouped survivors from the one dispersed at the Battle of Fire River or re- those who ran for the post were Charles Oliver O’Kane himself (sup-
serves who didn’t make it to that battlefield in time). She demanded that the ported by Lady Lauren DeVillars and the “old guard” who had run the
city either surrender or be burned to the group, but after a short conference city for the last thirty years), the imprisoned Belanor Fenmarel (still ac-
with the city’s rulers she withdrew. It’s not known what concessions the cused of treason), Lady Amber Lynn Thoden (strongly supported by the
Tantrans might have granted; by the time the aid they’d requested at the first merchants), Field Marshall Lord Charles Blacktree IV (the army’s
news of her approach had arrived from Ravens Bluff and Procampur her choice), Sir Lorien Darkarrow, Knight of the Golden Rooster (the ad-
troops had melted into the mountains and she has not been heard from since. venturer’s candidate), and General Dandelion (the army’s other choice,
preferred by the average soldier because of his presence throughout
Political Turmoil shoulder-to-shoulder with them in the thick of the fighting). Some pow-

R avens Bluff may have won a battlefield victory, but the damage it
had suffered was severe. Many thousands lay dead, the surrounded
countryside was filled with the smoke of burning farms, and life in the
erful organizations, like the Clerical Circle and Wizards Guild, stood
aloof from the politicking, while adventurers, merchants, nobles, and
craft guilds joined in with enthusiasm.
city was changed forever. Lord Mayor O’Kane, the man who symbolized When the final gold piece was counted, it was clear that a new age
the city, had been held captive for over nine months and tortured had begun in Ravens Bluff, with a new mayor: Lady Mayor Amber Lynn
throughout; his right arm had been tom out by the roots. Almost dead Thoden. Promising to work closely with both the merchants and her fel-
when rescued, he recovered with amazing rapidity from his severe mental low lords, Mayor Thoden, “the merchant’s friend,” immediately under-
and physical wounds thanks to the care he received from the clergy of took the vast task of healing a war-torn city and guiding a new form of
Lliira. But during his absence he lost favor with the nobles and mer- government. Even before the winner was announced, the success of the
chants who stand always as the powers behind the office for having nei- new arrangement was demonstrated when the new council passed their
ther foreseen or prevailed against the crisis. If this were not enough, first joint law in the wake of a disastrous fire (see the “Lawgiver
O’Kane’s chosen right-hand-man, Deputy Mayor Belanor Fenmarel, still Changes” section at the end of the “Law & Order” chapter). O’Kane
languished in prison, the evidence against him not strong enough to himself took the defeat in good grace and announced his intention to re-
hang him but too compelling to allow him to be set free. Chancellor tire and enjoy the city he’d done so much to build up over the years.
Kothonos, the Acting Mayor, seem reluctant to exceed his authority now
that the crisis had passed. Many of the city’s most trusted leaders, includ-
ing the head of the Clerical Circle and Judge Rupert T. Hangman, were Into The Future
dead. Meanwhile, others had risen to prominence in this power vacuum,
most notably Field Marshal Blacktree (for his victory in the field) and
Lady Thoden (for her successes in feeding and enheartening the popu-
R avens Bluff is rebuilding with a speed and a vigor seldom seen in
Faerûn. Many folk seem to see the destruction wrought by the war
as a shining new opportunity to make their own fortunes. Yet, as Lord
lace). Blacktree among others is quick to remind folk flocking to the City of
Taking advantage of the obvious decline in power of the land-owning Ravens, a shadow lies across the bright promise of the years just ahead:
Lords (many of whom lost their lives or saw their estates shattered during the city now stands defenseless against the next attacking army. To those
the war) and the evident disarray in the government. the merchant who scoff, pointing out the slim likelihood of anyone gathering an army
houses pushed for more say in the ruling of the city. In the end, they an- to attack Ravens Bluff, Lord Blacktree asks two blunt questions: “Ever
nounced what was in effect a quiet coup, informing Acting Mayor hear of orcs in these mountains? And had you ever heard of Myrkyssa
Kothonos of the formation of a Merchant Council: a new governing
body in which each of the city’s sixteen major merchant houses would
receive one vote. Furthermore, they decreed that henceforth both the
existing Council of Lords and the Merchant Council must agree on a res-
olution or course of action before it becomes law in Ravens Bluff.
News of the merchants’ action spread across the city like wildfire, and
folk turned out on the streets, obviously expecting to see pitched battles
between the City Watch and the merchants’ guards and supporters. Dis-
aster was averted when Torden Sureblade, the Lord Magistrate, visited
each of the sixteen merchant representatives and gravely invited them
to the first joint session of the Council of Lords and the Council of Mer-
chants. The meeting that followed has been much embroidered by bardic
gossip. What is clear is that civic officials alternately begged and bullied
members of both Councils back to the meetings whenever they stormed
out (usually telling the furious Councilor that to stay away meant con-
ceding government to the other, rival Council). A full tenday passed be-
fore matters finally came to a head when Charles Oliver O’Kane ap-
neared and confronted Lady Thoden, accusing her of manipulating the
situation to serve her own ends. What followed differs according to who
reports it: the Knight Commander of Lady Thoden’s new order of
knighthood, Sir Lucky Whitewolf, claims that an apoplectic O’Kane
screamed and shouted and actually tried to strike Lady Amber, Sir Lucky
interposing himself and taking the blow instead. O’Kane denies that he
would ever try to strike a lady but refuses to say any more about the inci-
dent; most of his supporters claim that Sir Lucky’s story is a complete
fabrication.
In the deadlock that followed, the assembled leaders agreed on two
points. It was obvious that to avoid further bloodshed, with armed citi-
zens of ail social ranks clashing in the war-weary city, Ravens Bluff
needed a leader supported by both merchants and lords. It was also obvi-
ous that money—a lot of money—was needed to repair and rebuild the
shattered city. Therefore, the individual who could best support the
needs of the city would become the new mayor of Ravens Bluff. In a
rather mercenary equivalent of the Champions Games, the assembly
agreed that each mayoralty candidate would demonstrate the support of

7
Jelan, before she showed up at our walls with an army that could have
Brightsword—were patient, close-mouthed master craftsmen content to let
rolled over some kingdoms I know of?”
others take leading roles regarding the settlement as a whole while they
Whatever the future holds, Ravens Bluff now has no official navy—
guarded and guided the fortunes of their own followers.
an unnerving thought, given its long-standing problem with pirates. The
When disaster struck, all of the Masters but Jalagalar and Marantos per-
army is a shattered shell, and Ravenians mistrust overmuch reliance on
ished in the battles that shattered the Realm of Glimmering Swords. The
mercenaries (having seen it vividly demonstrated that for enough gold
final, doomed, heroic defense of Ghaulden the Rock bought enough time for
the mercenary guarding your back will just as happily slip his or her blade
these two to gather what dwarves they could and lead them by the deepest se-
between your ribs). Upon the advice of Blacktree, O’Kane, and others,
cret ways on a great exodus to safety. Both perished in ambushes along the
Lady Thoden has offered a deal to adventurers resident in the city: serve
way, but a remnant of their folk reached sanctuary in the southerly Deep
as troops for one month (under the discipline of city officers, with drills,
Realm months later after a dark journey which none of the survivors would
training, and both guard and patrol duty); then have two months off to
ever mention thereafter. Even the Boldenbar clan’s family heirloom, Un-
adventure, conduct personal business, or simply lounge about; then serve
tieus’s hammer of thunderbolts which had given “The City of the Hammer” its
for one month again; and so on. With a pool of thousands of adventurers
name, was lost on that terrible dark road in some unrecorded ambuscade. All
to draw on, she feels confident that having a third of those willing to
that remains behind of the Masters are the legends and their personal marks,
serve bolster the city’s defenses at any one time will deter any future at-
graven deep in stone throughout the tunnels and underground rooms that
tacks. To sweeten the deal, the city offers a pay rate of 100 gold pieces a
have become the sewers and buried cellars beneath Ravens Bluff. The Mark
month; adventurers receive free room and board, mounts, weapons, and
of a Master was usually placed to mark a boundary where one team of dwar-
gear while serving and are paid for their months off as well (in a lump
ven builders took over from the next. but they also served as cartouches to de-
sum handed them upon their return to service). At least seventy capable
note completed work. Persistent rumors would have it that certain marks
adventurers have accepted such work thus far, the first trickle of what
point the way to hidden passages leading to escape routes, private shrines,
she confidently predicts will soon be a torrent of volunteers. Mindful of
and treasure caches, concealed behind walls that slide or tip or sink away due
the peril of foreign agents infiltrating the rebuilding army of Ravens
to counterweights, if only one knew how to trigger them.
Bluff, she has asked the Ministry of Art to begin to magically interrogate
returning adventurers (discreetly, of course) to ensure their loyalty.
Meanwhile, the city seems to thrive, the power of the merchants contin-
Hidden Gold,
ues to grow, and no one knows what plan the Lady Mayor will come up
with next to revitalize the Bluff. For now the city seems to be holding its Treasures Untold,
breath, awaiting the next big crisis that’ll “set the ravens to talking”. . .
O ne famous dwarven cache was fortuitously found during the enlarge-
ment of a very surprised innkeeper’s storage cellar. Opening it required

Lost Sarbreen that two great stone pillars be moved from their usual locations to certain
spots; the pillars seemed to support the roof but in fact were free to move
along a concealed ceiling-track when stay-spikes disguised as decorations

he dark and dripping sewers beneath present-day Ravens were drawn forth from the pillars’ sides. Then, and only then, would a certain
Bluff display strange engravings scattered here and there stone block in an adjacent passage move inwards, allowing access to a handle
in the dank corridors, relics of the lost dwarven kingdom. inside the wall. Pulling that handle caused another section of wall to swing
open, revealing an armory crammed with enchanted armor.
Even today, hollows in the hearts of massive pillars con-
Dozens of caches have been found (and looted) in the ruins of Sarbreen
structed by the lone-dead dwarves of Sarbreen sometimes
yield up mighty treasures—and deadly perils. Minstrels sing of magic and jew- over the years, from modest coffers of coins to a flying, enspelled battering-ram
elry stolen from Myth Drannor in its dying days and hidden somewhere in that combined the offensive powers of several well-known sorts of wizards’
the vicinity; dwarves whisper of “magic enough to shatter our people,“ left be- wands. . . but dwarves mutter that ten times as much remains to be found.
Scarcely a season passes without fresh corpses being found under previously
hind in the cellars and underways. Any old ruin wears a cloak of such tales,
unknown falling-wall traps, just in the few mapped and patrolled passages that
but Sarbreen’s is studded with jewels of truth. The City of the Hammer was
awash in magic, even more so than Ravens Bluff is today. link dockside sewers to the back rooms of certain warehouses—and Sarbreen
Sarbreen never had a ruling king, lord, or mayor, though it was in theory had twenty times as many passages as those few known tunnels (although
under the authority of King Tuir Stonebeard. But the dwarven court was none know how many survive, nor how many were looted at the time of the
comfortably far off, allowing Sarbreen to serve as a neutral site for all dwarves, city’s fall). For a time, several fast-drawing and inventive mapmakers sold
competing “Maps of the Known Underways” in the streets of Ravens Bluff, but
not just those of a particular clan. For this reason, the opportunity and riches
the lords put a stop to this practice well before the city ever had a Lord Mayor
it offered attracted ambitious and lonely Stout Folk from all over Faerûn.
to ban things by proclamation: too many bands of armed thugs were digging
The Ruling Ring into nobles’ winecellars and basements “in search of dwarven treasure.” Few
such maps can be found today outside the libraries of the nobles and guilds, but

T he City of the Hammer was governed by those who built it: a “Ruling
Ring” of eight Master Masons, each of whom engraved the parts of the
city he built with his own mark. Some of these runes and boundary-marks can
more than one common merchant of the city has a crumpled scrap of parch-
ment hidden away between the pages of a dusty ledger, as “a family treasure . .
should we ever be reduced to needing it.” The best such maps, of course, in-
still be seen today. These Masters were all dwarves of good age and great skill, clude detailed (and almost certainly false) directions for finding and opening
and their word (seldom uttered) was law—there is still an old dwarven ex- hidden storage areas—or locating even more wondrous things.
pression dating from those days which translates as “the iron word of the
Master forges a blade to cleave all others.” Chief among them was Untieus
Boldenbar, sometimes called “Stoneshoulders” for his massive build. The
Ways To Elsewhere
slow, incorruptible judgments and painstaking planning of Untieus and his
friend Ghaulden the Rock were balanced by the more agile minds of Irtimarr
Shattershields and Hobold the Keencarver. The other Masters—Kuldlathen
W hen the City of the Hammer was in its heyday, it was full of wealth,
haggling merchants of two dozen races, and any number of exotic
things—but was strangely free of pirate raids. “Blacksail” ships did put into
Duruth, Jalagalar Forkbeard, Marantos Goldthrone, and Narglar port but did so openly, as law-abiding traders. So long as they behaved like

8
honest merchants, they were treated as such. In other words, the folk of Sar-
breen cared not a whit for the morals of merchant traders and the origins of
their goods, so long as such merchants kept the peace while in town. Many
pirates smuggled slaves into Sarbreen, bartering them for all manner of
strange goods, from globes of clear crystal as large across as a man’s chest to
floatchimes to shimmersheen garments more lustrous than silk.,
Strange creatures accompanied those goods—arcane, lillendi, illithids,
and even the beholder-like beings known as observers. None saw them arrive,
and few knew how they came to throng the bustling yards, tunnels, and gal-
leries of Sarbreen. In truth, these strange visitors came and went through a
dozen or more magical gates established long before, ere ever the City of the
Hammer was delved, by mysterious and mighty mages (divine Savras himself
among them, some say). Long sealed, these portals were now reopened by
young Cormanthan elves eager to enrich themselves through trade with the
myriad worlds beyond.
After the orcs burned and plundered Sarbreen, the elves feared that
the increasingly numerous “Strange Ones” slipping through the gates, now
unimpeded by any Faerûnian authorities or even observers, would found
their own empires. To prevent this possible threat to elven interests, teams
of elven warrior mages descended upon the settlements to slay or expel the
strangers, seal the gates, and cast concealing magics on them. Not all the
outlanders went willingly, and some brief bitter battles resulted from this
outburst of elven xenophobia. At least one gate was destroyed at this time,
in a spectacular explosion that considerably enlarged the natural harbor of
Sarbreen and sent tom and flaming elven corpses high into the air. The
other gates were either sealed or hidden (some by the elves, others by
retreating offworlders). Most have since been truly lost and forgotten,
their sites now buried in harbor ooze or beneath rock rubble, but several Chief Constable Sunriver has been heard to mutter, “If, say, a beholder de-
have been rediscovered in recent years . . . and at least one, Dreaming cides to visit the city, it’s best we know about such things.”
Moon Door, has been opened again. It is rumored that several old and According to some historians, the existence of the Dreaming Moon Door
noble Ravenian families owe some measure of their wealth to having ex- and other gates provides the best explanation yet for the plethora of odd names
clusive access to gates hidden in their underpantries and coal-cellars, and (and odder folk bearing many of them) to be met with in Ravens Bluff today.
there may well be as many as a dozen active gates in existence today.
Ravens Bluff has again become a port of call for the merchants of other
worlds.
Whispered Tales
of Sarbreen
Dreaming Moon Door
T he only gate known to “the public” (and even then via whispered
rumor, not personal visits) is Dreaming Moon Door, named for the fes-
W hen the hour is late enough that “tankard-down time” has begun (that
time when drinkers either decide they’ve had enough or are unable to
hold tankards aloft and steady any longer), some taverns in the Bluff resound
thall that once stood atop it. The festhall itself collapsed one night when with tales of adventure. There’s talk of forays far afield or in the frowning
someone or something coming out of the gate entered into magical dispute mountains that wall in the Vast, yes, but also tales of perils lurking beneath the
with someone trying to get in. Left behind by that spell-duel is a permanent very streets of Ravens Bluff. Wild tales grow in the telling, and it’s impossible
cloud of darkness that persists no matter what spells are hurled into it, hover- to decide how much talk of mind flayer duels or of mating, dancing darktenta-
ing around an area of half-flooded sewers that the Watch no longer tries to cles is truth and how much has been added in countless retellings. The folks
patrol. Various private forces have also abandoned those tunnels after bloody who know best say the least, of course, but officers of the Sewer Brigade and
attempts to control or mount guards over it. the Watch have recently let slip some things that concern them:
Within this cloud (recently named “the Shunned Area” by some darkly
humorous minstrel; the name seems to have caught on) stands a leaning l On no less than six occasions, cellar enlargements have uncovered
stone pillar known as the Grinning Man. Its features haven’t been seen since the heads of upright, human-shaped buried stone golems. In one
the cloud formed, some eight or so years back, but they can still be felt by the such case, the golem awoke, shooting ruby rays of fiery destruction
fingers of the intrepid: a sunken-nosed, hollow-eyed face whose broadly-grin- from its eyes. A hastily-summoned wizard transformed the stone
ning mouth is large enough to admit swords, coffers, and even shields. overhead into mud, collapsing the room and completely burying the
The Door can only be opened by placing an enspelled item into that grin. golem, whereupon he transformed the mud back into stone again.
Doing so causes the darkness twenty feet or so beyond the pillar to “catch No signs have come of that golem stirring since its entombment, but
fire,” outlining in sudden cold grey radiance an upright doorway ten feet the mere presence of such constructs alarms the authorities. Three of
across and ten feet high. The space enclosed by this doorway acquires a the discovered golems were enspelled to reflect spells back at their
swirling, winking appearance. The door flashes whenever a creature passes casters, and none has been traced to an owner or creator, despite the
through the gate. Each such passage drains magic from the item in the carved fact that several appear new.
mouth—all of the magic in a single-use item (such as a spell scroll or most po-
tions) and one charge or power from multi-use or permanent items. These l There have been signs—in one case, remains—that suggest drow pa-
specifics are, of course, known to few and remain a matter of much rumor and trols are ascending from the Realms Below to explore the deepest
furious debate. Various senior members of the Wizards’ Guild and the Min- cellars and passages of Sarbreen. If they block enough of the numer-
istry of Art either know or have correctly guessed as much as is set down here; ous sluices that keep water out of some cellars and levels, entire
certain individuals in both groups are not above trying to get rid of dangerous buildings in the city could collapse—to say nothing of the loss of
citizens or visitors by speaking falsely of what the Door is and how it works. stored goods. Adventurers hired to explore the depths beneath the
The Door is rumored to lead to many places, from a cruel city known as city reported the existence of extensive underways. One band van-
Sigil to a kingdom of beholders, but desperate Ravenians fleeing justice are ished, but the others found no sign of drow, although one group
known to have fled through it and not returned. It’s also certain that unex- found the debris of recent upward digging that might have come to
pected and unwelcome beings have appeared out of it, with no aid from the surface in the basement of the Silverhawk School (in South-
Faerûnians. The Door can be reached by various ways, but the Watch tries to side). The Watch had disturbance-alarm spells set over that area, but
station observers so as to see the two most direct and well-known routes. As no further activity has been reported.

9
• Several patrols have seen beholders—or at least spherical flying resentative of the city. There's also a not unreasonable fear on the part of
creatures possessing eyestalks or tentacles—gliding swiftly through many Ravenian nobles that their power and prestige will be under intense at-
the sewers and underways of Ravens Bluff. These silently hurrying tack from the moment Sembia, Cormyr, and other neighbors get too inter-
creatures ignored attacks and hails, and may be no more than illu- ested in the Living City. Yet what would an interested merchant in, say, an
sions (one crossbow bolt was said to have passed through a “be- inn in Athkatla or Neverwinter learn about this “new city” from an informed
holder” and crack off a stone wall beyond). Yet the nature, origin, and reasonably honest Ravenaar merchant? Probably something like this:
and purpose of these phantom eye tyrants remain mysterious—real
or not, why are they seen? If rumor is to be believed, the number of
sightings is far higher than officially reported, many of the witnesses Daily Life in Ravens Bluff
T
being smugglers and others who wish to keep their affairs private he Bluff” is an adventurers’ dream: a city in the midst of an economic
from prying eyes. One mage suggested they may be the visible mani- boom with wealth to spare, raw territory to explore within easy reach,
festation of roving scrying magics, employed by someone in the city and a tolerance for armed citizens. A place known for its concentration of
or in the Realms Below, but the authorities found that unsupported magic and for inhabitants who live by their wits—40,000 of them, not
explanation hardly reassuring. Watch officers are forbidden to speak counting those farmers who live nearby and use the city as their daily mar-
of such sightings outside their ranks, but somehow word has gotten ket. This number includes a considerable transient population (the number
out, and it’s suspected that now at least one mage is creating fanciful of year-round citizens is nearer 30,000). To illustrate the Bluff’s rapid
“beholder visions” out of pure mischief. growth, the resident population twenty years ago was only 17,000 and the
adventuring population only about three thousand. About a quarter of
• Huge tuns of ale have always been unloaded on the docks, bringing these permanent citizens are the unlettered poor who hire out for short
the brews of Sembia, the Dales, Turmish, and Altumbel to thirsty drudge jobs, beg, or steal for a living. This is less than in many cities—but
Ravenaar throats. On a night last summer, one of the huge casks was the Bluff displays a far more striking imbalance of professions: almost a
chopped open from within, disgorging a heavily-armed band of lizard quarter of its citizenry are adventurers! Merchants, civic officials, and the
men who rampaged along the docks. When Harbor Patrol officers nobility with their loyal servants and retainers make up the remaining pop-
gave battle, some of the marauders plunged into the harbor, as ex- ulation, with the merchants being the largest group by far.
pected—but others turned away from the docks, seemingly heading Lodgings varies greatly by class. The poor dwell in the rundown build-
for a particular destination somewhere along Black Visor Drive. Even ings that stand along the docks or hug both banks of the river. Formerly
more surprisingly, the lizard men disappeared in what one Watch offi- many lived in the tent city that sprawled outside the city walls just beyond
cer described as a “tentacled cloud that appeared up out of a sewer the north gate, but this was dispersed and demolished as a security measure
grate in the blink of an eye.” What this magic was, and who cast it, during the war. Those with no place else to go sleep in alleys or on rooftops,
are mysteries the authorities are most anxious to solve—particularly with no roof or room with a door to call their own. One step up the social
since lizard men glistening with harbor water have been seen lurking ladder, the gainfully employed live in boarding houses, which offer either
in the vicinity on two widely-separated nights since, and a priest of single rooms (with and without meals) or suites at varying rates. The more
Mystra visiting Ravens Bluff was jolted awake screaming by a vivid prosperous dwell in two-story buildings, running a business on the street
dream-vision of a dozen severed lizard-man heads tumbling down level and living upstairs. In some quarters (almost all south of the river),
Black Visor Drive on a carpet of magical flames. Discreet inquiries of one-story houses still can be found, built before the current boom and
residents dwelling on the street have yielded nothing, and investiga- owned by the better-paid working class. High (and rising!) land taxes often
tions continue—with some alacrity, since someone splashed the prevent struggling would-be property owners from holding land in the Bluff
doors of the Uptown Watch barracks with a copious quantity of for more than a year. As for the wealthy, they tend to dwell in mansions or
lizard-man blood. small estates in the Southside or Uptown districts, far from noise, stink, and
crowding of the city center. Perimeter walls and solid construction affords
• Galander Shraeyn, a Southside bottle-merchant (he bought, sold, cleaned, these homes a high degree of comfort, besides displaying the owner’s wealth
and recut bottles), was recently stabbed in a brawl—and shifted shape into and incidentally providing room to house family, servants, and stables.
a yuan-ti before he died, hissing “my kin ssshall avenge me!” He then Powerful nobles occupy the grandest of these when “in town” but also own
hurled a small brass globe to the floor and perished with a dozen nearby cit- extensive estates in the countryside around the city.
izens in the fierce explosion that followed. Shraeyn has no known kin, so The city walls were built over a century ago, so the burgeoning population
Watch officers are assuming he meant other disguised yuan-ti residing in means that more and more people have to live in the same space. A growing
the city. Whom they are masquerading as, and what magic they’re using to trend in Ravens Bluff is to tear down old, sprawling, or single-story buildings,
shift shape, are matters of current interest. Sewer Brigade officers believe replacing them with tight ranks of tall, narrow townhouses that allow space
Shraeyn’s slayer (a “man in ragged leathers” who escaped the explosion) for small shops at ground level, storage rooms underground, and four or five
was either a rival yuan-ti or perhaps a doppleganger, part of a group oppos- floors above, each entirely occupied with a small suite of rooms (usually an
ing the yuan-ti infiltration: the bloated bodies of several hacked and entryway, a sleeping chamber, and a main room with a cooking-hearth),
burned snake-men were found in the sewers nearby a night later, on what linked by common chimneys and stairs. Some of these “stone spires” sport or-
looked like (according to Senior Watch Sergeant Stolo Mraethin) “quite a nate balconies, rooftop gardens, and etched oval windows; others are spartan
subterranean battlefield.” in the extreme. Residents of the most expensive stone spires employ guards at
the street entries of their stairs to restrict unwanted intruders.

Life in The World of Work


Ravens Bluff A
lmost everyone in the city works at a trade or is employed in some ca-
pacity; few have the wealth required to be indolent (and most of
those are working hard to become richer yet). Most working people own or
labor in shops or inns, or at a craft trade, forming many small, independent
n the wake of its war, word is spreading across Faerûn of the businesses (linked by guilds) rather than large concerns or networks of
true nature of “that city of armed fools,” Ravens Bluff—as a “branch” businesses. Most businesses employ eight or fewer citizens, but to-
sort of young, vigorous, not yet darkly corrupt Westgate. A gether they muster well over half of the Bluff’s employed population. The
growing, prosperous city: “the place to be” for the ambi- wealthiest Ravenian merchants and the more fiscally minded of the nobles
tious. A place where adventurers and magic abound, and tend to have investments in many of these smaller firms (often owning, and
where frontiers are close and fortunes are there for the making, not just for renting, them the premises in which they operate). The large commodity
the taking. trading-firms which are the basis of the city’s wealth are usually owned and
Ravens Bluff doesn’t yet have official ambassadors stationed throughout run by these same rich men and women. These magnates work from offices,
the Inner Sea lands—nor, thanks to his wandering wits, do its officials dare sometimes employing hundreds of people in as many as a dozen warehouses
encourage the venerable Ambassador Carrague to travel overmuch as a rep- to carry out the work of moving goods from place to place (that is, from the
10
place where people want to sell them to the place where people want to buy Racing is a popular sport here, often impromptu. Busy working Ravenaar
them for significantly more money). citizens will take time out to watch small boats race up the Fire River every
Feeding so many energetic folk crowded together requires a lot of effort, spring (the annual Fire River Race, object of much excited betting). On
and farmers are as respected as other craftfolk. Those who work the land less formal occasions horses, dogs, and people will race through the streets
tend to make less money than city-dwellers (competition keeps food low- to settle some boast or wager—although it’s best to warn the City Watch
priced), but landowners make sure their farmworkers have enough to live first, as they sometimes place the wrong interpretation upon people dashing
on; cruel or stingy farmers tend to lose their workers at harvest and planting by at their top speeds. Exhibition wrestling bouts and performance sword-
time—forcing them to eventually sell or abandon their farms. The city’s out- play matches are also in demand, especially if the current champions are
lying farms suffered greatly during the recent war, with many farmers being willing to take on challengers from the crowd. More sedate sports like chess
killed or driven from their land. The resettlement process has already begun, or “warfare-on-a-table” games are also popular in the city’s many inns, tav-
but replacing the burnt barns, slain stock, plundered seeds-stores, and lost ems, and clubs. When all else fails, there are always games of chance (dice,
equipment will take time. Luckily, the arrival of a sizable contingent of half- cards, etc.). Whatever the sport, there’s sure to be gambling involved on
ling colonists from the south should go far towards speeding up the recovery. the outcome.
In the meantime, food imports via ship will be critical to the population’s When less strenuous entertainment is desired, the Ravens Bluff Play-
survival over the current winter. As with any port, fishing is also a major oc- house and the Stane Opera House are popular alternatives. The wealthiest
cupation here; many a family boat puts out to sea each morning and returns patrons can, of course, hire actors to put on special performances in their
with its catch each evening. After adventurers, sailors comprise the largest homes; many noble children grow up with fond memories of favorite actors
portion of the transient population, eager to blow their wages on food, drink, and actresses paying a call every year or so with a new play. Some of these
companionship, and baubles whenever they get leave to come ashore. nobles make a practice of putting favorite thespians on their payrolls, sup-
The recent and ongoing increase in the city’s wealth and population has porting them in their elderly years. More successful performers sometimes
given rise to more and more businesses that provide services instead of set up acting schools wherein they teach plays and techniques to younger
goods: scribes, messengers, servants, guards, escorts, moneylenders, etc. Ad- actors, to carry on the delights for another generation of nobles and thereby
venturers are eager customers for many such services, always seeking new all other Ravenians. A similar situation exists with the local bards: many
ways to spend the money garnered from their last exploit. Once the money have some wealthy sponsor to whom they dedicate their new works and
runs out, of course, the same adventurers tend to hire themselves out to whose revels they are expected to grace.
provide some of the same services to others, an irony that has not escaped For those who can afford it, revels are the ultimate leisure activity. Such
their sharp-eyed employers. Service firms don’t tend to employ many affairs feature dancing, entertainment, and sumptuous repasts; they some-
people; they’re almost always family-owned and operated. times last well into the morning hours. It is a true mark of social distinction
As might be expected in such a mercantile city, the government of in Ravens Bluff to host such gatherings or to be frequently invited to them.
Ravens Bluff is a business just like any other, and prudent department heads Much flirting and much behind-the-scenes political discussion and plan-
run it as such. Over two hundred clerks and scribes work in various civic of- ning goes on at these events, making them de rigueur to the ambitious;
fices and departments, paid a wage just superior to the salaries offered by the there’s nowhere else where one can find out so much about who’s allied to
best merchant employers. In the past the army was supported not from the whom. Between the city’s thirty-six noble families and its many wealthy
city treasury but by having local nobles sponsor various units. The disparity merchants, ambitious political leaders, and resident foreign ambassadors,
in quality of equipment and the divided loyalties thus created caused former there’s a revel every few days (during the height of “the season”—midsum-
Mayor O’Kane to eliminate the practice very early in his term; today all sol- mer—they occur almost nightly). Naturally all such gatherings are by invi-
diers in the Ravenian army and all officers in the City Watch are paid di- tation only, and the receiving of such an invitation signals that the recipi-
rectly by the government. ent has “arrived” on the social scene.
Unfortunately, any city holds those who try to earn a living at the ex- Then, of course, there are always those citizens who decide to spend
pense of others, and thieves (mainly of the cat burglar variety) are a com- their spare time in the search for adventure. Some do so as a form of exer-
mon problem in Ravens Bluff. Chief Constable Sunriver estimates that at cise; others dream of striking it rich with a lucky find or becoming wealthy
least one in every twenty residents of the Bluff is habitually involved in and famous enough to leave their everyday jobs. Still others enjoy the ro-
some sort of illegal activity, mainly smuggling. Nor does this tally include mantic feel of galloping hither and yon in full armor—or the romantic suc-
pirates who might be ashore, as they are assumed to be on their best behav- cess that can be enjoyed among countryfolk by treating them to the dashing
ior whenever in port, whatever their crimes elsewhere. Thankfully, few of appearance and even more dashing tales of the “seasoned adventurer.”
the city’s thieves seem to be part of large, organized gangs or secret organi- Would-be rakes are warned that some of the countryfolk are themselves
zations. There was once a powerful local Thieves Guild, the Four Ravens, seasoned predators, all too apt to make off with weapons, coins, and gear in
but it was crushed decades ago (although some refuse to believe that it’s the dead of night after a pleasurable evening of dalliance. For most who
vanished entirely; see pages 17-18). Whatever their other disagreements, crave a little excitement but shy away from the dangers an adventuring life
the Watch and the various trade guilds agree that if the city is to remain a brings, there’s “the Game of Masks,” a pseudo-adventure staged within the
safe home, popular port, and enticing investment site, the last thing they city several times a year (see pages 91).
can afford is for it to fall under the iron control of a sinister and overgreedy Finally, one of the biggest single sources of entertainment and fun in the
Thieves Guild. Bluff is the Jack Mooney & Sons Circus, enjoyed by noble and peasant
alike. The circus winters in Ravens Bluff, touring during the summer.
Recreation “Mooney’s Menagerie” is the only known circus in the Heartlands, and
local citizens are very proud that it calls Ravens Bluff home. Mooney uses
and Leisure his wintering time to try out new acts and make repairs to tents and wagons.
Performances in the Bluff are always warmups at the beginning of a season

W hen wealthy Ravenians seek relaxation and ease, they often engage
in sports and games. Hunting and riding are popular among Raven-
ian landowners. Best of all, in their eyes, are pursuits that combine the two,
or “the last leaps of the lame” when weary, often injured troupers are set-
tling in at home—so they are always moderately priced. Mooney makes
sure that acts are staged to be especially popular with children; he knows
such as boar-spearing from horseback, or various mock hunts. A particular where future performers come from. Many elderly or lamed former perform-
favorite is “Riding Down the Maiden,” wherein one mounted local lady is ers dwell in the city, training hopefuls to join the circus in years to come.
given a head start at eluding many mounted searchers in a given area of
rolling, wooden country. Some say this sport derives from an old Malarite
rite wherein a convicted criminal acted as quarry, earning freedom if he or
Education
she still lived at nightfall; others believe it dates back to a certain noble
lady who promised her hand to whichever suitor could match her wood-
craft. At any rate, as the contest is currently practiced the day ends with a
T o a Ravenian, the importance of education depends very much on
wealth. Generally, the more wealth a family has, the more it values
the education of its children and the broader in scope that education is
grand revel, with the lady becoming the escort of whoever “captured” her. likely to be. Children of poor families are not formally educated but instead
Should she elude all pursuers until sunset, she chooses her own escort from taught at home to work at the family trade. Sometimes these poor children
among the participants. are apprenticed to friends or relatives in other trades (especially if there are

11
more children than the family trade can support). On rare occasions the aptitude for magic is required to continue arcane studies beyond the
family might pool all its funds and arrange for a lucky child to be appren- grounding in basic worldview; if Guild teachers judge this natural aptitude
ticed to an influential craftsman or merchant. Most adventurers spring from to be great, payment of fees becomes much less important. The truly penni-
the ranks of the poor, simply because they have less to lose and are more less are encouraged to join Guild-sponsored adventuring bands and earn
willing to risk their lives for the chance of becoming famous some day. Very their schooling fees through gaining booty (as well as acquiring spellcasting
few of the poor are literate, unless their trade depends directly upon the experience out in the real world).
ability to read and write (for example, scriveners).
Middle- and upper-class children are educated either at home or at the
temple of the family’s religion (the Clerical Circle of the city ensures that
Art and Culture
most temples maintain schools for children). If a family chooses to educate
a child at home, they hire a tutor (more than one, if music or a hand-skill is
taught in addition to “general learning”). General learning includes reading
C reativity has as free a rein in Ravens Bluff as in the wealthy centers of
Sembia and Cormyr. The mercantile economy allows some citizens
wealth and leisure enough to explore painting, sculpture, weaving, metal-
and writing, history, logic and rhetoric, arithmetic, geography, and the ba- smithing, and other artistic forms. Few, however, are talented enough to
sics of Faerûn’s religions (focusing on the one followed by the temple where make a living with their art. Most artists must have patrons: wealthy collec-
the child is enrolled or the faith embraced by the tutor, of course). Children tors of beauty who pay the artist’s expenses and buy his or her work. A fair
usually begin their education at age eight and finish when they are twelve. number of Ravenian nobles regularly patronize the arts, but most do so only
From then on, young men and women are apprenticed into the family trade by commissioning specific pieces from the artist.
or into the trade of a close friend or ally. Some choose to embark on a life of For those interested in performance, the Bluff can boast one of the finest
adventure—usually those who hate the family trade or simply aren’t any theaters in the Realms: the Ravens Bluff Playhouse, run by the Bards Guild.
good at it—in which case supportive parents might arrange for schooling The playhouse’s excellence attracts performers from across Faerûn, and
in, for example, warrior arts or priestly teachings; parents who are opposed even the poor can afford bench seats at a weekly performance, making this
might simply disown the rebellious youth. another Ravens Bluff success story. For those with more rarefied tastes, the
The recently-established university of Ravens Bluff isn’t an organized Stane Opera House puts on seasonal operas and abstract musical perfor-
school but rather a collection of lectures sponsored by the Sages Guild. Stu- mances. Many of the operatic forms are experimental and the House enjoys
dents enroll, pay the high fees, and attend lectures on whatever topics in- only moderate success, but it is prestigious enough to have secured the
terest them. The university does not confer any diplomas or degrees; backing (and bankrolling) of several noble families.
courses of study can’t be “completed.” Students decide when to stop attend- One of the true marks of culture in Ravens Bluff is an individual’s per-
ing lectures in their chosen topic. Sages encourage promising pupils, but at- sonal library. There is no public library, but every noble and merchant has
tendance depends on payment of fees, and the sages don’t object when a at least a few volumes, usually histories or epic stories. Several prominent
student leaves to pursue other interests. nobles, Lord Blacktree included, employ a small army of scribes to copy
Another avenue of education is open to students who show promise and tomes for their libraries. An old joke has a noble boasting that he’s well edu-
have wealth; members of the Wizards Guild take apprentices. Candidates cated because he has so many hundred books in his library—whereas the
must pass a verbal examination, which tests each student’s knowledge in merchant he’s hiring replies that she owns only one book, but at least she’s
many areas; unless they have received superlative home tutoring, passage of read it. Many nobles (especially self-made nobles) lack the time and incli-
the examination requires their university attendance for at least three nation to ever open the books they own; others are so protective of their
years. The Guild is much enriched by the fees of these students who can volumes that the books live in locked and hidden chambers, and only
gain, at the very least, a lofty vocabulary and manner that allows students copies—or even black-page false volumes—are out in rooms where revelers
to appear learned and cultured from one end of Faerûn to the other. Actual can reach. The Sages Guild and the Wizards Guild also maintain libraries,

12
but their collections are more scholarly and access is generally limited to Walaera”) hang about near the city gates or on the docks and specialize in
Guild members. For those interested in acquiring books of their own, speedily guiding visitors to specific sorts of shops for a silver piece a trip.
Ravens Bluff does offer both bookbinders and copying houses (scribes’ The reader must of course remain aware that the delicate nature of some of
collectives), something scarce in much larger cities. the goods and services discussed below makes frequent relocations of venue
(and changes of aliases) necessary; the information here is both incomplete
Manners and out of date almost before a scribe’s ink dries.

A s with any port trading city, and any settlement where armed folk
walk the streets daily, tolerance of a wide variety of tastes, appear-
Hirelings
ances, and customs—and the display of same—are the order of the day in
Ravens Bluff. Even if a Ravenian is quick-tempered, holds grudges, and is
quick to think others are offering him or her insults or slights, he or she
E very guild headquarters and any tavern in Ravens Bluff can point in-
terested patrons to folk desiring hire. The eclectic nature of the Bluff
means that anyone determined enough is sure to find someone with the
won’t be quick to show it. Those who can’t control themselves don’t sur- specific skill he or she is in need of, if only the search is determined (and
vive unharmed, or with businesses thriving, for long. well-funded) enough—even an obscure skill, such as recutting gems to alter
Although elaborate courtesies are often admired, casual words and ges- their appearance or applying makeup to a corpse to make it look like some-
tures are widely accepted; no one will be “cut dead” (i.e., ignored and ostra- one else. Naturally, those who have such talents prefer not to have them
cized) at social gatherings if he or she don’t know the proper way to hold a shouted from the rooftops, making them difficult to find in some cases. The
glass or which fork to use at a dinner. There are no “hidden rules” waiting to trick to doing so discreetly is to go to the guilds; unshakable guild confiden-
pounce on the unschooled: those observant enough to take their cues from tiality—even about inquiries or dealings that don’t lead to business being
their hosts will fit in well. Although specific forms of address should be used done—is a Ravenian legend.
when speaking to nobility (see page 46), only the oldest or most prissy no- Someone who just needs brute muscle in a hurry should look for folk
bles take offense when these courtesies are omitted or misused—unless an lounging at the docks or just inside any city gate. Here a potential employer
obvious insult is intended. And of course the common advice “Stand easy, who isn’t particularly choosy can often can find “copperheads” aplenty (a
smile or chuckle a lot, and keep your hands away from your knives” is as “‘copperhead” is a person so down on his or her luck that he or she will work
useful here as elsewhere when seeking to avoid alarming strangers. for a copper piece an hour, doing anything, so long as the copper is paid up
Ravenians of both genders and all ages tend to be clear-spoken, even front. Astute agents look over such folk and then choose a few for whatever
blunt, except when dealing with civic officials or nobility who outrank job they want done. A favorite way to get good work out of a lowlife is to
them. Opinions are often given and colorfully stated, and it’s rare that any- feed him or her a good bowl of soup or stew before work starts, promising
one would take offense at another’s differing views or candid judgment on more—plus a coin and a loaf of bread—when the work is done. Promising
someone’s beauty, deeds, or beliefs. Someone who felt strongly about the such payments and then failing to deliver, on the other hand, is a good way
matter would set out to prove the other person wrong rather than try to re- to get in front of a furious mob intent on rearranging your skeleton into
arrange his or her features. Complements and insults tend to be taken in some interesting new design. Before the tent city outside the north gate was
good humor and returned in kind; the snappy rejoinder is much admired. destroyed there was always something of a hiring fair going on there, but
Even religion, the flashpoint of many a brawl across the Realms, is a matter those who wished to hire discreetly avoided it because the Watch always had
for debate or dismissal in the Bluff—not for drawing swords in the streets both officers and informants watching to keep slave-dealing to a minimum.
(the alliance of ten different faiths into the Civic Religion is a good sign of
the Bluff’s religious tolerance). Destroying someone else’s property, how-
ever, is another matter: pick up a vendor’s food or wares to throw in a dis-
Slaves
pute, or hurl someone into said wares, and you’ll see raised tempers on the
instant. By the same token, Ravenians are relatively tolerant of thieves and
pirates as a class yet frown upon shoplifting and all such petty thefts; their
I t is unlawful to sell slaves in Ravens Bluff, and illegal for any resident
to keep slaves within the city. In the past many ways were found of get-
ting around these restrictions. For example, civic authorities preferred not
children’s education always includes memorization of the simple city laws. to have slaves waved in their faces when they visited country estates but
Naturally, different behavior is considered appropriate for different occa- took no action if such slavery is not overt (serfdom, however, was and is
sions; outrageous and colorful behavior is almost expected at revels, and of perfectly legal, as is indentured servitude). Authorities ignored the keeping
adventurers. But someone who clowns around during business negotiations of slaves by visitors to the city so long as the visit lasted less than three
will only irritate those he or she is dealing with; wasting a merchant’s time months (longer was deemed “residency”), provided the slaves weren’t disci-
is frowned upon in the Living City almost as if it were an unofficial crime plined or mistreated in public. To prevent the new settlement from gaining
that they’ve never found a way of making official. In this context, gambling the taint of becoming known as a slave market. the law was laid down very
counts as business negotiations; an outlander caught cheating in any game early that slaves can’t be exchanged within the city, even between visitors.
of chance will be lucky to escape the building in one piece and had better Pirates and Sembians (some locals say the two groups are synonymous)
not stop till the city walls recede in the distance. quickly devised a way around the letter of the law by selling a plant or pet
Ravens Bluff is cold in winter and often lashed by coastal storms; nudity “with keeper,” the keeper being a slave. Anyone not a resident of the Bluff
is not only strongly disapproved of by most Ravenians but extremely un- could thus acquire slaves one at a time in this way; several lords and un-
comfortable. No one mocks another citizen for being poorly dressed if he or scrupulous merchants established country estates where they did a suspi-
she is known to be a hard worker; in the Bluff, making coin is king, and pro- ciously brisk year-round business in rare spotted newts, albino peacocks,
ducing things by working hard is the most respected way of getting wealthy bluenosed patterpaws, and even tailless sundcats.
and of being a good citizen. No one will react askance to an outlander ac- All this changed when Charles Oliver O’Kane became mayor almost
cent, poor vocabulary, or unwashed or unlovely body if the owner is a good thirty years ago. O’Kane began to stringently enforce the anti-slavery laws,
worker who puts effort into his or her job, whatever it is. The hard-luck- nutting enforcement into the hands of the local paladins and clerics of Tyr.
but-dogged-worker-rewarded theme is a favorite one in Ravenian plays, He freed all the slaves currently in the city, changing their status to that of
ballads, and folktales. indentured servants with credit for time served. There are still Ravenian
citizens who gather to quietly celebrate Manumission Day once a year and

Where to Buy toast the man who gave them their freedom. In addition, the period in
which visitors could keep slaves within the city was reduced to a single
week; today any slave wishing to leave servitude finds sympathetic
Ravenians willing to offer a runaway sanctuary.
No slaver dares openly operate in the Bluff these days, but this doesn’t
he following sections deal not with the general run of
mean a fair number of people aren’t kidnapped or spirited away. A favorite
goods that can be had at shops, if one looks energetically
trick among pirates is to drug the drinks of sailors or dancers in taverns and
enough, but rather the special goods adventurers are
then smuggle their victims out on sewer-rafts or in jollyboats, or simply
often seeking (for the more general run of goods, see the
walk them out under the cover of helping along a mate or date who’s had
sections on the Guilds and also the Walking Tour). Sev-
“one too many.” Such unwary souls tend to wake up a day later far out to
eral enterprising young girls and boys (such as “Fast Rajavel” and “Wise

13
sea, either to begin exciting new life of piracy or clapped in chains await-
ing transport to some less-particular port. Those who please their captors Magical Items
with their looks or skills may be taken back to the pirates’ base and become
a favored slave, servant, or companion. I t’s not possible to buy magical items in any shop within the city—the
last business to do so, Chemcheaux: The Magic Shoppe for the Dis-
criminating, is now a smoking hole in the ground (strangely enough, the
Fancy Dress and Disguises neighboring buildings were unharmed in the conflagration that destroyed
the shop). Nowadays, those who ask about purchasing magical items are re-

T he cellar of the Ravens Bluff Playhouse is the best place in town for
flamboyant costumery (lion’s heads, jesters’ motley, and the like). The
thespians of the Bards Guild are the best makeup artists in the city and earn
ferred to certain shops (those where old books are sold, for example), where
the proprietors direct the inquirer to the staff or certain “regulars” at various
taverns and inns scattered among the city. Among those whose names often
a lot of private money doing makeup jobs on some of the vainer lords and get mentioned in such contexts are barmaid Hannath Pierre at the Crescent
ladies before important revels or public ceremonies. At need, they can also Moon Inn (on the Rhabie Promenade, in the Temple district); Dunstable
be trusted to keep their mouths shut as they subtly transform wrinkled or “Old Sage” Neminrim, who holds forth at the Stardust Inn (at the comer of
bruised faces into something more presentable, although such things have a Falyern Way and O’Kane Court, Uptown); “Blind” Hari Mehlbrukh, bar-
way of eventually coming out (there are simply too many people coming keep at the Ship’s Wheel Tavern near the harbor; and Helbuidrikh Malort,
and going about the Playhouse to keep regular visits secret forever). who often dines at the Posh Paladin hotel in Crow’s End.
Clients desiring absolute privacy—such as those who need to end up These good folk will in turn entertain your request, provided it’s politely
looking like someone else (a particular noble or city official, for instance) or phrased and accompanied by a suitable gratuity, telling you to return a
who need such services performed on a corpse or bound and gagged pris- night or two later, whereupon they’ll tell you to go to such-and-such a spot
oner—are directed to Mather Sagra or the one-eyed halfling who goes by the (usually an unobtrusive alley) and speak to someone who looks thus-and-
name “Blinky” Broklemar. Mather, formerly of the tent city, is a tall man so, bringing this much money or other remuneration. That person in turn
whose huge beard has been plaited into eight pigtails, each adorned with a directs the potential customer to run, as swiftly as he or she can travel, to
different-colored bow; his prices are reasonable—so much down, so much in another alley, to meet with “Ambrajak” or “Shaloondalar” (both famous
blackmail afterwards. Those requiring Mather’s services ask around for him, false names used in many plays and ballads). The person hiding behind this
whereupon he sends word of some particular (oft-changing) alley where he pseudonym will have the item requested, provided it’s available; the
meets his clients. By contrast, Broklemar’s prices start at triple Mather’s and prospective customer should be warned that someone is probably lurking
go up from there, but he’s that rarest of creatures, a halfling of few words, and nearby with a ready wand of paralyzation all the time negotiations are taking
can be trusted to keep any transaction he is involved in, however unsavory, place, just in case something goes wrong. The magically hungry should be
entirely to himself. He works out of the Stars In Shadow nightclub on Lady- aware that items purchased through these channels come without guaran-
rock Isle, run by his friend, the equally laconic “Silent Cal” Kuiper. tees: they may be stolen, have secret curses, or be complete fakes disguised
with Nystul’s magical aura or some similar glamer. Even if genuine, only rel-
Spell Components atively common minor items—well-known wands with a few charges re-
maining, the simpler potions, daggers bearing minor enchantments, and

O nce the Lotions, Notions, & Potions shop closed, its entire stock do-
nated to the war effort, the only reliable source of spell components
became the famous Bendekar’s Mercantile, headquarters of a chain of shops
the occasional ring—are likely to be available by such relatively straightfor-
ward means. Let the buyer beware, as the City Watch, Wizards Guild, and
Four Ravens Thieves Guild have all been known to show a sudden interest
found in a dozen cities throughout the Realms. Recently relocated from in such proceedings.
Crow’s End to Uptown, this shop sells anything imaginable that could be
used as a spell or potion component; its stock changes constantly as adven-
turers passing through the city stop by the barter off curious bits and pieces Magical Advice and
garnered in their latest trip and alchemists and wizards make little pur-
chases of items needed to complete their latest experiments. Anyone think-
Recharging of Items
ing of helping themselves to his stock should be warned that Bendekar is
very friendly with most of the spellcasters in town (he offers Wizards Guild
members a straight 10% discount on all purchases and does everything he
T he Wizards Guild runs a shop (The Open Window on Brokenbit Lane
in the Temple district) where a shopper who is alone, unarmed, and
polite may win past the guard-mage with her stone golem and her two
can to fill special orders, even commissioning adventurers to collect some trained stirges in their pull-door boxes. Beyond lies a room full of learned-
troll’s blood or mummy’s dust at need). Bendekar also has some agreement looking men and women wearing various impressive robes. Each is a schol-
with the pirates of the Sea of Fallen Stars, who leave ships carrying his ship- arly expert on a particular magical topic, and each—for a stiff fee—will
ments alone; rumor has it that he pays an agreed-upon tithe at regular in- take a client to a curtained alcove and dispense whatever information he or
tervals to the more reliable pirate captains, who then make sure their un- she knows on a single topic chosen by the client. The wizard will answer
ruly comrades don’t mess up a good thing. The few who have been tempted questions to the best of his or her ability but work no actual spells beyond a
to do so have found their ships spontaneously catching fire—as noted simple detect magic.
above, Bendekar has friends who want to insure a steady flow of quality Those who have items they wish to have identified can, after negotia-
components. Recently, however, Lotions, Notions, & Potions announced tion of a fee (usually 100 gp per item but double or even triple that during
plans to reopen as an official outlet for the Wizards Guild. Considering the busy periods), leave the item with the expert and return for a later appoint-
vast array of items that can be used as spell components in one way or an- ment to find out the results of the magical investigation. Persistent rumor
other, there are also a score of shops where this or that substance is carried (officially denied by the Guild) claims that from time to time adventurers
as a sideline to their main stock—herbs at an apothecary or cook-shop, bits have been able to get wands and similar items recharged here or even pur-
of a particular wood or bark at a carpenter’s, diverse metals in various forms chase certain simple potions (healing, vitality, and water breathing, but never
at a smithy or jeweler’s shop, and so forth. any oils, invisibility, or control potion).
Components are one thing; equipment another. An anonymous annex
next door to the headquarters of the Wizards Guild (the High House of
Magic) offers glassware and other exotic paraphernalia needed to brew po- Healing
tions. Interested parties should inquire at the High House; members have
first pick, of course, and receive a healthy discount, but non-members are
also welcome. Many find it helpful to be able to get all the basics in one
M agical healing can be obtained for any non-evil citizen at any
temple belonging to the Civic Religion, regardless of the race or
creed of the victim. The indigent and homeless are sometimes treated for
place without having to specially commission glassblowers and the like to free, but adventurers and all other able to pay for this service are expected
create the necessary items from scratch. If any item is currently out of stock, to do so (and the temple staff have become very skilled, through long expe-
replacement stock has probably already been ordered and will be available rience, of judging when someone is attempting to deceive them in this re-
within a month. Naturally, the guild keeps accurate records of all this gard). Sufficient payment must be rendered before healing occurs—typi-
annex’s customers, recording their name, appearance, place of lodging, and cally in coin, but the clergy will also accept gems, deeds, and magical items;
stated reason for acquiring the equipment. they never take living creatures (e.g., livestock and riding mounts) in lieu

14
of payment. Items not immediately useful to that particular temple are ei- of other worlds have on occasion slipped through these portals for reasons of
ther stored, traded to another temple, donated to the city government, or their own and done their best to blend in, adding to the eclectic mix.
shipped to other branches of the faithful overseas. Items inimical to a par- Magic lies at the heart of many Ravenian secrets. The city holds countless
ticular faith are sometimes accept by that temple in order to destroy the of- smaller deceptions too, but most of those change with each passing day, being
fending objects, but the person or persons bringing them in had better have part of ongoing struggles for supremacy between the ambitious rising merchant
a good explanation for being in possession of such abhored items. concerns or political maneuvering among the city’s officials. Other, less
The price for a simple cure light wounds is 100 gold pieces. This rate ap- ephemeral concerns are described in the chapters on “Lost Sarbreen” and “Se-
plies for the first spell cast on each person; those who want two or three cret Societies” . . . the secrets that can get someone who talks about them too
such spells at a time must pay double for the second spell, and double that freely killed, swiftly and messily. But in the end the words of Lord Carlton De
for the third (the maximum a temple will be willing to cast on an individ- Sheers remain true: “Whoever controls the magic controls the Bluff.” This
ual in any one-week period). More potent healing magics are available but chapter, therefore, focuses on the major sources of magical energy in the city.
the cost is much, much more—a heal, for example, costs 60,000 gp and a
restoration or regeneration costs 100,000 gp. If a person has died, procure-
ment of a raise dead or resurrection spell requires case-by-case negotiations
The Confluence Arcane
between clergy and the family or comrades of the deceased. If the temple
approves the attempt, then the cost for a raise dead is 75,000 gp. A resurrec-
tion is even more costly, requiring an up-front payment of 125,000. The rea-
R avens Bluff stands in a particularly magic-strong locale on the magic-
rich continent of Faerûn. The reasons behind this are unknown, but
who work magic or who possess spell-like natural powers seem at-
son for these inflated prices is twofold: the fees for the higher-level spells are tracted to the mouth of the Fire River, and beings sensitive to magical radi-
divided between the temple, the city, and the parent church, while the ations who visit the area become almost drunk purely from drawing in an
more modest fees for a simple cure light wounds goes straight into that par- unseen excitement in the air (“the surge and roil of restless magic,” one
ticular temple’s coffers. The second reason is the result of an agreement be- bard called it). Only recently, the Wizards Guild became aware that the
tween the city and the temples to limit access to life-prolonging magics in everpresent magical radiations that dominate Ravens Bluff have a curious
response to an oracle who predicted dire consequences for the city if they effect on some beings. These lucky few have demonstrated an unreliable,
tried to seriously disrupt the natural rhythms of life and death. intermittent ability to unleash blasts of magical energy. From preliminary
In the past, some wealthy merchants and nobles have negotiated special investigations, it seems that this energy, which bathes the recipient in a
wills turning over significant portions of their wealth to a particular temple halo or aura that resembles green-white flame, only manifests within the
in return for that temple’s clergy doing everything possible to raise them city walls (including the underground sewers and passageways). There is
from the dead should they die from any other cause that extreme old age. A even one report, greeted with much skepticism, that it once appeared
curious recent development is an innovation called “Life Insurance”—poli- around a person who was within a dead magic zone at the time.
cies offered by a priest of Lathander named Cheesemore. In return for a stiff This “wildfire” should not be confused with “spellfire” or the divine “sil-
fee (100,000 gp), the temple of Lathander agrees to do whatever is neces- ver fire” of Mystra, but it does seem to be a spectacularly destructive magi-
sary to restore the policy holder to life; furthermore, a group of people (for cal force. It affects only non-living matter (metal, glass, wood, carrion); liv-
example, an adventuring band) can all contribute towards such a policy ing beings can only be harmed by it indirectly (for example, if they are
which can then be used on whichever one of them needs it first. While ex- struck by debris or fall from a bridge destroyed by wildfire). Those gifted, or
pensive, the “no questions asked” nature of the agreement has made it at- cursed, with wildfire’s touch cannot control its power, which manifests only
tractive with adventurers. It should be noted, however, that a number of in times of great stress. The first recorded use was when a hangman’s noose
streetwise citizens of the Bluff remember Cheesemore’s earlier career as a disintegrated in mid-drop, much to the relief of the condemned man; it is
thief before he “got religion” and began a new life as a priest; these skepti- now believed that the prisoner unconsciously triggered the destruction of
cal souls firmly believe that the so-called “Life Insurance” policies are the rope upon which all his attention was riveted. The subsequent investi-
simply the latest of this fertile mind’s many scams. gation suddenly made clear a number of puzzling cases where a prisoner was
Under no circumstances will any Ravenian temple attempt to remove a found to have escaped, the manacles or cell door mysteriously reduced to
geas or quest spell of any sort. dust. There is even one case where a person was stabbed with a sword and
the sword crumbled to powder, leaving her unharmed (whereupon her at-

Dark & Deadly tackers very prudently fled). It now seems clear, following the Wizards
Guild’s confidential report to the Lady Mayor, that wildfire destroys only

Secrets
items in direct contract with the person who calls up the power, and only
when he or she is concentrating all his or her attention upon it, usually in
life-or-death situations.
Just why some people possessed this innate power and others did not was
or such a bustling young city, Ravens Bluff has certainly initially a mystery that baffled the best thaumaturgical minds in the Bluff.
managed to accumulate a healthy pile of intrigues, se- Eventually, however, enough cases were uncovered by the investigators that a
crets, and deceits—almost equaling the notorious city of clear pattern emerged. In all cases, the person who called up the power had
Westgate at times in the amount and scope of its cor- been born in the Bluff, of parents who in turn had been born in the city. This
ruption. To some extent, this is no doubt inevitable, led to the theory that wildfire might be a manifestation of ambient energies
given the connection to pirates and smuggling that’s existed from the absorbed by citizens over long periods; no one who is not a third-generation
Bluff’s earliest days. Moreover, every city has its intrigues, cabals, unwritten Ravenaar has shown any trace of this power. Furthermore, it seems that her-
rules, and skeletons in closets (sometimes quite literally). Yet the city holds itage is not enough; long-term residence in the city is also required. This dis-
much goodness too, and its corrupt periods have never darkened the hearts covery in turn explained why it was so rare in adventurers, who often leave
of its people. the Bluff for weeks or even months at a time, and nobles, who spend much of
In many ways, Ravens Bluff is unique. Many residents, businesses, and items their time on their country estates. By the same token, it showed why it is
in Ravens Bluff seem different (in names, habits, fashions, and so on) from what most prevalent in ordinary citizens, some of whom never step beyond the city
can be found elsewhere in Faerûn. Part of this is due to adventurers arriving from gates in their entire lives. The best estimation offered by the Wizards Guild
around the Realms and taking on new names which they think will be appropri- investigators, based on the evidence they could gather, is that every day spent
ate to their new home. Naturally, they bring customs from their various home- outside the city walls must be offset by a full month within them before the
lands with them, giving the Bluff a surprisingly metropolitan culture for so small connection to the power source, whatever it is, returns.
a place. It is also due in part to the existence in the city of magical gates to other It seems, therefore, that any intelligent being who fulfills all the condi-
worlds. From the earliest days, there have been tales of such plane-spanning por- tions of heritage and residence should be able to summon up the power.
tals hidden away in secret rooms, forgotten cellars, dark closets inside the man- Tests prove this is not the case, but so far no pattern has emerged to show
sions of certain nobles, etc.; adventurers should be warned that these tales, while why some have been singled out with this odd gift. It is possible, of course,
exaggerated in the telling, are essentially true. Most were destroyed by elves in that many who have the potential are unaware of it, either lacking the mo-
spectacular spell battles long ago (see the chapter “Lost Sarbreen”), but some tivation or willpower necessary to trigger it. The Wizards Guild is currently
still exist, their whereabouts cloaked in whispered rumor. Over the years natives engaged in further research to try to determine the chance or any given cit-

15
izen having this power (their best guess, based on the evidence gathered so orc and pirate raids—has never been conquered or even attacked in earnest
far, is 1%). What is known is that the power exhausts its user, leaving him by the forces of Calaunt, Mulmaster, Sembia, or the Zhentarim.
or her weak, pale, and shaking—in game terms, a successful wildfire mani- Both of these curiosities are rooted in the same cause, known as a cer-
festation reduces the character’s physical attributes (Strength, Dexterity, tainty only by Ambassador Carrague and former mayor O’Kane (and pre-
Constitution) by half for a week, with appropriate adjustments to ability sumably now by Lady Mayor Thoden) but suspected by certain nobles and
and skill checks; it also cuts his or her effective level by half for the same civic officials: Ravens Bluff is home to a hidden resident garrison of Red
period, with all the attack, saving throw, and hit point reductions that im- Wizards who chose not to become embroiled in the struggles for power that
plies. No magical means of recharging the drain is known, although a prevail in their homeland, nor to reveal themselves in their adopted home.
strength or aid spell can offset specific effects while their duration lasts. Only The City of Ravens affords these mages, who call themselves “the Unsleep-
seven days of complete rest will restore the character to normal. ing,” a golden opportunity to study much strange magic as it passes by, hire
adventurers more or less at will to fetch fascinating magics or investigate
Wild Magic sites or beings of interest, and dabble in the pleasures of manipulating Sem-
bian, Ravenian, and Dales politics from hiding.

A n increasing problem in Ravens Bluff since the spell-duels of the war


are invisible driftclouds that move randomly throughout the city,
seeming to circle the Bluff rather than drifting away across the sea or into
When the war came, certain of these mages aided its defense with their
spells. One revealed herself in the closing days of the war in a bid to seize
open control of the riven city. She was destroyed in frantic battle by nearby
the Vast. Some of these clouds are dead magic areas (see below), but others adventurers, who let fly with all the magic they could muster, draining long-
simply twist any and all magic that comes into contact with them into some held enchanted items and creating both wild magic and dead magic drift-
other random magical effect—which is why one seldom sees mages employ- clouds and a “chain lightning” wild magic effect. This effect leapt from en-
ing fly spells (or magic items that allow flight) above the city. Individual chanted item to enchanted item all over the city, changing the powers of
spells have no effect on wild magic clouds, save to move or activate it or (in some, draining most or all of the charges from others, deactivating a few
the case of dispel magic) to decrease their size. To destroy a wild magic drift- (until means of reawakening them can be found), and leaving others un-
cloud, it must be caught between at least three dispel magic effects operating touched. The idea that there may easily be a dozen or more Thayvians of
simultaneously from opposed directions (otherwise the cloud will simply such potency resident in the city under various guises would be profoundly
move away from them, rather than collapse). disturbing to most of its citizens, who remain blissfully ignorant of the fact.
Certain mages claim that any ninth-level spells that cause a violent ex- The chain effect itself has fascinated some of the Unsleeping, who are
plosive effect or create large amounts of physical material can also be em- trying to decide how to reproduce it so that it can be studied in detail as it
ployed to destroy wild magic driftclouds. In theory, three such spells cast on lashes out. Others of this hidden pocket of Thay—by no means an organized
opposing sides of the cloud at the same time will cause the wild magic cloud group answering to any central command or chain of authority, merely a col-
to explode into a single, intense, short-term wild magic effect of a random lection of self-exiles—dismiss such study as “a dreamheaded waste of time”
nature. The obvious danger makes this tactic a desperation measure; it’s when there are folk to be manipulated, fortunes to be made, and pleasures to
been accomplished only twice, by members of the Wizards Guild protecting be enjoyed. One Thayvian recently enthralled an inexperienced silver
the wards of the High House of Magic. dragon who was posing as a young adventuress in her visit to Ravens Bluff;
Wild magic clouds seem to avoid each other as if they had opposing he believes her to be a weredragon, despite her protestations to the contrary,
magnetic charges, drifting off in opposite directions. Contact between a and is trying to learn how to turn himself into such a creature with the trans-
wild magic cloud and a dead magic cloud causes the two clouds to silently formations wholly under personal control. In the meantime, she is gaining a
and peacefully negate each other. Mages who have seen a wild magic cloud remarkable insight into the human capacity for self-deception.
(via detect invisibility or true seeing) describe it as a glittering cloud of pure
magical energy.

Dead Magic
T he very existence of small dead magic driftclouds in and around
Ravens Bluff is denied by both the Wizards Guild and the Ministry of
Art. To make matters worse, such clouds are invisible to the eye and unde-
tectable by any sense except touch (contact with such a “cloud” makes the
skin tingle slightly)—not can magical means reveal their presence, other
than by the sudden failure of some persistent magical effect.
The only known ways to destroy a dead magic area are to persuade a di-
vine being to magically vaporize it (Chosen of Mystra can do so by filling up
a dead magic area with the silver fire of Mystra) or to somehow steer a drift-
ing wild magic cloud into contact with the dead magic zone, obliterating
both. As time passes, the driftclouds created by the war are becoming
smaller and fewer (presumably as such collisions occur naturally), but their
very existence makes magic use unreliable; who is to say when a defensive
ward has silently and invisibly been brought down by a roving cloud, or one
has tracelessly drifted into a particular room? “Magic can be awesome,” say
seasoned Ravenian adventurers, “but when in town, mages should make
sure they have their daggers handy.”

The Unsleeping
C ertain Ravenians have been suspicious of the Thayvian embassy in
Ravens Bluff for some time. Not just the usual “what are they up to?
No good, I’ll be bound” suspicions that dog Thayvians everywhere they go,
but specific worries about Thayvian agents seeming immune to civic justice,
or somehow not caught or even challenged when they race through the city
in haste after dark (sometimes carrying squirming sacks that seem quite large
enough to hold human bodies). It’s curious, to be sure. Harpers and others
who have cause to reflect on the stratagems of rulers in the Dragon Reach
lands have from time to time wondered why Ravens Bluff—rich in wealth
and magic-strong but often riven by internal debate or weakened by war or
16
Myrkyssa Jelan ily crypts, damp cellars, and even sewer passages). They conduct simple
ceremonies of worship to raven statuettes, led by a priest or priestess
and the Eaeraedia who wears a raven head-mask. Most ceremonies involve worshippers
wearing flowing black robes, kneeling and chanting, sharing a commu-

N o, this isn’t the name of an act from the Mooney & Sons Circus, but
an admittedly fragmentary account of speculations as to why a mys-
terious invisible-to-magic Warlord attacked Ravens Bluff with an army of
nal cup of salty black wine (the “Blood of the Raven”; it supposedly
passes dream-visions of the Raven’s will to the most favored of the faith-
ful), and listening to a recounted vision or short homily from the pre-
evil creatures. All that is known for certain, from statements she made in siding priest or priestess.
her own demands for the city’s surrender, is that she sought some great The Cult believes that wells, springs, valleys, mountains, and all
magic which she believed to be hidden somewhere in the Bluff. large settlements have hidden place-spirits, immortal natural forces that
As for Myrkyssa Jelan herself, some humanoids she was recruiting (if wield the powers of their sites against those they deem unfriendly and to
they can be believed) said that she came from “east beyond Thay.” So far as the benefit of those they see as loving the place—and that Ravens Bluff,
the best efforts of the Wizards Guild and the Ministry of Art have been able as a magic-strong area, has a particularly vigorous spirit. They call this
to determine, no spell seems to detect her, damage her, or affect her in any spirit the Raven and believe it speaks prophetically to all through cer-
way. How she can have such powers is unknown—some mages advanced tain rare talking ravens, aiding those who do its work as they dwell in
the theory that she’s a divine being of some sort, or the avatar or servitor of Ravens Bluff by bringing them their heart’s desire.
a deity, or perhaps a creature that lives or feeds on the Weave. Others main- Place spirits, or genus loci, do in fact exist. However, for the most part
tain that she must possess an artifact that gives her complete magic resis- they lack the vigorous sentience cult members ascribe to the Raven.
tance, although no such relic is known in any bard’s tale. The Cult’s priests and priestesses have been a succession of minor mages
The most intriguing tidbit of information about Myrkyssa Jelan yet using their spells to make ravens speak. The aims of these self-styled
advanced comes from Ambassador Carrague—or, rather, from a young sor- clergy have remained obscure down the decades. The motivation may
ceress who was bringing him tea and claims she heard him dictating some be no other than those of most of their congregation: the desire to feel
vague notes aloud to his somewhat recalcitrant “follow your tongue” pen. important, powerful, and part of something greater than themselves.
It seems the good Ambassador had a surprise visit from The Magister relat- Cult members are often to be found creeping about underground in the
ing somehow to Myrkyssa’s quest, but as usual with the venerable Carrague city with lamps in hand, seeking more favorable places to worship the
all the details were vague. However, the sorceress swears she heard him Raven; these site must always be old and seldom disturbed (thus a
mutter “Alive, yes, and near . . . very near. Wearing a new face, here in the forgotten storeroom would be ideal, while the wine cellar of a busy tav-
city . . . . All to win her time . . . and freedom . . . and willing hands, to ern would not do). Recent urgings by the Cult’s leaders to do this tradi-
search . . . . The Eaeraedia . . . . The disenchanters feel it half a world away tional work with some vigor suggest to some suspicious older members
. . . enough power to . . . . Tea . . . nice tea . . . and sugar? . . .” At this point, (in particular, those who find kneeling in the damp increasingly hard on
the Ambassador noticed that his afternoon snack had arrived and the mo- the limbs and joints) that the Cult is being influenced—or even con-
ment passed, nor did he seem afterwards to remember that he’d ever spo- trolled—by an outside force interested in learning just what lies where
ken on the subject. Nor has any sage been able to identify “The Eaerae- under the city.
dia.” And since no one knows what Myrkyssa looks like, finding her in her
new guise seems a hopeless task. For now, she seems to have abandoned
her former methods for more subtle means (to the relief of the average cit-
The Four Ravens
T
izen). All that seems certain is that the Bluff will hear of her again whether his most secretive and underground of thieving guilds has fre-
her methods meet with success or failure. quently been dismissed as a fabrication, an urban legend, or a
thing of the past now gone from the city-only to have the name reap-
pears again a few years later in a passing mention or rumor. There cer-

Secr e t tainly once was a Thieves Guild of that name that controlled the city’s
underworld, back in the days before the city ever had a mayor. It was
spectacularly suppressed over forty years ago, its leaders publicly tor-

Societies tured and executed, its membership decimated, its treasury seized by the
corrupt Lord Treasurer of the day. The Bluff has not truly had a Thieves
Guild since, not one that was anything more than a gang writ large who
ocal rumor in Ravens Bluff has always painted vivid managed to corner one small part of the city’s larcenous projects for a
pictures of a city a-crawl with secret societies and year or two before being dispersed by the City Watch.
dark intrigues. Certainly there are intrigues a-plenty, Despite this, the vast majority of the Bluff’s citizens believe that the
from quiet backroom deals among adventurers to Four Ravens is alive and well (the name comes from an old symbol for
major power struggles between the old guard and the the city, a raven-headed figure bearing a shield with two ravens on it. A
new (nobles vs. merchants, Civic Religion vs. “interloper” faiths, Wiz- guild password was to ask “Where is the fourth raven?”—the correct an-
ards Guild vs. Ministry of Art, ex-Mayor O’Kane’s supporters vs. Lady swer being “The fourth raven is the one you don’t see, behind you”). Its
Amber Lynn Thoden’s). Still, overall there are actually very few cults current membership, aims, and deeds remain unknown—except that all
and secret societies deserving of the name in the Living City. The fol- agree that if there is a guildmaster, it must be old John Porter, who
lowing fragmentary notes delineate five such organizations believed to works in the municipal dump and as a gravedigger at the city cemetery.
be active in the city. John Porter is the son of the couple who acted as guildmasters at the
time the guild was suppressed; he was spared because he was only a child
The Cult of the Raven at the time but was sternly warned that if he were ever charged with a
crime he would suffer a fate like that of his parents. Apparently he lis-

M ost keen observers of things Ravenian believe this is the only


true native cult or quasi-religious organization based within the
city (this excludes adherents of various established faiths from else-
tened to that warning, as he has never been arrested in all the years
since. Still, observant neighbors notice that an odd variety of people
pay calls one ol’ John Porter at all hours of the day and night. No one has
where who are trying to gain a foothold here, such as the faithful of ever proven that he's involved in anything underhanded but suspicions
Sharess and of Eilistraee). The Cult of the Raven has been around for a remain unquenchable in the mind of the common folk. Surprisingly,
long time-first as something of a fad among noblewomen wanting to enough, the average citizen, especially those of old families who have
feel powerful and to have secrets from their husbands and fathers: some- lived in the city all their lives, remember the Four Ravens with time-
thing they did that wasn’t judged, restricted, or demanded by their roles dimmed nostalgia and whisper that they preyed more on the nobles and
as part of this or that noble house. Later the Cult became something of visiting adventurers than the working poor.
a refuge for lonely, intelligent misfits of Ravenaar society. The Cult of Rumor has it that Porter has placed sleeper agents in various shops
the Raven has always been numerically dominated by young women and around the town where newly arrived adventurers are apt to display
always meets underground, at night, in the dark (in a succession of fam- their wealth; these folk pass word along to Porter, who passes it along to
17
and powerful merchant concerns sponsored by nobles. Over the years, the
Mark has been taken over by killers-for-hire, becoming a collective that
gives adventurers in the city as much freedom as possible by keeping fear
and persecution of them to a minimum. It does this by forcing adventurers
to be (relatively) good citizens while within the walls: the Mark acts against
all who indulge in vandalism, ignore agreements made and bills due, or dare
to establish “protection” rackets. This has kept thieving bands small and
very well concealed, enabled unarmed merchants to do business with ad-
venturers with some confidence, and bolstered the effectiveness of civic au-
thorities—both by extending their reach and by preventing them from be-
coming overly brutal or repressive.
The Mark is known to be able to muster as many as fifty armed and
skilled adventurers (including at least a handful of mages), but its contacts,
informants, and spies probably number dozens more—and its habitual oper-
atives far less, perhaps a dozen in all. Its secrecy is impressive; its leadership
and membership remain almost entirely unknown, although the warrior
Arglendra Tallcloak died in an alley fighting as a member of the Mark. Her
habitual companions, the minor mage Shaltrin Druine and the thief Col-
gond Veiryn, haven’t been seen since; most presume they are Mark mem-
bers because their taxes are still paid and their homes still staffed and main-
tained in their absence.

The Silver Sheaf


T his shadowy brotherhood is never known to have indulged in any acts
more violent than arson, or to have held any large meetings of its
membership. It acts almost exclusively on a one-on-one level, with one
member recruiting the next—and its founding members, overall leadership
(if any), and even time of origin and original intent remain mysterious.
To join the Sheaf, a prospective candidate pays 7,000 gold pieces and re-
ceives in return two identical silver finger-rings (most members immedi-
ately hide one very thoroughly and take to wearing or carrying the other).
A tiny wheat-sheaf graven on the inside of the rings is the recognition sign
of the organization and tells other members “you can trust this person, a fel-
other parties, and such adventurers often find their excess wealth sud- low member, to loan to and borrow from, in complete secrecy and without
denly diminished not long afterwards. Nobles and merchants who make worries over deceit or non-payment.” Although fraud is possible, the Sheaf
ostentatious shows of riches—for example, appearing at a revel wearing seems to keep a close eye on its members and acts swiftly if rings are sold,
jewelry worth enough to feed every mouth in the city for a year—often stolen, or counterfeited (usually by driving the perpetrators into financial
suddenly stop wearing such jewelry a few days later, refusing to offer any ruin, repeatedly, until they leave Ravens Bluff for good).
explanation of where it has gone. Such folk are generally believed to The Sheaf is what the Mark of the Wolf was intended to be—an organiza-
have experienced a nighttime visit from the Four Ravens. At any rate, tion for merchants only, intended to help them succeed in trade. Most mem-
such items are never seen in the Bluff again—“a little bird carried it bers only know the identities of whoever recruited them, anyone they’ve re-
away,” as the saying goes. The Ravens are said to have excellent rela- cruited, and one or two others. Naturally they suspect the membership of a
tions with the pirates operating in the Dragon Reach and presumably handful more by a process of deduction, eliminating everyone they’re ordered
use them to fence such recognizable items for resale far, far away. not to do business with, or to withdraw investments from, as an unscrupulous
The vigor with which the Silent Network and several adventuring rival of a member. Obeying such where-to-trade directives are the most ser-
thieves are pursuing inquiries about the Four Ravens suggests that the vice most Sheaf members ever render the organization, although many have
group has recently done something that has made more than one impor- been saved by the ability to make and take short-term, fair-rate loans in con-
tant personage uncomfortable. Current rumor on the streets suggests that fidence. “Confidently and in confidence” has even become a Sheaf catch-
the Four Ravens left quiet messages with several senior nobles, merchant phrase, sometimes uttered in a tavern or marketplace conversation to identify
lords, or highly placed city officials suggesting that unless those persons one’s status to possible Sheaf members without displaying a ring.
stopped some unspecified activity then secrets long kept firmly secure
would be pasted up on broadsheets on every street comer overnight. Just
who the Ravens are, and what they want, are mysteries to most Ravenians
The Viper Ring
today—but whispers about the Ravens are growing more frequent again.
Some even link this group with an apparently random series of isolated
murders of specific citizens performed under the cloak of “battle casual-
R ings also feature in the workings of a long-established, rather sleepy
local society that has recently turned vicious—and seems, in some
cases, to be trying to identify and eliminate members of the Silver Sheaf.
ties” in the recent war, but no one can suggest a reason for the stealthy Members of the Viper Ring wear rings of various appearances. All of
Ravens to suddenly change their tactics, if indeed they are responsible. them have pointed spurs that can be folded into view or attached in a pro-
jecting manner: fangs that can deliver sleep poison or truth-babble drugs to
The Mark of the Wolf beings they scratch. The Ring apparently maintains stocks of both drugs and
of the fanged rings that can deliver them—as well as, from time to time, sup

W hile the Four Ravens are subtle, the Mark of the Wolf is anything
but. The sign of this dangerous group is an upright, long-taloned
paw mark that exaggerates the claws of a real wolf. It is seen only on the
plies of various serpent venoms purchased from adventurers in the Bluff and
in several of the nearest Sembian ports (where the Ring has agents).
Originally, the Viper Ring was formed by members of several old Ravenaar
bodies of Mark victims or the sites of other Mark crimes, as a warning—or, noble houses as a means of spying on upstarts (rising wealthy Ravenians
in a few inns and taverns at the north end of the city, to designate a place who were seeking to become nobility or take on some of the rights of no-
where discreet inquiries can lead a person with enough coin to spend to a bles—such as gathering private armies—without being entitled to them)
“meeting through a curtain” with someone who can talk to Mark members and guard the powers of the highborn. Over the years, as its original mem-
and perhaps urge them into undertaking certain specific acts. bers died and the tactics of the Ring made it less attractive to their heirs (or
Originally the Mark was a merchant society formed to slay, swindle, or the views of their heirs made them unsuited to membership in the Ring),
squeeze trade rivals of its members. Its targets were often the relatively large the ranks of the Ring changed. In time, the entire organization was sub-

18
verted by outlander merchants, who used it as an intelligence-gathering Guild wizards are expected to support both the guild and the city. Strangers to
group to aid them in winning guild membership, breaking guild monopolies Ravens Bluff sometimes confuse the Wizards Guild with the Ministry of
and dominances, and increasing the openness of trade. Outlander mer- Art—a sometimes perilous mistake, depending on the company in which it is
chants linked to the Ring are known to include the rug and textiles dealer made. The Guild, while allied with the city, is an independent body; the
Almaerth of Calaunt, the horsebreeder and dealer-in-medicines Roel On- Ministry is a government department modeled on the Guild that parallels its
talarth of Saerloon, and the shipping magnate Issur Belraegen of Yhaunn. organization and function but is directly under government control. The ri-
In recent years, the Ring’s focus has shifted again, but the reason why is valry between the two runs deep and sometimes erupts into quiet hostility.
unclear. Rumor has it that the membership was infiltrated by yuan-ti dis- “Guilders” consider “Mins” (as they call them) to be puppets and lackeys of
guised as human, but their purpose in the Bluff is entirely unknown. Under the city bureaucracy; Ministry of Art mages consider the Guilders to be dan-
their supposed control, the Ring is turning from manipulation of trade to gerously erratic and lacking a proper sense of civic duty. The Ministry re-
assassination, with older members terrified into silence and frightened sub- cently almost collapsed, with a major defection of many of its most talented
mission. The lack of willing witnesses and informants has so far prevented members to the Guild, much to the Guilders’ satisfaction; the next few years
the Watch from cracking the Ring, but Chief Constable Sunriver promised should reveal whether the “Mins” will be able to rebuild their organization.
an impatient Lady Mayor developments in the case soon.
Membership
The Wizards A wizard may become a member of the guild upon learning to cast 2nd-

Guild
level spells from memory. Testing to prove personal ability is required
in order to weed out charlatans and tricksters. Membership is not open to
bards or other non-mages who can cast wizard spells, nor to those who re-
quire magical items to trigger their spell effects; only innate ability to wield
Willem sat listening to his master Elcao in the Rathskeller, tankards before magic will do.
them both. Applicants must pay 1,000 gp per level upon acceptance into the guild,
“. . . but you have reached a crossroads. You’ve started down a path of power plus an additional 1,000 gp each time they advance in level thereafter.
and have shown the wisdom to not let that power control you. It is time to tell you Note that the new member’s rank is determined by his or her casting abil-
of the Wizards Guild.” ity; it’s not necessary to join as a Neophyte if the applicant qualifies for a
The shock on Willem’s face told Elcao he’d made the impression he’d intended higher rank. Once a member, however, he or she cannot skin ranks but
to. Not—quite—smiling, he sipped from his tankard, to give Willem a moment to must move up the ladder step by step to the next higher rank. If a candidate
consider what to say next. It’s always wise for wizards to take that moment, and cannot afford the requisite total, then he or she must join at a lower level or
consider what comes next. wait until his or her financial situation improves. In addition, the hopeful
applicant must provide letters of recommendation from two members in
he founding of the Ravens Bluff Wizards Guild dates to good standing of at least third rank (e.g., Full Member or higher) or obtain
the time before Charles Oliver O’Kane’s ascension to the the sponsorship of a single fifth rank (Outer Circle) or higher member. New
post of Lord Mayor—a time of chaos. When the various members must also swear an oath to uphold the Guild, protect Ravens
lords of the Fire River lands began to deplete their pri- Bluff, and obey all civic laws and Guild ordinances on spellcasting. All new
vate armies in petty wars on each other, they recruited members are considered probationary members for the first six months,
wizards. The escalation continued until Lord Carlton De Sheers. the most after which they are fully accepted by their fellows.
ambitious of all the lords, gathered enough spellcasters to form an entire
company of mages. Naturally, rival lords responded by hiring battlemages of
their own. Alarmed by the potential devastation if all these war-wizards un-
Wizards Guild Levels
leashed their power at once, two priests (Sir Gregory Cherbourg of Mystra Rank Title Casting Ability Monthly Dues
and Lord Anthony Norwood of the temple of Azuth) secretly gathered all 1 Neophyte 2nd-level spells 5 gp
the lords’ mages together for a private conference. After an impassioned 2 Associate 2nd-level spells 10 gp
plea, Norwood convinced the majority of the wizards to stop pursuing the 3 Full Member 3rd-level spells 25 gp
reckless dreams of greedy men. Those who disagreed with this position were 4 Circle Initiate 3rd-level spells 50 gp°
asked to go elsewhere. Those who remained joined a mutual non-aggression 5 Cuter Circle 4th-level spells 75 gp
pact, allying together to discourage disgruntled nobles from seeking revenge 6 Median Circle 4th-level spells 100 gp
against their former employees. As political tensions eased, alliances began 7 Inner Circle 5th-level spells 200 gp
to evolve into working partnerships and even friendships. Many of the
wizards had hitherto been solitary due to their arcane calling; having tasted Wizards who don’t wish to join the guild as regular members may acquire
camaraderie, even when spiced with grating egos and a certain amount of “Affiliate” memberships at the cost of 50 gp. Such a wizard receives a formal
intrigue, they found a return to loneliness very unappealing. The increased reading of city laws concerning spells and their usage (see page 75) and is
security brought on by their alliance and the benefits of shared resources and warned that the Guild imposes severe fines for violation of these laws. Af-
secure research facilities were added benefits that led the former rivals into filiate members aren’t entitled to all the benefits of regular members but are
cementing their alliance into a Guild. Independent from political control welcome at all Guild social functions and allowed limited use of the library.
but dedicated to the well-being of its host city, the guild has evolved greatly
since those early days. Today the Wizards Guild is a social outlet for the
members, a repository of knowledge, and a place to learn.
Benefits of Membership
The Guild is organized according to the “schools” of magic (enchantment,
conjuration, invocation, etc.) and governed by the Wizards Council: eleven B esides opportunities for research, intellectual stimulation, and cama-
raderie, the Wizards Guild offers much to its members. When a mem-
ber advances in the Art, he or she will find the Guild a ready source for new
of the Bluff’s most accomplished wizards and two advisors (one each from the
temples of Azuth and Mystra). At the head of the council sits the Archmage. spells. In addition, member mages are spared the distrust sometimes ex-
Joining him are the eight deans, each representing one of the schools of tended to “unregistered” wizards by the Watch and citizenry alike, espe-
magic, plus a dean for generalist mages and another for elementalists. Thus a cially in the wake of the recent war. Better yet, because of its large member-
balance is maintained among the various specialties and competing interests ship the Guild can arrange discounts (typically 10% to 20%) for purchasing
of those who pursue the Great Art (as they call it). The priests are present certain spell components (see the entry on Bendakar’s Mercantile in the
both to recognize their orders’ role in forming the Guild and to help stress Walking Tour chapter), glassware and laboratory supplies (available di-
common interests among all the various schools and practitioners. rectly through the guild workshops), and sundry other wizardly necessities
The membership is divided into seven different ranks, each with its own (anything from powdered gemstones via a local jeweler with clumsy ap-
rights and responsibilities. Guildmembers are expected to pay dues, to share prentices to paupers’ corpses for carefully-supervised necromantic magic).
research, to accept some duties, and to abide by the rulings of the Council. Officially, only high-ranking Guildmembers in good standing can legally
Advancement brings increased opportunities, benefits, and responsibilities. make potions and scrolls in Ravens Bluff—a law which, although rarely en-

19
forced, remains on the books as a potent tool for use against troublemakers; Sponsors: If the offending Guildmember had a sponsor, the sponsor shall
the usual penalty against offenders is confiscation. suffer the same Guild-enforced punishments as the offender. The only ex-
Perhaps the most widely used Guild benefits are the availability of well- ception is where the offender faces expulsion or nullification; if either of
stocked lab facilities for magical experimentation and spell research and these fates befalls the offender, his or her sponsor stands before the same re-
the safe storage of spellbooks offered by the Guild’s well-secured vault. Its view board to determine if the sponsor should be reduced in rank (e.g., from
guardians include both a watchghost and a (confined) magebane, potent Median to Outer Circle). A sponsor is responsible for his or her protégé just
concealed glyphs for those who slide back the wrong combination of door- as a knight is responsible for his or her squire; hence the sponsor will often
panels, and various alarm spells that summon several powerful wizards take action to punish a wayward protégé as soon as the matter comes to his
(some of whom will arrive accompanied by their own servitor monsters). or her attention. The review board often suspends punishment from a spon-
sor who can show that he or she has done everything possible to reign in or
Rank Benefits bring to justice an erring pupil; this usually means that a misbehaving mage
usually has to face denunciation by his or her own sponsor before the re-
l Neophyte: Tutoring is available for those wishing to learn spells from view board, making dismissal a much greater possibility.
guild members, conferring a 10% bonus (to a maximum of 95%) on the The reason for all this strictness is simple. The concentration of strong
chance to learn the spell. Teaching is available in almost all of the widely- magic in the Bluff, and its seemingly intrinsic magical nature (see the “Dark
known or “standard” spells (i.e., those found in the Player’s Handbook). At & Deadly Secrets” chapter), bear close watching—for strong magic attracts
the DM’s discretion a particular spell may not be available at a given time; magedooms, magebanes, alhoon, and similar menaces, including brutes of
delays of two to six months aren’t uncommon, as a tutor may lack free time all species who simply want to seize what is powerful and use it to slash,
between other projects to give his or her pupil the undivided attention smash, bum, threaten, and control others. One Guildmember once likened
needed for magical instruction. living as a wizard in the Bluff to “playing catchfire while sitting on a rug
l Full Member: Sufficient access to the Guild library to learn an addi- spread with smoke powder,” summing up the situation more aptly than
tional two spells upon level advancement (rather than the one new spell most like to believe. Problems with the potential of becoming full-fledged
available to most mages gaining a level). This rank brings with it the free- disasters include independent (“rogue”) mages of all types, the smoldering
dom to browse at will in the library; Neophytes, Associates, and Affiliates rivalry between the Guild and the Ministry of Art, and a long line of igno-
may only examine tomes, or more often single-spell scrolls, brought out to rant nobles who think a few scrolls and rings (or worse yet, an infernal deal
them in separate, supervised reading rooms. with some fiendish power) can make them mighty archmages, finally in a
l Outer Circle: Unrestricted access to laboratory facilities. This confers position to demand the privileges their exalted birth destined them to
access to all but the rarest and most valuable spell components and grants a wield—not to mention thieves chasing magical baubles that harbor rather
+1 bonus to Spellcraft proficiency checks. Members can either provide more powers than they understand or can control.
their own components or draw them from the common stock maintained
by the Guild; the lab staff keep careful records and bill each wizard quar-
terly according to the components he or she has expended. Fifth Nights
l Inner Circle: Instruction in the Alchemy proficiency to learn the se-

crets of potion-making. This training is required by statute in order to re-


ceive certification to make potions and scrolls.
O ne of the most useful functions the Guild offers its members is the
chance to gossip (in private) about civic acts, social events, and
street incidents in the city. Wizards from the lowliest neophyte to the most
potent dean can frankly and openly share information and speculation
Rules and Regulations about the doings of ambitious nobles, Thayvian agents, lawless adventurers,
grasping merchants, mysterious strangers, and (best of all) each other. Any-

W
l
hile there are many benefits to Guild membership, certain guide-
lines must be observed:
Obey all laws of Ravens Bluff concerning the use of magic.
thing which might be of interest to spellcasters is fair game at these gather-
ings. Despite the need for solitude and concentration in their work, mages
are often lonely folk starved for companionship, who love a chance to relax
l Never knowingly cast a spell upon another Guildmember in anger or for after hours and just “talk shop.” Twice a tenday (every fifth night) the High
personal gain. House hosts such gatherings, strictly for members only. These Fifth Nights
l Respond to any summons to aid from another member of the Guild if it are always relaxed affairs at which folk lounge around with weary feet
is within your power and does not constitute a violation of any city laws. propped on footstools, dress is decidedly casual, talk goes on late into the
l Respond to any summons by an official of Ravens Bluff to aid, protect, or night, and a wide variety of hors d’oeuvres and drinks (ports, sherries,
defend the city and its residents. In addition, each member shall be brandies, coffee, tea, and spirits) are on hand to help stave off hunger and
called to serve the city for a tenday of “standing watch” service twice thirst. These Fifth Nights alone are worth the costs of Guild membership to
each year and be required to handle whatever situations occur in that many adventurer-mages; amid all the catty chatter, one can learn much
time to the best of his or her ability. about what’s going on that’s magical, suspicious, or dangerous in the city.
l Accept judgments of the Archmage and the Wizards Council in all Even better, a newcomer can gain insight into the personality of many pow-
things relating to Guild matters. erful Ravenian wizards. All participants at these gatherings can relax due to
the absolute prohibition on any use of spells and magic items at such events
If a Guildmember is found guilty of breaking any city law or Guild rule (save for direct self-defense), a prohibition enforced by on-duty wizards
relating to spellcasting, that member shall be punished as follows: who take turns acting as chaperons, carefully monitoring magical misbe-
l First Offense: Pay required city fine. havior. Mind-reading magics are particularly frowned upon and can lead to
l Second Offense: Pay required city fine and pay matching fine to the stiff fines and reprimands; magical aggression is always punished by immedi-
Guild. ate demotion in rank.
l Third Offense: Pay required city fine, pay matching fine to the Guild,

and surrender one permanent magic item to the Guild. If the offender
owns none, he or she must acquire or make one and turn it over within
Revels Arcane
a time specified by the Archmage or Council. In addition, he or she must
appear before a review board called to debate the offender’s right to re-
main a member of the Guild. Those who cannot convince their peers are
I n contrast to the informal Fifth Nights, the Guild also hosts monthly
“Revels Arcane,” open to members, their guests, associates, and anyone
formally invited by the Guild. This always includes every Ravenian noble or
expelled or suspended, depending on the crime and its circumstances. important civic official (Regents and up), as well as all members of the Mer-
l Fourth Offense: Nystul’s nullifier is cast upon the offending member. chant Council and all guildmasters. Many of these folk never attend, but the
This ancient spell erases all magical knowledge from the wizard’s mem- revels are open to them as a way of impressing such folk, perhaps attracting
ory, removing his or her spellcasting ability and making him or her zero- their sponsorship and business, and allowing members of the Wizards Guild
level. This extreme penalty is visited upon those whose actions have dis- a chance to get to see and talk to folk of prominence and power in the city.
graced the Guild and endangered the city and its citizens by their care- To encourage at least a few such usefully powerful folk to attend, Revels al-
less disregard for its rules and regulations. ways involve good food, good music, and entertainment—from hired
dancers, exotic beasts, and poetry recitations to magical spectacles arranged

20
by Guildmembers. Dress is always splendid, and those who attend often ber-created spells in the library of the Wizards Guild of Ravens Bluff are
bring the most comely escorts they can find, or seek to gain the company of variants on well-known spells in which material components, areas of ef-
such during the festivities. Flirtation is rife, and many a comely young wizard fect, and casting times vary from the “tried and true” standard version of the
has attracted an older patron at such an event (likewise many a merchant’s spell, but there are occasional surprises. Upon review by the relevant Dean,
or noble’s son or daughter has caught a wizard’s eye, sometimes leading to the spell is then placed in the library for fellow Guildmembers to consult. A
long-term alliances). Spell demonstrations are frequent, spectacles calcu- secret hidden library elsewhere in the building, accessible only to the Arch-
lated to impress and to carry an implicit warning to rival power groups such mage and Deans, contains the most powerful spellbooks the guild owns and
as the Ministry of Art and the Merchant Council. an armory of scrolls intended to be issued in an emergency to members de-
Most popular of all are the “spelltale” illusions for which the Revels are fending the High House against assault. Also in this Inner Room are copies
becoming justly famous, in which stories of famous or important events in (not the only copies, but the whereabouts of others are known only to the
the Realms are told (sometimes fancifully or comically) entirely by the use Archmage, one Dean, and one other anonymous member) of the series of
of three-dimensional, intangible images. Occasionally these spelltales are spells that give the High House its wards (see below).
accompanied by dialogue or music (professionally recited by skilled per-
formers from the Fellowship of Bards). Guildmembers take pride in crafting
these to be very realistic, even when they descend into buffoonery (scenes The Wards of the High House
lampooning Elminster are perennially popular). More recently a series Among the most strictly guarded of Guild mysteries are the interwoven,
dubbed “the Bumbles” parodying various local groups—the City Watch, an many-times-augmented wards that govern the interior of the High House and
imaginary Thieves Guild, civic leaders, the Ministry of Art, etc.—has its outer walls. Its many powers include (but aren’t limited to) the following:
become extremely popular, so much so that attendance at the Revels have
almost doubled. l spell reflection of all lightning-related or electrical discharge spells,

and of all wild magic spells and effects (not surprisingly, this ability
Spell Research works less effectively with wild magic than with electricity, often spray
ing uncontrolled magical effects in unforeseen directions).

W izards who rank as Outer Circle or above may research spells at the
High House of Magic. Those of lower ranking who are nonetheless
members in good standing may be allowed to use the Guild’s spell-labs so
l detection of intruding creatures who are astral, ethereal, invisible,

magically disguised, shapechanged, or duo-dimensional (such creatures


acquire a soft red, pulsing, softly chiming aura that lasts as long as the
long as they perform all such researches under the guidance of a Guild men- conditions triggering it persist; if dispel magic is cast on the aura, it van-
tor (typically a sponsor of 5th rank or higher). In such cases, the Guild ishes for 1d4 rounds, only to reappear spontaneously 2d4 rounds later).
mentor is required to furnish the appropriate Dean with full reports on re- l protection against magical fire (magically caused flames won’t ignite;

search progress and a copy of any completed spells. The mentor is also enti- such flames brought into the High House from outside are instantly extin-
tled to a copy of any spell thus created in return for his or her aid. Most such guished, and items such as a flametongue sword have their flames sup-
projects are true collaborations, with the younger mage seeking out a senior pressed). A few designated areas, such as the laboratories, are exempt from
Guildmember interested in the same field and gaining the benefit of his or this effect.
her advice and experience during the spell creation process. l scrying misdirection (all magical detection and observation spells di-

Higher-ranking wizards are not required to gift the Guild library with rected at any part of the High House from outside will deliver scenes or
copies of new spells researched in whole or in part at the Hill House, but information about random places and beings elsewhere in the Vast in-
most do so anyway as a matter of “good form.” The vast majority of mem- stead of seeing their intended targets).

21
l translocational redirection (beings can’t teleport or dimension door in or More common than these are magical trades, where the Guild ex-
out of the High House, or from one part of it to another; attempts to do changes items it has acquired but cannot use (magical swords, clerical
so from within the House result in complete failure of the magic—the tomes and talismans, thievish implements) for wands, bracers, rings, and
spell is expended without effect. Attempts to do so from outside result in other items useful to its members. Contrary to popular rumor, the High Hall
arrival 6d20 feet away from the High House in a random direction and does not contain a vast magical storehouse of rare and arcane items; the
4d12 feet off the ground, rooftop, tree, or other feature directly below Archmage and Deans agree that items are more valuable in the hands of
the arrival point. These conditions also apply to all items that cause those who can use them than moldering in some vault.
translocated. Unfortunately, they prevent successful translocational
spell experimentation within the High House, but the Archmage con-
siders this a small price to pay for such effective security). Current Officials of the Guild
l guardian eye (by the casting of a certain secret Inner Room spell, a

mage of Inner Circle rank may bring into being a guardian eye; the High Alcides Von Tighe, Archmage of the Guild and
House may have as many such eyes in existence at once as there are Knight of the Raven (LN hm W18 [Invoker])
mages to empower them. Guardian eyes function as wizard eyes, except A tall man of stem features, athletic and even slim build, and a classic
that their caster can aim spells through them every other round. These yet close-cropped white beard, Von Tighe is the first Invoker to occupy the
spells must be already memorized in the caster’s mind, can’t be wild mag- Archmage’s chair. Free of much of the pride and disdain of “lower orders”
ics, and can’t be effects delivered by direct touch. Use of a guardian eye is that blinker many a mage, Von Tighe is a skillful actor and impressive ora-
very tiring; one can be maintained for a maximum of three rounds per tor when he deems it necessary. He’s risen meteorically through the ranks of
level before the caster must banish the eye into nothingness and rest, the Guild chiefly by a willingness to work, to befriend other mages without
unable to concentrate enough to cast any spell, for 1d4 hours. A maxi- thought of reward, to plunge right in to handle necessary but tiresome tasks
mum of one spell per caster level can be cast through a guardian eye; if that others can’t be bothered with, and by his diplomatic skills. Alcides is a
this maximum is achieved, the eye collapses, along with its caster, once masterful negotiator, deftly handling conflicts as they arise. He wants to
the last spell cast through it expires). build the Bluff into a city that so welcomes mages that wizardry dominates
l Passwall, stone shape, transmute rock to mud, and similar reshaping or daily life and is neither hated nor feared—in short, he wants the Bluff to
substance-altering spells directed at any part of the High House itself are rule all the Fire River Valley and eventually the High Country.
twisted into Evard’s black tentacles spells that promptly menace the spell- On a personal level, Von Tighe is quite sociable and on good terms with
caster that caused them to come into being, ignoring other beings (the a number of lower-ranking mages. His name has been romantically linked
tentacles seem able to sense their creator, even if the spellcaster changes with a number of noble ladies, priestesses, and wizards, but he has had no
shape or appearance). long-term liaisons. He recently escorted the Lady Mayor to one or two offi-
l Conjuration/summoning spells are nullified and wasted if cast within, cial receptions, sparking much gossip. His personal ideal is to find a kindred
or cast so that their effect will occur within, the High House (these pro- spirit who shares his passion for magic and might grow from an apprentice
tections can be placed in abeyance in the research laboratory, but only into a full partner and companion. Until he finds her, he enjoys the com-
for carefully monitored experiments). pany of attractive and intelligent women when his duties permit.

Different but still potent wards protect the buildings that house the Wizards Sebastian Silverlocke, Dean of Abjuration
Guild’s rival, the Ministry of Art; their precise powers are a civic secret but and Knight of the Mystic Flame (LG hm W15
demonstrably duplicate some of the known abilities of the High House wards. [Abjurer])
A long-bearded, white-haired man with piercing emerald eyes, flowing
white side-whiskers, and bristling brows, Silverlocke has a beak-like nose, a
Potions and Scrolls mellifluous voice, and “eyes on all sides of his head without ever seeming to

S pellcasters of enough power and learning may research spells and


learn to make potions and scrolls. Tight civic regulations govern the
production of such portable magics due to the volatile nature of the
notice anything,” as one chastened Guildmember once ruefully put it. The
protective grandfather of the Council, Silverlocke is by no means a dodder-
ing old man and often seems to have as much energy as the youngest initi-
processes involved, and the consequences of the possibility of much magic ates. Certainly he seems to keep abreast of most wizards’ schemes afoot in
passing into hostile (or even merely careless) hands. The Guild enforces the Bluff and always has just the right spells ready (some of them stored in a
strict limits on the number of these items that can be created in a year (the nondescript enchanted belt he always wears, origin and full powers un-
quotas change according to political and market forces and are kept secret known). The one black spot on his reputation is a distrust of gnomes that
except among the Deans, who agree on a fair distribution of permissions to extends to rude speech and a refusal to work with or even speak directly to
members in good standing with ability enough to successfully undertake the Dean of Illusion. This behavior is rooted in an incident from his distant
such activities). The Guild formerly stockpiled a baker’s dozen each of all past about which Silverlocke refuses to speak; all that is known is that it in-
the more widely known potion types (i.e., those found in the Dungeon volved an obelisk, a five-headed dragon, and talking spiders.
Master Guide) for use in emergencies, along with a considerable reserve of The Dean of Abjuration in his younger days enjoyed a wild career as a
spell scrolls. Most of these were expended in the defense of the city in the planes-hopping adventurer, and he still often slips off for a quick spot of ad-
recent war, and the Guild is now working to replace this depleted resource. venturing. What is not known beyond one or two close friends is his long
Guild rules forbid the outright sale of magical items, but on rare occa- term liaison with a formidable evil sorceress named Tigres who lives else-
sions this rule can be bent (typically to supply missions of vital importance where in the Realms. Sebastian believes that he can eventually “tame” her
to the Guild or the city). At such times, potent items might be grudgingly without blunting her strength and spirit; she likewise believes he will even-
loaned to adventurers serving the city in some official capacity, with strict tually come to see things as she does. Their periodic assignations are ac-
admonitions to return them unharmed when the mission is over. If the companied by wizards’ duels, intense philosophical debate, and passionate
Guild is coerced into surrendering such materials, or harbors grave suspi- trysts. So far their sparring seems to have proved little more than that they
cions as to their possible misuse, items may be handed out into which a hid- are well-matched; should they ever work out their differences, they might
den tracer enchantment has been woven (activated by any use of the item well found a wizardly dynasty of which any mage would be proud.
in question) to reveal the location in which they are used. Likewise, in ex-
treme cases potions may be dispensed that purport to be something else but Martin MacGreggor, Dean of Alteration and
are in reality either potions of delusion (usually mixed in with one or two real Knight of the Hawk (NG hm W16 [Transmuter])
potions, just for verisimilitude) or faulty potions of levitation. These latter A craggy-featured, side-whiskered man whose black eyes snap with alert
convey an imbiber up off the floor to a heel-height of about four feet aloft, intelligence and inward humor, MacGreggor has been described aptly as
to bob helplessly there for 1d4+1 turns per sip or quaff (1d12+4 turns if the “cantankerous.” He’s demanding, to say the least, but has a genuine affec-
entire potion is consumed), unless he or she can catch hold of wall or ceil- tion for his students, who are usually in awe of him. He’s always been
ing features to drag himself or herself along. These take effect in a rush (typ- known as “Old Blackwhiskers,” despite being younger than some of his fel-
ically causing head-crashings into low ceilings) and fail just as swiftly (al- low Deans, who have been overheard using the phrase with as much min-
ways involving a loud, hard fall). gled fear and exasperation as apprentices. MacGreggor is a shrewd judge of

22
character with an uncanny nose for falsehood, and he keeps close watch on of the Raven on the other. As for Thay, she believes it will collapse through
intrigues, cabals, and meetings all over Ravens Bluff. “Born suspicious, that internal conflicts within the next decade, giving way to a mage-state which
one,” a visiting sorceress once (correctly) judged, and any Dean of the might become Ravens Bluff’s natural ally.
Guild might be tempted to add, “and eager to act on as many of his suspi- These aren’t small dreams, and she doesn’t expect to live long enough to
cions as he can.” A close friend of Alcides Von Tighe, he’s thought to be the see them through to a triumphal end—but she does believe she should al-
Archmage’s most trusted advisor. ways work towards them for the sake of her grandchildren’s or great-grand-
Though he keeps his views strictly to himself, the Dean of Alteration children’s generation. The first move must be eliminating enemies of
sees Ravens Bluff as an exciting cradle of adventurers, innovators, and ac- Ravens Bluff who are active in the city itself. The second involves working
complished manipulators with shining potential. He alerts all he can to with fellow conjurers to develop a means of effectively policing the roads of
what he sees as the perils of Mulmaster, Calaunt, Thay, and other eager ex- the Vast so that they are safe for travel and commerce (she favors develop-
ploiters waiting to swoop down on the rising prosperity of Ravens Bluff, be- ing a technique of establishing Ravenian road patrols who summon mon-
lieving that the Guild must fight tooth and claw to preserve that potential sters to fight for them—wolves in winter, for instance). The third move will
and allow the Bluff to rise into (in his words) a “great land to grow old in.” be to infiltrate and eventually take over the governance of Tantras and
He sees Scardale and Hillsfar as constant trouble spots that need watching Calaunt, working on both at once so that neither can come to the aid of the
and isn’t above covertly meddling in their affairs (through intermediaries, other. So long as they’re kept in ignorance of the overall plan and of the
to conceal his own role). He often hires roving peddlers and adventurers to identity of their employer, hired outlander adventurers are ideal agents for
report back on the doings of this or that person, business, or group, to keep all three initiatives. As she says to herself of these schemes, and of her
him “in the hawk’s view” of what’s befalling in these and other distant Guild work openly to the other Deans, “Well, it’s a start.” Jerra is a tireless
places. The Harpers sometimes trade information with him, but each is worker who never stop pushing ahead with what she sees best for Ravens
deeply suspicious of the other. Bluff. Quietly, of course.
MacGreggor sees Sembia as the true enemy of the Bluff—or rather, hun-
dreds of greedy, self-interested merchants, acting individually, who happen Micah Starfire, Dean of Divination (CG em W15
to share Sembia as their home. He believes that the Wizards Guild should [Diviner])
never openly act in the wider politics of the Vast (such overt and unsubtle Handsome, carefree, and flighty, Micahalytaee Starfire retains the classic
dabblings are for civic governments) but should always be hard at work fine bones, slender build, and gliding grace of his moon elf forebears. His
steering affairs behind the scenes. Peace permits mercantile prosperity, but hair is raven-dark, his skin pale as polished horn, and his eyes two dancing,
idle warriors make mischief; the aggressive powers of the Reach must be merry flames of violet. He delights in the sheer energy and intrigue-riddled
kept busy eyeing each other and made to understand that Ravens Bluff as a striving of Ravens Bluff, that “fire of life” that he believes his bored, deca-
place too useful, day in and day out, to molest. dent fellow elves have lost. To him, the doings of the city are a free show,
“Old Blackwhiskers” has no personal life to speak of; he simply doesn’t endless ongoing entertainment that can only be improved by his occasional
have the time to spare. efforts to stir things up.
Whimsy and impulsiveness are the watchwords of this most mercurial of
Jerrod (Jerra) Korbandor, Acting Dean of the Deans; Starfire attends to his school like an artist working on many pro-
Conjuration/Summoning (LN hm W12 [Conjurer]) jects at the same time, dabbling here, swooping in for a word or an argu-
Slender, tall, clean-shaven, and fine-featured, Korbandor is visibly ment there, and then dashing off to another confrontation or supportive
younger than his fellow Deans. He has brown hair, hazel eyes, and a soft word elsewhere. He has to be in on everything and to “see it all.” Though
speaking voice which he uses as seldom as possible. In deeds he’s just as none deny his love for the Guild and its members, his inquisitive nature is
quiet and reserved and is often the target of good-natured teasing from fel- sometimes trying to the objects of his endless curiosity. Diviners have com-
low Deans. He lavishes more time and care on his Guild work than any of plained of his dropping in to spy on their private business dealings, at-home
the other Deans, aiding and guiding Guildmember conjurers without dom- spell research, and even lovemaking (“Better check under the bed for
inating, morally judging, or offending them. For a Guildmember who needs Micah” is a standard Guild phrase, only half-spoken in jest). He’s close to
aid, financial support, or just someone to talk things over with, he’s “always the Dean of Conjurers, Jerrod Korbandor (“thick as thieves, those two”),
there.” In short, he’s a truly outstanding administrator and endlessly sup- whose perpetual calm makes a useful counterbalance to his impulsiveness.
portive mentor. Though Korbandor remains “acting” Dean at his own insis- His forbearance and love of fun is the main reason the Wizards Guild
tence (he was appointed to the post after the former Dean of Conjura- hasn’t made the final moves to crush and destroy the rival Diviners Guild;
tion/Summoning mysteriously disappeared, presumably as the result of a some of his fellow Guild diviners think he should be dismissed from his post
summoning that didn’t work out as planned), the Dean’s mantle is his for as for this alone—though they’d still love to have him around, perhaps as
long as he desires, on the strength of his having swiftly and quietly forged Revelmaster to guide and govern the apprentices’ pranks. For his part,
stability out of uproar. Micah has gone out of his way to befriend members of the Diviners Guild,
Korbandor guards his personal life so well that it remains a mystery to his seeking to set them at their ease and show them the benefits of merging
fellow guild members (most assume that he doesn’t have one). The Dean is with his Guild rather than harass them into joining. They’re still wary, re-
reticent for a very good reason: “he” is actually a woman (Jerra) who has membering decades of persecution, but his approach has won a sizable mi-
successfully maintained a male persona (“Jerrod”) since childhood. Her se- nority of the non-Guild diviners over to his view.
cret is known only by the Archmage and the Dean of Divination; the latter Micah likes things unsettled, exciting, even a bit dangerous—though
discovered it on his own but keeps quiet out of a sense of fun to see how open war isn’t to his taste at all; the recent hostilities involved bloodletting
long the charade can be kept up. Despite their dramatically differing per- that cost him too many friends. His impatience with restraint made him
sonalities, the two have become close friends—so close that scandalous one of the few figures of authority who spoke out openly against the “neces-
tongues are beginning to wag—and often support each other’s projects. sary repressions of freedoms” in the recent war, winning him great and un-
Though she keeps her mouth shut about her own dreams, Jerra would looked-for respect among the common people. Micah works towards con-
like to see Ravens Bluff grow from a city-state into a large and prosperous tinual change in the politics and power of Ravens Bluff, just to keep things
nation ruled by four or five ruling families of mages, firmly allied with most interesting.
nearby demihuman populations—a restored dwarven kingdom beneath the
city, elven enclaves in the wooded regions of the Vast, and autonomous Angelica Nereid, Dean of the Elements (CN hf W15
halfling shirelands (she has already begun encouraging halfling settlement [Water Elementalist Wizard])
along the Fire River in abandoned farmlands desolated by the recent war). Leathery-skinned, bony, and bouncy despite her obviously advanced years,
Realizing her plans would mean absorbing, either through alliance or con- Nereid is opinionated, talkative, and rather ridiculous figure. She periodically
quest, Mulmaster, Tantras, and Calaunt; claiming Scardale (and defeating dyes her knee-length mane of gray and white hair various vivid colors (emer-
Sembia in the inevitable war that would follow); and eventually absorbing ald green, sky-blue, purples), adorns her eyelashes and nails in like hues, and
Hillsfar or one of the cities on the north coast of the Moonsea in order to wears low-cut gowns that accentuate her rather lean decolletage. She never
claim the mineral wealth of the frigid Thar and the lands beyond. This in seems to stop talking, like an interfering old aunt who can’t leave the private
turn would require decisive victories against the orcs and other monsters of affairs of those around her alone, and she loves to play matchmaker between
the mountains on the one hand and against the Zhentarim and the Citadel anyone unlucky enough to attract her notice, however briefly.
23
“The lovely Angelica” (as she’s sarcastically known) always has some his. He’s a master of causing illusions lit or posed so as to blend in with what
comment to make on any subject that comes before the Council. She’s a ca- is real—for instance, if he caused an apparition of a man to cross a street,
pable Dean, although many in the Guild disagree with her constant attempts he’d make the figure’s shadow change shape to suit the available light
to enhance her specialty in Art at the expense of others. “Pushy” is an apt de- sources; on an icy street, his illusory figures would skitter on patches of ice,
scription, though some Guildmembers enjoy her energy and enthusiasm and duck under passing ravens, and so on.
love to inflict her on shy or difficult merchants, adventurers, or ambassadors. Good-natured and warm hearted, Rockfall would prefer a life of casting
Privately, Angelica is desperately lonely and unhappy (her matchmak- illusions for pay (to enhance the feasts put on by nobles, for instance, or to
ing is a way of trying to be happy by bringing happiness to others). She fool the business rivals of his clients into believing that a lightly-guarded
wants a mate and is prepared to do almost anything to get one. She consid- warehouse is bristling with sentinels), playing pranks, and hoisting tankards
ers it beneath her dignity to magically disguise herself as younger and more at ease with friends. Having won the post of Dean, however, he recognizes
beautiful than she actually is, wanting someone to accept her as she is, the need for strong leadership, to make his school seen as something more
warts and all. Recently she thought she’d found a companion in the suave than a bunch of feckless tricksters. He’s constantly fighting to engender re-
mage Alakander of Telflamm—but he turned out to be a Red Wizard of spect for illusionists, both within the Guild and in the city as a whole.
Thay bent on gaining control of the Guild through her. When he tried to In his heart, ‘Diznae is keenly aware of the dismissal of his kindred as
slay her and cloak his body in her shape, she used a spell of her own devis- the “Forgotten Folk” of the Realms and sees Ravens Bluff as a chance for
ing to drown him inwardly, flooding his lungs and organs with endless sea- gnomes to become accepted as equals, influential and important in local
water until he burst. She’s left the stains he made on the fur rugs of her bed- affairs. He’s pushing for gnomes to become nobles, civic officials, and re-
chamber as a grim and ever-present reminder of her folly. After this experi- spected merchants. For once, as a beginning, he’d like gnomes not to trail
ence, Angelica has come to believe that most folk are grasping at heart, too behind dwarves and halflings. At least four gnomes sitting on the Mer-
selfish to truly love an old woman—or a city. chant Council would be a good immediate step—and if he has to manu-
facture a crisis or scandal or two to get them there, he’ll gladly do so. ‘Diz-
Lady Belinda Moonglow, Dean of Enchantment nae secretly has a lover among the elven maids of a certain noble house;
and Charm (CG ef W15 [Enchantress]) whenever asked why he doesn’t have a (gnome) wife and family, he cheer-
Tall and lushly built for a moon elf, Lady Moonglow stands almost six fully replies, “Too busy! Too much work, that! Time enough when I grow
feet in height, with an ample rather than slender figure; there’s clearly up—ha-ha!”
human blood somewhere back in her ancestry. She has the pale, glowing His canny investments and spellcasting fees have earned Rockfall a great
white skin, bright green eyes with lush black lashes, and long, silky black (and secret) fortune, most of which is invested in property: over two dozen
hair of her famous Sembian family. The premier socialite of the Guild, Be- buildings, scattered throughout the districts of the city, most in choice (cor-
linda is an unabashed hedonist. Her frequent visits to the temple of Sune ner) locations. He also keeps several sacks of “ready money” (gold and plat-
Firehair have brought on (justified) accusations that her loyalties are di- inum coinage) hidden away in crawlspaces and other hard-to-reach comers
vided between Guild and temple, Her habit of attempting to seduce any in his various residences.
new Guildmember who strikes her fancy upsets her fellow Deans and has
caused more than one shy wizard to flee precipitously at the sound of her Lady Penelope Norwood, Dean of Invocation and
voice. She hates dignity, pomposity, and propriety—-drawing no distinction Evocation (CN hf W16 [Invoker])
between the three—and deliberately dresses to shock. Matron of a grand old Ravenian noble house, Lady Penelope has long
Not surprisingly, her school has suffered under her inattentive regime. brown hair, deep black eyes, and a strikingly attractive face and figure. Al-
Most of the lower-ranked enchanters and enchantresses spend their time ways well dressed in tasteful and expensive robes and gowns with simple
vying for her attention (in Guild parlance, “enjoying the Moonglow”) jewelry, Lady Penelope is the epitome of graceful manners, refined tastes,
rather than researching new spells or dealing with Guild business. The and self-control. Gifted by the gods with a fiery temper from birth, she un-
Archmage has warned her to do something about the disarray, to no avail, derstands better than most the need for perfect self-restraint and precise
and is now quietly drawing up plans for her replacement as soon as a likely mastery of one’s arcane powers. She is actress enough that most folk who
candidate surfaces. To her credit, Belinda’s “generous nature” extends to anger, irritate, or disgust her never know it from her face, voice, and body
sharing spells and spell refinements (she is particularly interested in making language. Lady Penelope is always busy with Norwood family affairs (the
castings swifter or less obvious in delicate situations). She dislikes any daily running of the estate and overseeing family investments in particular)
emphasis on rank and seeks to embrace non-Guildmembers as fellow prac- and has sometimes admitted to having “a very full platter” between her
titioners of the Great Art. Completely free of prejudice against any being work as Dean and her tasks as Lady Norwood.
because of its gender or species, she has discovered that “evil and rapacious” Her husband, Lord Transtible Norwood, is a country gentleman with a
races such as drow, orcs, illithids, and dopplegangers hold a surprisingly heart of gold and a head nearly as dense; his passions are hunting, Lady
large number of individuals who enjoy getting to know a traditional racial Penelope, and his country estate (not necessarily in that order). They have
enemy. As a result, Belinda has many friends and lovers among unexpected three children—two sons who are the very image of their father (bluff,
folk; she is the only dean as much at home in a sailors’ low dive as at a burly, and impatient) and a daughter who’s inherited her mother’s clever-
noble’s ball. ness and recently entered the Guild as a neophyte Enchantress. Despite her
When she thinks beyond her daily pleasures, Lady Moonglow sometimes poise and family tree, Lady Penelope is not a snob and has a soft spot for ad-
dreams of building Ravens Bluff into at least an echo of lost Cormanthyr: a venturers dating back to her youth (there was a major scandal involving a
realm or city-state where elves, dwarves, gnomes, halflings, and humans can Tantrian fighter named Talargeth Brimmon some twenty years back). Since
live in harmony and magical might. Perhaps, one day, she’ll know the glory she abhors merchants and their grasping ways, she is seeking to forge an al-
of participating in the weaving of a mythal (vivid descriptions of the ecstasy liance between the old noble families and the adventurers for which
of being a part of the raising of Myth Drannor have been told and retold to Ravens Bluff is justly famous; rumor has it that she’s keeping an eye out for
younglings in her clan down the years). If she does lose her post in the next clever young women who might do nicely as wives for her sons Jethrar and
inevitable crisis, as seems likely, she will probably become the Guild’s liai- Laeremar.
son with the Temple of Sune. Lady Norwood is, at heart, a talented and capable woman who is far too
busy juggling her responsibilities as Dean, wife, estate manager, and mother.
Uldiznae Rockfall, Dean of Illusion (NG gm W16 Nevertheless, she delegates well (her daughter Stelma helps manage the
[Illusionist]) family fortune; her more responsible fellow invokers handle various day-to-
A hunched and scuttling figure in his tattered, patched, and ragtag black day Guildmatters under her supervision) and has the respect and loyalty of
robes and thick-soled sandals, ‘Diznae has a huge wart-studded nose, her fellow wizards. She is also respected by the “Old Guard”—the city no-
bristling brows, homely face, and merry nature. He loves adventuring and bility—and is beginning to win a number of them over to her scheme of re-
playing pranks and often visits taverns where returning adventurers are cel- viving their fortunes with an infusion of “new blood.” Penelope is devoted
ebrating the completion of some successful expedition, to hear their tales to her husband and content with her lot in life. She is deeply proud of hav-
and stand them a round of congratulatory drinks. He’s always interested in ing won the post of Dean (as a personal accomplishment rather than some-
any news of illusions, deceptions, and disguises, and most of the clever thing that came to her as a Norwood).
touches that make the magical spectacles cast at Guild revels so striking are

24
Terrance Trent, Dean of Necromancy (LN hm W18 army of skeletons stand upright in shallow closets all around the house,
[Necromancer]) awaiting either sibling's command). Relieved not to deal with the outside
Balding, mild-eyed, and straggle-bearded, Terrance Trent is of average, world more than she has to, she spends her time absorbed in thaumaturgical
nondescript manner, bearing, and appearance. He wears simple gray robes pursuits; the two collaborate on all their spell research, achieving far more
or the clothing of a merchant of middling success and often appears shy or together than either could alone. When she has to go out, she takes on Ter-
distracted. He’s the son of a now-dead famous warrior, Errance, and spent a rance’s form, sometimes replacing him at Guild meeting or official func-
miserable childhood being taunted as the weakling, bookish “Terrance son tions which would otherwise interrupt his research. They work hard to keep
of Errance.” Terrance has the least self-importance of any of the Deans. “In Tasherra’s existence secret; thus far, with success.
fact,” one Ravenaar merchant said recently, “Trent doesn’t seem like a wiz- Terrance and Tasherra love each other dearly and see no need to find other
ard at all. He’s polite, treats us all as equals, is friendly, and sees the prob- companionship. The two are linked in some fashion and can always tell if the
lems and views of common folk. Whatever possessed the gods to make a other is in trouble; if one is attacked, the other will magically appear at the
wizard so sensible—and where did those Guilders find the wits to make him scene within seconds to effect a rescue. On occasions when Terrance requires
a Dean and not a doorservant?” an escort for a revel or reception, Tasherra magically alters her appearance and
The previous Dean of Necromancy, the late and unlamented Paladrius accompanies him. Both brother and sister have scars on their hip where
Daerwood, was the classic sort of necromancer: an impressive man who they’ve removed flesh for magical safekeeping in case clone spells ever become
played the role of sinister mystic master of evil to the hilt. Paladrius always necessary to recall either one to life (they have a pact that the surviving sib-
wore black robes and had a host of specially enchanted crawling claws that ling will do whatever is necessary to heal or bring the other back to life).
could fly and hover which he used to fetch and carry for him, to hold gob- Terrance really doesn’t possess the ego most wizards have built. He con-
lets near his lips at revels, or simply to terrify anyone who crossed him. Pal- siders himself a normal man blessed by the gods with a sister he cherishes
adrius delighted in little intrigues, muttering dark phrases and threatening dearly and magical gifts that have enabled him to do things most folk never
curses or undead visitations upon creditors and anyone trying to “over- can. He wants to live forever, Tasherra at his side, overseeing Ravens Bluff
charge” him (that is, not give him a hefty discount) in business dealings. In (in a kindly, behind-the-scenes way, not as a ruler or cut-and-thrust-of-the-
short, he did all he could to encourage fear and mistrust of necromancy in tongue politician) through its deserved rise to greatness. Towards this end,
general and himself in particular. he has been researching new methods of preserving sentience and free will
In contrast, Terrance seeks to cast his school in a different, friendlier in corpses and ways to animate the dead, or at least indefinitely defer death,
light. He believes great strides can be made in the healing arts through without allowing the body to distressingly decay as is usually the case. He
necromancy—long-lasting protections against diseases and parasites, heal- and Tasherra have had some success in both and are now seeking ways to
ing spells that work instantly to restore strength and vigor without the need combine the two lines of research.
for rest, etc. The other Deans respect Dean Trent’s views and openly sup-
port his efforts to popularize “the Dark School.” Lady Delshandra Sinaran, Dean of Wizardry
Terrance has sometimes been seen in two places at once. He was once (generalist mages) and Knight of the Raven
asked point-blank by his fellow Deans if he’s been dabbling with clones, as (NG ef W15)
they’d be the ones to have to deal with his resulting insanity (his reply was This petite elven lady of austere beauty radiates an almost tangible aura
soothing but evasive). The truth is that Terrance has a twin sister, Tasherra, of authority. Lady Delshandra has rich golden hair that reaches to her an-
who’s a necromancer even more powerful than he is (19th level). She kles, white skin, and blue eyes flecked with gold. She usually wears simple
dwells with him, dresses as he does, and always has ready a spell that can gowns of a single color, often white or yellow or pale green, across which
transform her into his exact double. She keeps to the house for the most play moving figures of humans, elves, and animals in an endless magical
part, working magics and guarding their home against intrusion (a small show, like shadows cast by some intricate unseen puppet-play. Of all the
elven mages in the Bluff, she is perhaps the most reserved, level-headed,
and conservative. Many guild members consider Lady Delshandra the
“power behind the throne” in the Guild: when the Archmage is absent,
Council meetings are chaired by his designate, who is most often Delshan-
dra (Sebastian Silverlocke and Micah Starfire also occasionally take the
chair). Chairing or not, Delshandra often controls debate, demanding that
all options be thoroughly considered before a choice is made, and is deft in
the marshaling of undecided votes to support whatever view she settles
upon. Her role on Council is to stand for the balance between the schools
of Art, and she admirably fulfills this task. The Archmage often defers to
her during debates, because she’s never shown any signs of trying to mold
Guild policy or decisions to further any coherent personal view—she
merely insists that situations be examined from all sides before decisions are
made, and that decisions periodically be reviewed and, if need be, changed
without thought of lost pride or reputation.
Delshandra has been a widow for many centuries and has no desire to re-
marry, preferring privacy to the social contact beloved by younger elves
(such as Micah Starfire, whose puckishness she finds rather trying). She
wants to see Ravens Bluff flourish, and from its success spring a “new Myth
Drannor” where humans and demihumans can dwell together in harmony
and prosperity. She intends to devote the next century or so to this project,
after which she will reevaluate and decide whether she’s any closer to her
goal. Delshandra loves beautiful things and so collects paintings, sculpture,
and cunningly crafted gems, but such things have very little hold on her;
she simply delights in their artistry. She keeps herself sane by once in a
while renewing her contact with nature. When she’s weary of being the
voice of reason, she entrusts the Archmage with word of her whereabouts,
then slips off quietly. Polymorphing into animal form—typically that of a
bird (often a raven), sometimes a wolf or deer—she spends the next month
or so roaming the Vast, the Dragon Reach, or sometimes even further afield.
Delshandra dreams of someday founding her own school of wizardry in the
wilds, years from now when Ravens Bluff has grown too great to need her;
towards that end, she makes it her business to know as many of the mages
(Guildmembers or otherwise) within Ravens Bluff as possible.
25
Current Guild Projects “civic” offering: a tithe (10% tax) collected from all householders and busi-
nesses on the first day of every month. Wealth, stability, and political con-
and Long-Term Goals nections have given the civic religion and the Clerical Circle that oversees
it a conservative, sometimes complacent, outlook. Still, its collective clergy
B esides continuing and bettering acceptance of magic among out-
siders, and continually improving communications among wizards in
the city, the Wizards Guild deals with a wide variety of concerns. These
work diligently to thwart any threat to the city, as continued prosperity de-
mands such vigilance. Moreover, the civic temples are formally required to
provide assistance and protection to Ravens Bluff in exchange for their spe-
tend to burst on the scene like clusters of spring flowers, thanks to the
cial status.
power and importance of magic, and the frictions of the strong egos pos- The greatest disruption to “business as usual,, for the Circle has been the
sessed by most wizards and the nobility and other wealthy persons who can status of Waukeen since the Time of Troubles. Nothing was done after the
afford to sponsor or hire them. Ascension, partly out of respect for Lady Lauren DeVillars (Waukeen’s
In the recent war, the Wizards Guild and its traditional rival, the Ministry chief cleric in the city and a much-loved member of the local nobility) and
of Art, briefly united into the Guild of Magical Arts under the leadership of partly because of a lack of any definite knowledge of Waukeen’s fate. With
Archmage Alcides Von Tighe. The combined mages unleashed impressive the absorption of Waukeen’s portfolio by Lliira, the Clerical Circle decided
magic in the defense of the city and were considered by many citizens to to add Lliira to the Circle in Waukeen’s stead as a temporary measure. It
have been a deciding factor in the war. Although this union was always in- was generally agreed that when a new avatar of Waukeen appeared the Lli-
tended to be a temporary arrangement, the majority of the Ministry’s mem- irans would retire, but as the years passed without Waukeen’s return most
bers remained with the Wizards Guild after the reformation of the Ministry. came to assume that this temporary appointment would become perma-
Alcides warmly welcomed them and expressed the hope that their departing nent. Then, to everyone’s surprise, the goddess Waukeen recently returned.
comrades would someday reconsider and accept the benefits of Guild mem- Lady Lauren DeVillars has just resumed her seat, much to the relief of High
bership. On the whole the new members have fitted in well, despite fears on Revelmistress Shanna Aslaros of the Church of Lliira (who often skipped
the part of some of the old guard that these “New Cloaks,, (as the former Circle meetings anyway, finding them irredeemably dull). The full effects of
Ministers have been dubbed) were government spies, now watching the do- this change have yet to be felt, but popular opinion has overwhelmingly
ings of Guild members from within the very heart of the Guild. embraced Lady Lauren’s return.
A brief postwar crisis came in an inundation of disenchanters who Note that many divine powers not included in the civic religion are
flocked to the city, no doubt attracted by magical residue remaining from openly worshipped in Ravens Bluff. Those concerned with poetry, knowl-
the many potent battle-spells so recently cast in the area. Although the edge, and nature, and the patrons of druids, rangers, and paladins are par-
Church of Chauntea announced these creatures should not be harmed, the ticularly important. Veneration of evil deities is usually carried out in se-
Guild posted a bounty of 100 gp per tail, with the result that the camel-like cret to avoid persecution, as these religions’ rites often involve illegal sac-
snoutnosed creatures are rapidly becoming rare in the area once again. rifices and other crimes forbidden within city limits. All non-civic
Other specific Guild concerns center on the tendency of newly rich mer- temples known to the authorities must pay seasonal taxes to legally oper-
chants to hire outlander wizards (Van Tighe fears that history will repeat it- ate in the city.
self, with merchants trying to assemble private armies of adventurer-mages
just as the local nobles did decades ago), the periodical appearance of vari-
ous quacks and rogue wizards who attempt to sell magical items (often bogus
The Clerical Circle
or cursed) on the sly, rumored “magic poisoned,, areas and drifting wild-
magic fields in and around the Bluff. There are always the resident Thayvian
wizards to keep an eye on, and long-term investigation into whatever it is, in
T he governing Circle of the civic religion is composed of one represen-
tative from each of the ten official civic temples. The power of choos-
ing Circle representatives is vested with the individual temples (usually
or around or under the city, that is causing so many divination spells to fail taking the form of an appointment by the high priest) and need not be the
or go awry. Some Guilders believe someone is trying to raise a mythal or same person for every Circle meeting. Usually the highest ranking priest of
awaken an ancient local mythal, but elven guild members who’ve walked in each temple attends. The Circle is led by a Chief Prelate chosen by Circle
areas governed by mythals disagree; local conditions “feel” different. Then election from among the high priests of the civic temples. When the Chief
there’s been a string of murdered mages over the last few months—unrelated Prelate is not present, the senior Circle member present takes charge. The
incidents, or has someone managed to turn their own spells against them? Chief Prelate presides over all meetings of the Circle, appoints all commit-
All these and other events, in addition to their regular goals and duties, are tees, and serves on the Council of Lords. The Circle meets once a month,
sure to occupy the Wizards Guild for some time to come. the location of its meetings rotating among the member temples.

Temples & Circle Responsibilities


Religion T he duties of the Clerical Circle are to maintain a harmonious rela-
tionship among the civic temples, to regulate construction of temples
within the city and for a day’s travel in all directions, to try and punish
priestly criminals, and to work together for the common good of the city.
aith in Ravens Bluff is both a private and a public matter. The Circle encourages civic worship and promotes efforts to improve the
Here one can find a temple or shrine to almost any deity religious sites of Ravens Bluff. Through prudent and timely sponsorship,
currently revered in the Realms. As with most trading the Circle supports local agriculture, crafts, trade, and defense. It sees to the
cities, the government doesn’t interfere with religious well-being of citizens by making available education, healing, and food (all
rituals and private devotions of its citizenry, as long as no at a cost, of course). It works to combat faith-related threats to the city,
laws as broken. All citizens of the Bluff, however, are expected to honor the both internal and external.
gods of the civic religion in addition to their other private worship; only Specific duties of civic priests include advocating worship of civic gods;
priests, paladins, and others formally pledged to a specific deity are exempted providing healing for City Watch, civic officials, and Knights of the Raven;
from this civic worship. countering spells from insane, or criminal spellcasters; repelling or de-
The civic religion honors powers whose influence can ensure the safety stroying hostile undead or extraplanar creatures; mitigating the harmful ef-
and prosperity of Ravens Bluff. Its observances address the needs of the city fects of natural disasters; blessing agriculture, craft, and trade activities;
as a whole, rather than spiritual needs of individuals. Trade holidays mark conducting marriage ceremonies and funerals; educating children; preserv-
the civic religion’s seasonal rituals and festivals, so all can participate. These ing and protecting the city history; and conducting divinations in respect of
important events supplement the more frequent rituals of each civic temple. official investigations or projects. All civic priests who are residents of
Their official status makes the temples of the civic religion the wealthi- Ravens Bluff can be conscripted by their superiors for special missions or
est and most powerful clerical elements in the city, exempted from taxes duties at any time. Visiting priests can be requested to assist the civic
and further enriched by lavish gifts from those desiring to make a public dis- temples in times of need but are not required to do so (although declining
play of piety. City guilds and wealthy citizens have renovated civic temples can count as a black mark on the priest’s record, so far as his or her religious
and sponsered many a lavish public festivals. All civic temples share in a hierarchy is concerned).

26
Civic priests are tried by the Ecclesiastical Court for all crimes relating the sullen respect of those of evil faiths, whereas clergy of good and neutral
to actions taken on behalf of their faith and by the Civic Courts in other alignments hold him in admiration.
cases. Civic priests may reside at their temples if facilities and space permit. Upon ascension, Relarn discovered the library of religious esoterica as-
They receive a +4 reaction bonus in dealing with City Watch officers and sembled by Sinus—and like Sirrus he’s become fascinated by the details of
government officials when they make their status known. ritual and the aims and deeds of all faiths. The desire to study religious points
from all sides often leads him to delay decisions until he can study relevant
New Temples texts from the library. Relarn recognizes that his primary aims in office must
be to maintain the influence held by the Circle over the government (a dif-

P riests may build new temples in Ravens Bluff under certain conditions.
First, a charter from the Clerical Circle may be necessary, plus written
guarantees to adhere to applicable civil building codes (determined by the
ficult task in the face of the upstart Merchant Council), and to hold the Cir-
cle together in the face of religious challenges from outside its ranks. Expan-
sion of the Circle to new faiths may well be necessary—but pressure to do so
same official who collects a building permit fee upon receiving written build- cannot be allowed to tear the alliance asunder and plunge the Bluff into the
ing plans from the priests). Approval from other government bodies is not sort of behind-the-scenes struggles for supremacy that plague all too many
necessary. Recently, some faiths new to the city have attempted to bypass established cities of Faerûn.
these laws by magically creating their sanctuaries or adapting already-exist- Relarn is a nondescript middle-aged man with thinning brown hair;
ing structures for their purposes. Neither of these approaches is explicitly large, melting brown eyes; and long, delicate arms, hands, and fingers. He
forbidden in the city statutes, much to the Clerical Circle’s annoyance; they dresses in simple temple robes, loves good music, and avoids overly ornate
are currently trying to change the laws to become more comprehensive and ceremony. This has led some to dismiss him as “a backcountry hedge-priest,”
hotly debating the legal status of the new temples (see below). but he ignores sneering; keeping his temper and clear wits in even the most
A small temple is a private chapel of under 1,000 square feet in floor tumultuous battles and heated arguments is his greatest strength. His sec-
area, intended for the personal use of the priest, his or her lay master (usu- ond-best weapon is his shrewd ability to so often correctly judge the charac-
ally a noble patron) or clerical superior, and/or friends. Such a temple will ters (and truthfulness) of others. Relarn’s first innovation has been to invite
not generate revenue and is treated as personal property for tax purposes. representatives from both the Council of Lords and the Merchants Council
Other buildings may be associated with it, and two Circle representatives to meetings of the Clerical Circle; each group now regularly sends a (non-
(one of the faith to be venerated in the temple, if it is represented in the voting) observer.
Circle) will together inspect the temple to ensure it poses no threat to the
city or local peace. A small temple of this type needs no charter from the Chauntea (Goddess of Agriculture; NG)
Clerical Circle. The House of Bountiful Harvest
A medium temple is either a general or special purpose temple of 1,001 to Holy Officers:
2,500 square feet. General purpose temples require charters. Special purpose High Harvestmistress Arabella Ieruin (hf P15)
temples (such as a marriage chapel of Lathander) associated with a general Harvestmaster Jacob Shumway (hm P9)
temple of the same deity are considered branch temples; in such cases, the Envoy Patricia Caraway (hf P6)
charter of the main temple is simply amended to reflect the addition of a Envoy Libron Mornstave (hem P6)
branch temple. General temples of this size cannot offer any services besides Sheaf Taker Janice Roldelym (hf P5)
worship and healing. Such a temple usually generates enough revenue to
cover normal temple supplies and maintenance (about 100 gp per level of The oldest and most important temple of ‘the Bluff, the House is strug-
the high priest, annually). gling to maintain its traditional preeminence in the face of rising mercan-
A large temple is defined as any temple greater in size than 2,500 square tilism and maritime food imports that diminish local reverence. Recent in-
feet. All such temples must have charters. Running a large temple is a full- novations are “blessed” raw foodstuffs rushed to city inns, taverns, and
time occupation that prevents a player character from adventuring. Annual restaurants by impressively uniformed clergy, who pray over the edibles as
revenue is approximately 500 gp per level of the ranking priest. If a large they surrender them.
temple is also a civic temple, its clergy will receive a share of the monthly The House is conjoined with the Circle of the Sheaf, a druidic circle lo-
civic offering. For example, a new temple of Torm was recently raised in the cated about thirty miles upriver from the Bluff that continues the work it has
Bluff. A small temple to Torm already existed, but the growing body of the always seen to: striving to feed all mouths, intelligent and bestial, in the Vast
faithful required a larger facility, which the Clerical Circle approved. The while fending off predators and banishing blight and disease. As specialty
larger temple required a charter, and the smaller temple became a branch of priests, all members of the Circle are true neutral in alignment. Senior mem-
the larger. As Torm is not in the civic religion, the temple pays seasonal taxes. bers are listed here; most eschew the use of titles.
Under a ninth-level high priest, the temple takes in some 4,500 gp per year. If
the Tormish priests had built a medium temple instead, they would still have Archdruid Willowbrook Greenleaf (hm D13)
required a charter, but the temple would only make 900 gp per year. Lark Thorncastle (hf D10)
Vesper Robbinton (hf D9)
Civic Temples Padric Coralian Ferndale (hem D9)
Laerlyn Snowbrook (hf D8)

T he leader of the Clerical Circle and each of the ten Ravenaar civic
temples are described hereafter. Holy officers of each temple are listed
in order of descending temple rank, with their internal temple titles; most
Quarthar Halbrithtan (hm D7)

The former Archdruid, Hudson Greycloak, perished during the recent


have additional holy titles corresponding to their level within the wider war; both Lark and Vesper are known to be upset at having been passed over
faith of the deity they worship. Unless otherwise noted, the alignments of for promotion in favor of Archdruid Greenleaf, an outsider brought in to re-
listed clergy match those of their deity. store normality; expect official challenges in a year or two when the natural
order in the region returns. In the meantime, the House and Circle are la-
The Chief Prelate boring mightily to undo damage caused by the fighting. The lands surround-
Relarn Dayspring, Chief Prelate of Ravens Bluff (NG hm P13 ing the city have become magic-poisoned, due to the large amounts of un-
[Lathander]: Morninglord specialty priest) controlled magic used indiscriminately by both sides: now strange plants
grow in the fields and multicolored, drifting lights are seen from time to time
Relarn was a popular choice to the Prelateship after the death of the in the night sky.
widely-respected Sinus Melandor, a Holy Justice of Tyr (who had in turn re- The druids have been making great efforts to remove the magic poison-
placed Sarastos Gilgalard as Chief Prelate years before, after the Circle ar- ing and discourage landowners from returning to their outlying estates until
gued, cajoled, and took vote after vote without resolution—until the aged those areas have been decontaminated. Aided by the Wizards Guild and
Lion of Tymora, one of the two favored candidates at the time, suggested the the Ministry of Arts, the Chaunteans isolate the strongest pockets of magi-
most junior Circle representative as a compromise Chief Prelate). cal energy and then dispel these areas repeatedly until all the perverted mag-
Relarn lacks some of the grand authority of his famous predecessor but is ical effects are gone. The priests and druids then bless the land in
widely (and correctly) viewed as kind and caring. Like Sirrus, he’s earned Chauntea's name only when her flowers begin to grow do they pronounce

27
the site safe. Initially the druids were aided by the appearance of disen-
chanters, whom they declared a blessing sent by Chauntea herself, only to
have adventurers butcher most of the camel-like beasts at the request of the
Wizards Guild (who have since withdrawn their offer of a bounty of 100 gp
per disenchanter tail). The Chaunteans’ efforts continue, but the process is
a slow and arduous one, with priority given to estates whose owners sur-
vived the war; it may be years before the entire area receives a clean bill of
health.

Gond (God of Artifice, Craft, Construction,


Smithywork; N)
The Turning Wheel
Holy Officers:
Favored Father Otis Gregor (hm P13; Gondsman)
Bold Brother Helgar “Shieldbasher” Luin (hm [F9]/P5;
Gondsman)
Craftsister Roxanne Kettlebopper (gf P6)
Temple Brother Einrykh Thomas (hm P7)
Temple Brother Dempsey Womble (hm P5; Gondsman)
Deacon Theron Simon (hem F5/T6)

A temple of steadily growing importance in the Bluff, the Wheel has


been enriched in recent years by its sale of screws, nuts, and bolts produced
by the Kettlebopper clan; these have been locally embraced by fabricators
of all sorts and used in everything from pots to window-frames. Some of the
keenest thinkers of the Wheel are low-ranking clergy, but thankfully for the
faith the holy officers by and large listen and heed good innovative advice.
The temple is currently purchasing city buildings as fast as it can, readying
tooth-and-cog slipways for use in ship-repair drydocks to be opened soon,
and working on a variety of lock designs for sale to merchants and private
citizens. The future of the Wheel is bright: a vision of coins falling endlessly
into the laps of its hard-working clergy.
One very public setback, however, came just before the end of the recent
war. The Gondar clergy of the Wheel were testing their secret weapon: a
Ground-Avoidance Ship, which utilized both principles of mechanics and
principles of magic to fly. Unfortunately, during its maiden flight the won-
drous machine drifted over the Halls of Mystery (the Ravenian temple of
Mystra). Abruptly stripped of its magical enhancements by Mystran en-
chantments active around the temple, it fell through the temple roof, caus-
ing extensive damage but harming no-one. The Gondsmen paid for all re-
pairs, but a certain coldness remains between the two temples. Further-
more, the Clerical Circle has strictly forbidden any further testing of flying
machines within the city, forcing the Gondsmen to begin construction of a
hanger some distance off to rebuild their smashed craft.

Helm (God of Guardianship; LN)


The Citadel of Protection
Holy Officers:
High Vigilant Master Darrel Ironhands (hm P13)
Vigilant Master Valeria Milintar (hf P13)
High Guardian Myra Whellow (hf [F8]/P11)
High Guardian Kanbri Draervus (hm P11)
Guardian Lethe Tappan (hf P10)
Guardian Malik Hulstar (hm P10)
Striking Hand of Helm Vhonna Deepdell (LG hf Pal 12)

Battered in wealth, reputation, and personnel in the recent war, the


Citadel is still—slowly—recovering, gaining new respect (and funds)
through the dogged vigilance and loyalty of its clergy in their hired-out ca-
pacities as the guardians of shops, goods in storage or in shipment, homes,
and persons (i.e., bodyguards). A recent rumor that the Citadel was offering
“tracer armor” for sale (that is, armor enchanted so Citadel clergy could lo-
cate its wearer from afar, to affect rescues) was either false or premature; no
such armors have yet been sold. The Citadel is offering road escort services
from the Bluff to High Haspur or to Dark Hollow, and these runs (at 2 gp
per person and 10 gp per wagon escorted) have proven very popular since
the war (the city being awash in rumors of brigands and wounded, desperate
monsters lurking near the city walls). The highest-ranking holy officers see
bright and better hopes ahead for the Citadel, but the cynical underpriests
are apt to be less patiently optimistic.

28
One mysterious piece of unfinished business remains from before the the full grip of the thick fog locally known as “The Veil,, by the crackling
war. The former High Vigilant Master of the Citadel, Alaric Arnmantle, bolts of watchfire that crawl along the inner walls at random internals
died in battle before he could reveal precise details of the mission he en- (these are actually low-energy lightning bolts designed to stun or temporarily
trusted to a hired band of adventurers (the Savage Spears, hailing from paralyze uninvited intruders). Mystra’s clergy provide moral guidance to the
Telflamm) over a year ago. His successor, the new High Vigilant Master, faithful and (in return for stiff fees) identification of enchanted items and
was badly injured in the war and only fully assumed his duties some months magic lore hints to spellcasters struggling to finish a researched spell or
later when his recovery was complete (Vigilant Master Valeria having acted learn some vital information about a magic item or spell (such as a word of
as de facto church leader in the interim). Only when dealing with arrears of activation, the optimum material components, et al.). The temple does as
paperwork did he discover a reference to the matter. High Vigilant Master well as can be expected in a city that offers competition in the form of a
Darrel is appealing to Helmites everywhere to report to him any news they Ministry of Art, a large and successful Wizards Guild, and a Diviners Guild.
may have of the Savage Spears as soon as possible, sparking much specula- Still, any place as filled with adventuring mages as the Bluff would com-
tion as to the exact nature of their mission and fate. mand the presence of a Mystran temple even if no wizard ever brought a re-
calcitrant wand through its golem-guarded portals. With more time on
Lathander (God of Beginnings, Birth, Creativity, their hands than is usually the case, it’s no surprise that the Halls of Mystery
Renewal, Vitality; NG) house a fun-loving clergy who favor rather wilder garb than is usual for
The Halls of the Morning Light Mystran clergy; their antics at Wizards Guild and nobles’ revels sometimes
Holy Officers: frankly shock the Azuthian Advisor, Watchpriestess D’Starre.
High Morninglord Torslyn Oramber (hm P12) Due to localized enchantments built into the Halls of Mystery, attack
Altarmistress Allara Dawnmaiden (hef P10; spells cast therein by any Mystran priest automatically cause maximum
Morninglord) damage This increased effectiveness is due to the strength of the Weave at
Meldacar of the Temple Vethic Dawnshield (hm P8) the Temple and does not carry over to spells stored or suspended for later re-
Roselit Envoy Eol Hamlardan (hm P6) lease (for example, in items such as a ring of spell storing). The temple’s cel-
lars contain a pit of blue slime that gives off a blue-white radiance; immer-
One of the busiest and most bustling temples in the Bluff, the Halls of sion therein for an hour or so heals all injuries, banishes curses, suspends
Morning Light resounds during daylight with the mumbled prayers of mer- geas effects for 24 hours, and acts as a 12th-level dispel magic on malign
chants seeking the favor of the Bright God for this or that new venture. In enchantments).
return for handsome donations, the clergy of the Halls will come and bless The temple is currently involved in a property rights issue growing out of
new shops, warehouses, and business offices; the rank of the attending Holy the flying ship incident already described under the Gond entry above. The
Officer depends on the size of the donation. Shopkeepers who can afford it Gondsmen ship crashed when stripped of its magical enhancements by the
request a “mornblessing” whenever they remodel; it’s considered de rigueur enchantments of the Halls, raising questions as to the right of any clergy in
if the rebuilding is major or occurs as a result of a fire. As advocates of the Ravens Bluff to magically influence the air above their holy places. For now
new, the Lathanderites patronize recently blessed shops; if the wares being the debate continues, with interesting ramifications for area-of-effect magi-
sold are good, pleasing to the eye, and incorporate any sort of innovation, cal protections throughout the city.
the trade done by the proprietor is almost always four or five times the size
of the money donated for the blessing, if not more. Selûne (Goddess of the Moon, Stars, Navigation; CG)
Ironically, the clergy of the Rosegirt Halls (as the temple is sometimes The Moonflame
known, recalling Rosegirt House, the old mansion that housed the faith Holy Officers:
until it was tom down to make way for the present temple) see no need for Moonmaiden Arial Nightglow (hf P7)
any change in their ways. As they see it, the temple is vital to the city; all Maid of the Waxing Auburn Bright (hf P4)
that need be done to keep the future bright is to hire the occasional odd Maid of the Waning Myla Norrin (hf P5; Silverstar)
band of adventurers to keep down brigands, orcs in the mountains, and Envoy Sorlem Mimbrym (hm F6)
other lurking foes. Thus may the city know continued peace—and with it, Moonhand Arakha Dunsoun (hf P5)
ever-increasing prosperity.
The new leader of the Halls shows no sign of changing any of the poli- Sailors make up the bulk of worshipers at the Moonflame; adventurers
cies set by Relarn, viewing the Chief Prelate with a deep respect bordering setting off to explore the wilderlands of the Vast and hoping not to get lost
on open awe. The only recent innovation came just before Relarn’s ascen- being the next most numerous group, with certain herbalists and spellcasters
sion to the Chief Prelacy, when the Temple authorized a Lathanderite working with natural forces affected by the moon the last largish group of
priest known only as Cheesemore (once a member of the feared Southside faithful. The holy officers of the Moonflame attend to the needs of all with
street gang known as the Griffins) to sell something called “Life Insurance.” legendary gentleness, soft voices, dim lighting, and kind counsel. Should
This consists of a written contract wherein the Temple promises to perform sailors drink rather more of the temple’s luminous green moonwine than is
the appropriate services to restore the purchaser from death to life in the wise, the Moonhand steps in to preserve the tranquil atmosphere. To assist
case of any untimely demise (the body must be brought to the Halls; the her in her duties, this capable doorwarden wields both a rod of rulership and
contract has no “fetch and carry” clause). A group of purchasers can all a special slumberous rod (essentially a rod of smiting that can, by expendi-
contribute to a “group policy,” but only the first to pass away gains its bene- ture of two charges, cause any creature it smites to fall asleep for a full turn;
fits. Many in the Bluff regard this “holy innovation” with deep suspicion, the target cannot be awakened even by injury during this period).
sure that it is some sort of scam; so far the Clerical Council has been reluc- The Selûnites are one of the oldest faiths in the area; their priestesses’ ser-
tant to challenge the new Chief Prelate’s pet project and merely keeps a vices to sailors, explorers, and those strickened with lycanthropy were vital to
watchful eye on developments. the survival of the Bluff in its early days. And though other gods have come
to the fore since, the temple remains popular. Recently worshipers have been
Mystra (Goddess of Magic; NG) attracted by the moonveil spells perfected by the former High Moonmistress
The Halls of Mystery to afford sleepers in the small private chambers with utterly silent moonlit
Holy Officers: vistas to gaze upon, escaping from the bustle of the city outside. Many folk
Lord of Mystery Chester D’Marke (hm P13; pay a copper a night to sleep here in undisturbed warmth: the homeless, recu-
Dweomerkeeper) perating sick and wounded persons, individuals just wanting to hide, and folk
Seer Lady Pamela Anne Legere (hf P4; of all faiths and skills who need solitary silence to rest or think. Each of the
Dweomerkeeper) sixty small chambers is a simple stone cell with a covered chamberpot; an
Seneschal Arcane Derry Hlamae (hm P7) ewer of water with a bowl, towel, and drinking-jack; a comfortable cot with
Watchpriestess Monique D’Starre (LN hf P11; quilt, blanket, and pillow; a shelf and hooks for clothing; and a large round
Magistratus of Azuth) “moon window” that looks out on a moonlit wood and fields. The door can
be barred from within, and each room has at least one secret entrance for the
The heavily-warded mock castle, its grand entrance guarded by helmed priestesses’ use in case of emergency. The studying of spells here is allowed,
horrors, houses the clergy of Mystra. It can readily be recognized even in but unsupervised spellcasting is forbidden (only healing spells and astral

29
sphere castings are permitted). Those who surreptitiously cast scrying magics The city’s current war-weariness makes recruitment difficult, and matters
typically find the cost of a chamber rising to 7 gp or more on their next visit; are made much worse by the War Master’s traditionalist approach (“Only
those who continue to abuse the Moonflame’s hospitality are told after a sec- death changes things, and then only for the dying. Blood and fire are the
ond offense that no rooms are available for them. cycle, blood and fire. So it has always been; so it shall be. Meddle not.“).
The Moonflame suffered greatly during the war: a fallen paladin of Lliira The newly appointed Battle Master from Sembia passionately believes the
led a force of Talassan faithful in a full-scale armed attack on Selûne’s priests must go out among the people in the streets and across the Vast,
temple in which fourteen priestesses and paladins of Selûne were slain—in- helping and guiding rather than frightening and dominating. Since disputes
cluding the much-loved High Moonmistress, Mirial Moonsilver, whom the are argued out during practice sessions of fighting with blunt-toothed “bat-
attackers specifically targeted (making it clear that this was in fact an assas- tlebars” while wearing padded armor, quite often the two senior officers of
sination, not merely an armed raid). The Talassans struck a second blow the temple can be heard shouting their opposing views back and forth as
two months later, when many of the surviving Selûnite clergy were pos- they try to hammer each other to the floor—only to stagger wearily out of
sessed by foul magic and transformed into beasts that attacked lay worship- the room later, leaning on each other and gasping for breath. As the Tem-
pers and fellow priestesses, disrupting a holy day ceremony. At least eight of puran say, “Only time and Tempus know who shall prevail.”
the clergy were killed in the fighting that followed, including Mirial’s re-
placement, acting high priestess Jenethra Mooncrown. Arial Nightglow, Tymora (Goddess of Good Fortune, Skill, Victory,
the highest-ranking surviving priestess, currently holds the seat on the Adventuring; CG)
Clerical Council; she has inducted a number of likely novices into the The Hall of Luck
order, but it will be many years before the Selûnite priestesses rebuild their Holy Officers:
numbers to their former levels of power. In the meantime, it has become Luckmistress Calrissa Tupkas (hf P8)
dangerous for followers of Talos to walk the streets openly, as the citizenry Master of Rituals Matasian Windbough (hem F8/W8)
(especially sailors) mob and lynch them upon sight. Arial has reportedly Rod of Tymora Bleys Burrimglard (hm P8)
hired local adventurers sympathetic to her faith to find and eradicate all fol- Lady of the Tomes Alamandra Wilfuel Rida (hf P6)
lowers of the Storm Lord in the southern Vast in a holy hunt. Luckbender Ralogliir Mercyhand (LG hm Pal 7, a.k.a.
“The Edge of the Coin”)
Tempus (God of War; CN)
The House of War There are those who believe the Hall of Luck is one huge gambling-
Holy Officers: house, but in fact games of chance are only played in the outer rooms,
War Master Karalus Daehnventura (hm [F9]/P11) which always stand open to the desperate and the luck-drunk. Anony-
Battle Master Tanyalla Marellus (hf F8/W9) mously masked underpriests and -priestesses run these games, seeking to
Weapon Master DaeMonde Vochette (hm [P2]/F13) spread good fortune rather than fleece players. The inner and upper rooms
Holy Surgeon Jalathra Nithimyr (hf P9) of the temple are far quieter, kept private by ever-vigilant acolytes. Entered
Right And Trusted Mace Embler Calamathar (hm P7) only by granted audience or invitation, these rooms house maps and tomes
of travel lore about the Realms. Here the clergy study situations to learn the
Large and imposing, the House of War is meant to impress all who view odds on proposed ventures. Here too come bold adventurers for private au-
it. Soaring pillars and glaring, larger-than-life bas-relief wall-carving of diences, wherein the clergy remove vital things (for example, all their food,
stern warriors adorn the outer walls. Most can emit gouts of flame, bolts of water, boots, daggers, or winter cloaks) from the bands of adventurers ere
lightning, or rays of negation or polymorphing (changing attackers into they sally forth, replacing them with shrouded gifts to be opened only later,
snails that the priests rush forth, collect, and label by chalking their true
identities on the shells); these effects come from wands mounted inside the
figures, activated by watch-priests posted in tiny chambers within the walls.
The doorwarden and security services of the Right And Trusted Mace are
seldom required, as the rowdy or larcenous tend to be overawed by ani-
mated halberds forty feet long and axeblades taller than cottages which pa-
trol the inner temple. The mace which gives the doorwarden his title stuns
those it hits (for 1d4 rounds) if they fail a saving throw vs. paralyzation. It
can also be awakened to emit the screams made by all the creatures it has
ever struck, a howling cacophony this brings clergy running from one direc-
tion and Watch patrols sprinting from the other.
Temple rituals involve a lot of lusty male plainsong chanting, the beat-
ing of martial drums, and the clashing of swords against metal spindles to
awaken clangor and spray sparks. The temple confers the blessings of Tem-
pus on those who go to wage war (including, oddly enough, all civic road
patrols) and rents out armor, shields, battering rams, metalclad wagons, and
catapults to those wealthy enough to afford their prices. During the recent
war, the Ravenian clergy of Tempus were almost wiped out, suffering over
150 casualties in fierce fighting. Most of the losses were suffered in a suc-
cessful attempt to destroy an armor fragment of the former god of darkness,
Bane, which was being used by followers of Cyric to power dark magic
against the forces of Ravens Bluff. Battle Master Lyalen Toforman was slam
leading the charge into the enemy priests’ lines, and many of his followers
were struck down in a vicious struggle against the followers of Cyric, which
befell in a magic-dead area. The fragment was eventually destroyed with
the aid of two priests of Mystra, but the resulting fireball incinerating all
within a ninety-foot radius; only those beyond this distance were spared.
The Temple has proclaimed the day of the battle to be holy to its followers
and have petitioned the city to honor the day in years to come. Statues of
the fallen Tempuran priests and the two valiant Mystran priests have been
commissioned for eventual unveiling in the temple’s Field of Honor.
Most of the current efforts of the Temple are bent to rebuilding the shat-
tered ranks of its clergy. Towards this end, the surviving Tempuran priests
have taken in a great many children orphaned by the war, hoping that a
new generation of battle-priests will descend from these “living discards.”

30
when the right ritual is performed. Sometimes the gifts are useless frip- Waukeen (Goddess of Trade, Money, and Wealth; N)
peries, sometimes they’re useful gear. Sometimes they’re even treasure maps Holy Officer:
or rich treasures, worth a dozen expeditions or more. Overgold Lady Lauren DeVillars (hf P18)
In short, encouraging the habit of taking chances, by the reward of good
fortune, is the aim of Tymoran clergy; the Ravenian priests of the Lady of During Waukeen’s decade-long imprisonment in the Abyss, her clergy—
Luck see their work to further this habit as essential to the continued unable to relearn their spells except through the intermediary of another
growth of the city. As entrepreneurs are encouraged (and, if necessary, res- deity—either defected to other gods (primarily Lliira) or retired. Lady Lau-
cued from penury by the temple when misfortune comes upon them), the ren, her adventuring career long over, chose the latter course and became one
mercantile strength of the Bluff grows, its wealth increases, and more splen- of the most prominent “Waukeenar,” as the old guard were known. The god-
dor comes to all, who will then “come to know the true glory of Tymora.” dess’s recent return took everyone by surprise; the Lliiran High Revelmistress
The clergy of Luck House (as sailors call the temple) are continually seek- gratefully resigned her seat on the Clerical Circle in Lady Lauren’s favor. Un-
ing new ways of offering the citizenry favorable gambles—and increasingly, able in good conscience to deny the appointment, the indomitable Lady
as this becomes known, folk of all faiths come to the temple to see how DeVillars has begun the unenviable task of rebuilding a clerical hierarchy
warmly Tymora will smile upon them. from scratch. She has already made a good start, approaching old friends and
asking them to resume active priesthoods “for the duration,” as well as sound-
Tyr (God of Justice; LG) ing out several likely candidates on whether they’d like to become Telchar
The Silver Halls (novices). A particularly thorny issue she has not yet resolved is the status of
Holy Officers: those who turned to the worship of other gods in the interim—Waukeen
Reverend Judge Hykros Allumen (hm P13; needs every priest and priestess she can get if the church is going to thrive,
Holy Justice) but the Waukeenar tend to look with undisguised condescension on those
Prioress Vellura Haumondsar (hf P8) “apostates” who accommodated themselves to the goddess’s absence. Sooth-
Prior Cambrin Alluman (hm P8; Holy Justice) ing the Waukeenar, reabsorbing at least some of the wayward, and inducting
Sword of Justice Suram DeVillars (hm Pal 9) new blood should keep even the amazingly capable Lady Lauren busy for
some time to come.
Tyr is sometimes sarcastically called “The Welcoming God,” because—
by and large—he isn’t. Most folk shrink from the promise of open and full
justice, suspecting it will strip away the little advantages they’ve gained
Recent Ravenian
through petty deceits and everyday subterfuges, laying them bare to shame,
ridicule, or even flogging and hard labor. Clergy of the Just God have to
Religious Developments
overcome this forbidding aspect of their creed and emphasize the useful side
of worshipping Tyr. In a grasping, bustling mercantile city like the Bluff,
this chiefly consists of helping folk oppressed by those who’ve openly bilked
S omething of the tenor of the times and the challenges currently facing
the Clerical Circle can be gleaned from events that have befallen just
since the end of the recent war.
them, “forgotten” to pay back loans or debts, and cheated them in ways the
authorities can’t or won’t redress (as when the crime can’t be proven or is
discovered long after the event). No cause is too humble for a priest of Tyr
Petitions
to champion, no injustice too small to be set right—not even petty thefts of
herbs or children’s toys or clothes drying on a line. The warlike aspect of
the god remains as a threat to brigands, sneak thieves, and (the Reverend
A t the first postwar meeting of the Circle, several months before the
Waukeen restoration, two petitions were presented to expand the
Clerical Circle.
Judge’s pet hate) kidnappers and slavers. The last of these is always a prob- The first proposed expansion was to allow representation by demihuman
lem thanks to press gangs and pirates trading in the port but only a pale priests resident in the city. Many members of the Circle doubted the legality
echo, these days, of what it once was. of having multiple temples electing a representative to a common seat, as
The lower-ranking clergy of the Silver Halls spend their days walking there is no precedent for such a collective vote. As yet no decision has been
the streets, settling disputes and bringing justice to both high and low. reached in the ongoing debate.
They’re seldom welcome at guild feasts or nobles’ revels, because they’re all The second petition was made by the faith of Kelemvor, Lord of the Dead.
too apt to embarrass someone with an on-the-spot demand for restitution. One Damien Rethart, a giant of a man, presented himself to the assembled
The honest workers of the Bluff love and revere them—particularly be- Circle and informed them that his order would now assume responsibility for
cause the priests live under a strict never-take-advantage rule: food must be serving the needs of the dead and dying from their newly arisen temple in the
paid for, the lonely can be comforted but not cozened out of goods or hospi- midst of the city graveyard (located east of town on a bluff overlooking the
tality or modesty, and so on. A priest of Tyr must always be as kind as even- river). He then bowed and silently left the chamber, leaving the assembled
handed justice allows but as stem as it demands—in other words, he or she clergy in some doubt whether his statement was a request or an ultimatum.
must know when to apply the full letter of the law and when to “let things Accordingly, they have decided to defer a decision until they receive a more
pass” in the name of the greater good. Understanding why actions were formal request for a seat on the Circle on Rethart’s part.
taken in the past, and what situation truly stands now, are keys to proper
holy action.
The success of the Silver Halls, especially given their pointed indepen-
New Hope
dence from other temples of Tyr in nearby cities, is a mark of how well the
Ravenian clergy of the Just God do their holy work. Strangers often expect
them to be a humorless lot and are pleasantly surprised to find them so ap-
W artime destruction just within the city walls was extensive; many resi-
dents of Ravens Bluff lost their homes. The halflings among them ral-
lied to a newly built village not far east of Ravens Bluff, in the wooded hills
proachable—their reward is a warm, communal satisfaction unknown to just north of the Fire River (the ones that form the horizon for those looking
those who value more worldly pleasures. Like so many other, they suffered out from the city walls). The village of New Hope was built with funds pro-
much in the war; the Silver Halls, standing as it does on the edge of the vided by Lady Kassandra (with the assistance of the Clerical Circle, the
city, was destroyed and is being painstakingly rebuilt as close in style to the druids of Chauntea, and Dean Korbandor of the Wizards Guild). The settle-
original as possible. Reverend Judge Tholomen Brontaharan from the city ment centers around a temple to Arvoreen built into a hillside, providing se-
of Milvarune in Thesk was designated to rededicate the rebuilt temple. cure granaries and fortified dwelling-delves for the entire village population
Choosing to travel the Realms on foot to Ravens Bluff, administering Tyr’s in the event of an attack or severe winter weather. At the dedication of the
Justice to all who request his assistance, he set out some months ago and has Doors of the Defender, Lady Kassandra spoke of the founding vision sent to
yet to appear in the Vast. It is feared a dark fate has befallen Brontaharan, her by Arvoreen and expressed her hope that the village will soon be able to
but details are wholly lacking. assist in the feeding of Ravens Bluff’s hungry thousands.

31
True Temple of the Dead ers gathered at the Ill Eagle Inn, a taproom known for its prejudice
against nonhumans, and marched to the site, growing in numbers as they

T he night after the funeral of the Deputy Mayor Belanor Fenmarel, a


new temple arose in the public graveyard of Ravens Bluff (set some
distance east of town, to keep the threat of undead intrusions into city
went. Damage to the shrine was minor, although much food and clothing
intended for distribution to the Ravenian poor was damaged or ruined in
the incident. Acting high priestess Rebekkah Darklyte, the shrine’s
streets at a minimum). It was not raised in the usual manner by a laboring founder, treated several injured Watch members at the scene; she vowed
band of the faithful but rose by itself out of the trembling ground, its black to continue her mission of promoting harmony between drow and other
marble glistening in the moonlight. When stillness returned to the grave- races. Angry at having been circumvented, the Circle has banned any
yard, witnesses hold- worship services at the site until a formal charter is issued, and the repre-
ing vigil for Belanor sentatives for Lathander and Tyr have let it be known that they intend
say that the front to veto any such authorization. The majority of the city’s inhabitants re-
doors of the marble acted with relief at the news, but a member of the Merchant Council ex-
spire swung open and pressed surprise: “as long as those dancing elves pay their taxes and don’t
out stepped the priest kill folk in the streets, what’s to shout about?”
of Kelemvor who had
spoken earlier at Be-
lanor’s funeral. Identi- The Fellowship
of Bards
fying himself as one
Damien Rethart, he
claimed to be “a priest
of the people and
Kelemvor’s represen- ords and ladies, good citizens of Ravens Bluff, we are pleased
tative to all Raveni- to present to you our humble Guild. Here, musicians, ac-
ans” and invited those tors, artists, and performers of all kinds live and work, pro-
who could see good in ducing fine entertainment and works of art for your enjoy-
death to proclaim this ment. Our theater, the Ravens Bluff Playhouse, offers
“True Temple of the weekly performances by some of the most talented bards of our fair city. Look for
Dead,, as “the rightful the Guild red and blue for a great show!”
home for all souls.” At
this, two cowled and
cloaked skeletal fig-
The Guildhouse
ures joined him—one
issuing forth from the
unbroken wall of the
T he Fellowship’s Guildhouse is a large four-story building that (from a
distance) resembles a manor house. The foundation and lower two
levels are made of smooth-cut stone blocks, while the upper levels are dark-
temple and the other stained wood fitted with many windows. The Guildhouse stands in a
erupting straight upwards, like a sprouting flower, from the graveyard dirt wealthy district of Ravens Bluff, yet near enough to the Crow’s End and
beside him. Damien informed all present that these minor deaths were per- Harbor districts that commoners have easy access to the adjoining theater.
manent guardians of the temple interior and that only those who truly em- Its most distinctive feature is a huge carved sign depicting musical instru-
braced Kelemvor’s teachings would be allowed to enter this, his holy place. ments, chisels and brushes, juggling balls, and bardic tools surrounding the
guild’s name. Like many of the fine woodcarvings in and around the Guild-
The House of Desires house, the sign is the work of Randall, the guild’s master woodcrafter.
Inside, the Guildhouse has a homey feel, like a familiar tavern or inn.

S hortly after the disquieting eruption of the temple of Kelemvor, the


Clerical Circle learned that a merchant house that had just opened its
doors in Ravens Bluff was wholly owned, and directly controlled, by clergy of
The ground floor is mostly given over to a huge common room and
kitchens. Large wooden tables crowd the common room; all are worn but in
excellent condition. Some of the chairs (Randall’s work) are beautifully en-
Sharess—a sensuous temptress also known as Bast, goddess of cats. Sharess’s graved; others (from the hands of his apprentice, Jolan) are less ornate. One
worship is banned in several cities around the Sea of Fallen Stars, but a repre- can always find bards here, engaged in eating, arguing, practicing, idly jug-
sentative from the House of Desires, summoned to the Circle to give an ac- gling, or giving impromptu concerts or lessons. The few small private din-
count of the matter, stated that her merchant house is not a temple but ing rooms at the back of the building are dusty with disuse. A wide stairway
merely a mercantile establishment affiliated with the Sharessin. As such, she trails up the right wall of the common room to practice rooms above, where
argued that it falls under the authority of the Merchant Council and not the thick walls and floors prevent bards at work from disturbing each other. The
Clerical Circle. top two levels are divided into sleeping rooms. Apprentices bunk together
Despite their skepticism over this claim, the Circle ultimately decided in a large room on the fourth floor, near the smaller private rooms for the
that a strict interpretation of the existing statutes authorizing new temples Journeymen. The third floor is reserved for Minstrels and Master Bards. A
prevented their interference, much to the annoyance of several members of dozen or so rooms are usually available as guest chambers.
the presiding clerics (who denounced the Sharess-priestesses as untrustwor-
thy pleasure-seeking harlots). Surprisingly enough, the Reverend Judge of Tyr
spoke up for the Sharessin, noting that they had kept within the letter of the
The Ravens Bluff
law and praising their known opposition to several malign powers. The Mer-
chant Council, despite some misgivings due to the House of Desires’ sudden
Playhouse
popularity, stand by their latest protégé in the hopes that the priestesses will
assist Ravens Bluff in the establishment of permanent trade with some of the T he theater, a large building next door to the Guildhouse, is also
adorned with one of Randall’s signs. This one depicts sword-swinging
heroes, fearsome monsters, and damsels in distress, all coming from the
far southern realms in which Sharess is well established.
mouth and harp of a life-sized bard.
The Dark Dancer The theater is three floors high. The ground floor holds the stage, com-
mon bench seats, and a small foyer where seats are purchased and cloaks

T he most recent controversy in what has been a troubled religious


year in the Bluff was a riot among the warehouses just within the
city wall. Dozens of City Watchmen rushed to the scene to quell a crowd
may be hung. The second-floor balcony is equipped with upholstered seats.
Private boxes, a bold stroke of Guildmaster O’Lyre’s, line the walls between
the balcony and the stage. The boxes are rented by citizens who are either
of over a hundred drunken humans who were throwing rocks and debris wealthy and important or wish others to believe so. They are equipped with
at a newly rebuilt warehouse in protest against the opening of a shrine to curtains that the occupants can close for personal privacy (commoners
the drow goddess Eilistraee. The riot seems to have begun when protest- often swap salacious stories of what goes on in the boxes during plays, but in

32
truth concealing curtains usually hide only snoring—the lack of privacy re- with oars), the starboard half of a full-sized ship, a working coach and sev-
stricts “secret deals” and assignations more than most people assume, but eral sets of harness, at least three wagons, six or more handcarts, trumpets
sometimes a quick embrace or simple code-phrases are exchanged in the and a number of unfashionable instruments, suits of armor (some the real
din). The third floor of the playhouse holds a “birdwire” winch that can thing but most cuirboili painted silver to mimic plate), collapsible lances
lower scenery (and actors!) to the stage floor, and the “yawn-savers”: iron and javelins, many banners and brightly adorned shields (with both true
cages that hold the realistic sculpted bodies of monsters (and scantily-clad and fanciful heraldry), long coils of ropes, a portable sheep-pen, a shanty, a
human prisoners) that can be dropped suddenly into view to startle or stir privy, several mounting-blocks, a pulpit, a good deal of furniture (including
an audience that’s growing restive during some long soliloquy. Several guild a canopied bed), and even a hangman’s scaffold (and false bodies to hang
members are quite skillful in appearing to make the occupants of the cages from it). Plus, of course, any number of fake daggers and arrows, and a good
speak or roar, projecting their voices as they lie prone on the third floor cat- many swords (blunt-edges) and rapiers (with the tips unobtrusively
walks. A valance shields the view of all but the foremost row of the audi- capped). From time to time props are borrowed by adventurers, other
ence from these “godwalks” aloft, and darkness normally cloaks this area guilds, and the civic authorities; the fees levied for such rentals provides a
during performances—which has on at least two occasions allowed murder- tidy, if irregular, income for the guild.
ers employing hand crossbows to strike down victims sitting in the front When performances are in progress, the theater seems a truly magical
rows of the audience. place. Stage lighting comes from spirit lamps enclosed in metal cylinders
The cellars of the playhouse are crammed with props and costumes. This which can be opened and closed by the stage crew. Some are fitted with
musty, labyrinthine warren is the bane of all bardic apprentices, many of panels of colored glass or painted with crisscrossing threads to create
whom have been lost here for hours or even days amid all the statues and strange effects (such as the inside of a giant spider’s web or deep beneath
false walls and mock coffins. The dingy, packed cellars hold most of the the sea). Many performances utilize illusions cast by Arrion, the special ef-
guild’s wealth and records, hidden in secret places among all the clutter. The fects master. This trickster has been known to liven performances (and
logic behind this lies in the thought that no one would think to look here . . . even dress rehearsals) by subtly and humorously changing the illusions, a
and they could never find anything anyway. Hiding places abound, from practice that drives his wife Beatrice, the perfectionist director of the guild’s
unlit alcoves tucked away behind furniture to props built to hide actors (hol- theatrical productions, nearly insane. They put up with his whims because
low trees, barrels with rear doors, cavities inside large pillars and statues, and his comic touch is superb: he once caused a noble to literally collapse in
so on). This level is ruled by Brunhilde, the mistress of props and costumes, mirth (the unfortunate man fell headlong from his box onto several even-
and she long ago forbid the use of bare-flame torches here under any circum- more-unfortunate commoners below).
stances. Amorous guildmembers trysting down here have caused many The theater’s goals are threefold: to provide quality entertainment to the
scares with the minor disturbances and noises they make (one embarrassed public at a good price, to give bards a place to perform, and to pay for the
couple accidentally knocked over a set which then toppled another, and an- upkeep of the guild. Bench seats cost only 5 cp a show, while balcony seats
other, and another, like dominos). Certain areas have “shinny-wires” strung go for a loftier 1 gp. Private boxes are 30 gp apiece. Season boxes can be
from the ceiling to allow young and agile apprentices to drag themselves purchased for 150 gp and are popular among the wealthy. It’s become a sign
along above all the clutter, the better to quickly find or reach things. Shut- of class and breeding to be interested in the arts (an attitude encouraged by
tered candle-lanterns hang everywhere on pegs, but Brunhilde is the only le- the bards, naturally enough). Increasingly, married or amorous nobles and
gitimate source of flint-and-steel strikers with which to light them. merchant-lords are gifting their spouses or desired partners with personally
The cellars include a vast array of props: realistic rowboats (complete commissioned ballads, performed by the bards who composed them at dra-
33
matic or romantic moments (once, memorably, in court during a trial—a habit of awakening spontaneously and unleashing magical effects on the
performance highly embarrassing to the recipient and displeasing to the precious nearby instruments.
presiding authorities). Any member may live at the Guildhouse free of charge. Bards come and
go, as is the way of their kind, allowing their memberships to lapse for
Guild Operations months or even years at a time. They retain their rank throughout and can
join again upon their return. Apprentices, however, are treated very differ-

T he Fellowship is a guild rather than a Bardic College—a rare institu-


tion amongst the free-wheeling bards of Faerûn. It’s not strict but
does look out for its own interests. Guild bards are recognized and respected
ently. If they leave the guild for more than a few weeks at a time, they can
never return to finish their training without the Guildmaster’s personal per-
mission—and he seldom tolerates lack of dedication in students. Nobility
by commoners and nobles alike, while non-guild bards are generally consid- or royalty forced by the death of a relative to take on the duties of a new
ered those who couldn’t “make the grade” and often have a hard time even title would of course be forgiven a sudden absence, but it’s seldom extended
finding a place to perform in the Bluff. to others without a very good tale or handsome donation to the guild, ei-
Any bard may join the guild as a full member. The cost is 100 gp per ther a large monetary gift or an old and fabled instrument. One wayward
level, levied once per year. In return, several benefits accrue based on the student was allowed to return when she gifted the guild with a set of nested,
bard’s guild rank. Rank is based on experience level, modified by the num- luminous rock-crystal bells that change their hues when played—an instru-
ber of “art proficiencies” the bard has mastered (i.e., those in which he or ment crafted in lost Myth Drannor and retrieved by her in her wanderings.
she has a skill of at least 14)—the applicant must have mastered at least Non-bard performers and artists are allowed to join the guild as Associ-
one such proficiency to be admitted to the guild. The artistic proficiencies ate Members if they have at least two artistic proficiencies (with the requi-
are Acting, Animal Noise (a variant of Animal Lore), Artistic Ability, site level of proficiency). Associate Members receive the discount and may
Chanting, Craft Instrument, Dancing, Gem Cutting, Juggling, Musical In- perform in the theater but may not live at the Guildhouse; their member-
strument, Poetry, Singing, Tightrope Walking, Tumbling, Ventriloquism, ship fee is, however, the same as that for full members (i.e., 100 gp per
Voice Mimicry, and Whistling/Humming. Guild members are allowed to level). Associate Members are considered Apprentices, and their rank may
keep anything they earn from private arrangements but are required to per- only be modified with mastery in artistic proficiencies as described below.
form in the theater at least four times a year, and all proceeds from these
performances go to the guild. Guild Ranks
Under the guild’s charter with the city, no non-guild performer may per- Apprentice (1st level)
form within Ravens Bluff without a temporary permit from the guild. After Journeyman (2nd to 4th level)
six months a resident non-guild bard must either join, stop performing, or Minstrel/Artisan (5th to 8th level)
leave the city for a full year. Spellsingers and other folk who traditionally Master (9th level and up)
sing or dance as they perform other (non-performance) work are allowed to
do so without permits as long as they pay their respects at the guildhouse Ranking is modified by the number of artistic proficiencies the bard has
upon entering the city, but minstrels who try to do the once-popular mastered. All guild bards must have a score of 14 or more in at least one
“month in Tantras-month in the Bluff-month in Tantras again” shuffle will such skill to qualify for membership. Possession of additional skills, or the
find their temporary permits revoked upon their second “return” to the lack thereof, can boost or reduce a bard’s ranking as per the following table:
Bluff in the same season (the guild has a spy in Tantras, but none in other
towns or cities of the Vast). Number of Proficiencies Rank Modifier
Members can purchase musical instruments, art supplies, and many other 1 -2
tools of their trade from the guild at a significant discount. Most prefer to 2 -1
select their own choices from among the supplies kept under watchful eyes 3-5 0
at the Guildhouse, but free delivery is available anywhere inside the city 6-8 +1
walls (at all hours, and at breakneck speed if it’s an emergency—such as re- 9+ +2
placement strings needed during a performance). Guild-crafted instruments
of normal quality and other musical supplies (picks, strings, tuning forks, For example, a 3rd-level bard who has only mastered one artistic profi-
staved paper) are also made available to non-members at the prices listed in ciency would be considered an Apprentice rather than a Journeyman by his
the Player’s Handbook during daylight hours at the Guildhouse only. or her fellow guildsmen, whereas if the same bard had nine such proficien-
Master Crafter Randall and his students create beautiful instruments, cies he or she would be a Master (talent outweighs experience so far as
which are available to guildmembers at three-quarter of usual prices listed bards are concerned). Regardless of the rank modifier, it’s not possible to be
in The Complete Bard’s Handbook. A half-dozen or so each of the most pop- lower in rank than an Apprentice.
ular instruments (lute, birdpipe, hand drum, and songhorn) are always
available, the only exception being the harp. It is an unofficial but un-
breakable rule in the Fellowship, as at many bardic colleges, that if a bard
Officers of the Guild
does not inherit a harp from his or her mentor then a new harp must be al-
ways custom-made for that particular musician. A hard-luck story might Guildmaster Colin O’Lyre
win the loan of a refurbished handharp, but using such an instrument Human Male 12th-level Bard (N)
causes a bard to suffer a -2 penalty on all bardic abilities. Randall himself Artistic Masteries: Acting, Dancing, Musical Instrument—
can also make instruments of exceptional quality that grant musicians play- stringed instruments, Whistling/Humming
ing them a +1 bonus on relevant proficiency checks; these are for sale to Other Proficiencies: Etiquette, Lip Reading
guildmembers only and at five times the usual price. Each such instrument
must be crafted from scratch, a process taking no less than three months Colin O’Lyre is a smallish man in his forties. His shoulder-length auburn
(Randall simply can’t be hurried, no matter what the proffered bribe). hair is graying at the temples, and his neatly trimmed mustache is liberally
Other musical supplies, such as instrument cases, strings, rosin, and flecked with white. His most distinctive features are a hawkish nose and
swabs, are available to members at three-quarters their usual prices. Most bright, piercing green eyes. Many apprentices refer to him fearfully as “The
guild members avail themselves of repair and safe storage services at the Hawk,” although a few brave ones have revised that to “The Warbling
Guildhouse. Randall is particularly proud of the storage system he’s devised Hawk,, in reference to his notoriously bad singing voice.
(at great expense, and in cooperation with the Wizards Guild), wherein in- The only child of a destitute young minstrel, young Colin grew up with
struments are locked into padded boxes fastened together in columns like music, but a childhood illness took away his singing voice. When his
single-cell bookcases and then lowered down lined and spell-protected mother died he took the stage name “O’Lyre” (never having known his
wells wherein they’re safe from fire, damp, molds, vermin, and changes in father’s name), came to the Bluff, joined the guild, and worked his way up
temperature. On more than one occasion, the guild has made huge profits through dedication and love of the arts. He became guildmaster after his
from discreetly hiding certain valuable and highly-sought-after (not to say predecessor’s death seven years ago. O’Lyre works hard to advance the
hot) items for short periods, in among the instruments in these wells. Magic guild’s influence in Ravens Bluff and has largely accomplished its promo-
items, however, aren’t welcome in the storage wells, due to their distressing tion to a state of cultural importance and even mercantile acceptance and

34
respect. He’s secure in his position because most Masters of the guild are his others have caught him in moods of intense melancholy, singing love songs
close friends, many respect him, and most lower-ranked members hold him in various minor keys when he thinks no one else is listening. More than
in awe or at least grudging respect. Strongly opposed to any wrongdoing or one guildmember has remarked thoughtfully that “there’s a mystery behind
illegal activities by guild members, O’Lyre doesn’t want to compromise the that horse face . . . but it’ll keep. It’ll keep.”
integrity of the guild in any way—a task made difficult, given the relaxed,
casual attitude most bards have towards obeying the letter of the law. Master Thespian Beatrice Weatherspoon
Half-Elf Female 8th-level Bard (N)
Master Crafter Randall Morran Artistic Masteries: Acting, Dancing, Musical Instrument—
Human Male 9th-level Bard (NG) harp, Poetry, Singing, Voice Mimicry
Artistic Masteries: Craft Instrument, Musical Instrument— Other Proficiencies: Disguise, Etiquette, Modern
woodwinds, Poetry Language—Elven, Read/Write Elven
Other Proficiencies: Agriculture, Woodcarving
Beatrice is a beautiful woman in her mid-forties, the epitome of growing
Randall Morran is a huge, burly man in his early forties who looks more old gracefully. Her long gray-streaked brown hair is almost always in a neat
like a farmer or a lumberjack than a bard. He has a receding hairline and ex- bun in the back of her head, accentuating her delicate features and high
panding bald spot which threaten to meet in the middle of his head any day. cheekbones. She comes from a long line of Master Thespians (who, down
His balding thatch is more than offset by a thick brown beard; he’s inordi- the centuries, have performed in Waterdeep, Baldur’s Gate, Athkatla, and
nately proud that none of his remaining hair is gray. A bear of a man often Arrabar) and has been acting in the Ravens Bluff Playhouse all her life.
found chuckling or roaring with laughter, his huge friendly grin and hearty She’s something of an elitist and believes O’Lyre’s policy of “art for every-
guffaw soon win over those who think a country bumbleshanks has no right one” is throwing pearls before swine. She would prefer to perform for the
to hold an exalted guild position having anything to do with the arts. upper classes only, believing that “peasantry cannot hope to understand
The younger son of a farmer near Dark Hollow, Randall moved to the True Art.” If she had her choice, she’d stage plays only in Elven (“the Lan-
city to find his fortune. Initially he made a living selling woodcarvings and guage of Art”). She was much more militant and outspoken about such
playing crude pipes of his own making. His activities attracted the atten- things before her marriage to Arrion four years ago; perhaps their union has
tion of the guild, particularly after he was seen peering through the win- given her some insight into the “lower orders.” All who know her have
dows of this woodcarver and that, trying to learn how they hollowed out noted how relaxed and happy she seems these days—except when actors
cherrywood and the like. Formally apprenticed to a master instrument forget their lines or (worst of all) decide to improvise.
maker, he gladly absorbed every lesson and did much experimentation on
his own to find ways to make better and better instruments. He’s since risen Brunhilde Erikksonn
to the position of Master Crafter by dint of his friendly, forgiving disposi- Human Female 5th-level Bard (NG)
tion and his instrument-making skills, which have improved “faster than a Artistic Masteries: Acting, Dancing, Singing
lightning bolt flies” (in the words of one awed bard who was overwhelmed Other Proficiencies: Disguise, Etiquette, Modern
when Randall surprised him by replacing a crude lute he’d made and sold to Language—Dwarven, Modern Language—Elven
the musician in his early days with one of masterful quality, for free). Ran-
dall has developed new techniques for finishing and protecting wood from Brunhilde is a massive woman in her sixties whose thick braid of gray
wet and winter cold (vitally important to the adventuring bard, whose in- hair is matched by sharp gray eyes. Her round, red-cheeked face is usually
struments may be exposed to all kinds of hazards) and now customarily pinched into a frown of disapproval, often contradicted by a twinkle in her
makes instruments of surpassing quality. He trains a workshop full of ap- eyes. Once a famous and highly-regarded singer in the city, the toast of rev-
prentices managed by his assistant, Jolan. Jolan was formerly Randall’s ap- els and ardently sought after by dozens of men, Brunhilde has retired grace-
prentice but is now his companion; her carvings are not yet up to the level fully into obscurity as the mistress of props and costumes (though she still
of his but she is rapidly improving. vanishes on evenings every so often, to spend a quiet evening of drinks and
flirtation with certain old and graying nobles who still remember the slen-
Arrion Weatherspoon der beauty she once was). In daily life, she mothers all the “younglings” in
Human Male dual-classed 2nd-level Bard [Jester]/9th-level the guild (everyone under the age of 50, and the young apprentices in par-
Illusionist (CN) ticular) as if they were wayward children (which indeed many act like,
Artistic Masteries: Acting, Dancing, Juggling, Musical much of the time). Brunhilde is very content with her role in life and al-
Instrument—pan pipes, Singing, Tumbling, most always anticipates when this or that of her young charges is going to
Ventriloquism, Voice Mimicry plunge into an amorous or artistic crisis. Of all the guild officers, Brunhilde
Other Proficiencies: Disguise, Etiquette, Jumping, is the most difficult to either shock or surprise.
Spellcraft

Arrion is a tall, very thin man with an extremely narrow face, large blue The Silent
Network
eyes, pale skin, and blond hair that trails halfway down his back. Though
the crowsfeet around his eyes and laugh lines around his mouth suggest he’s
not young, he remains young at heart.
Arrion grew up as the child of two servants in a large manor house on
the outskirts of Procampur. As he grew up, his knack for comedy and his he Silent Network is run by rogues who specialize in ob-
unusual looks won him the post of house jester. He later learned magic from taining and brokering information. This guild stresses
the lord’s own tutor and specialized in trick-oriented wizardry. One day, for non-theft-related skills and sells its information to any
reasons he’s never discussed (those who know him suspect a broken heart one who can pay the price. It has been active in the city
over unrequited love for one of the lord’s daughters), he left without a word, for at least five years, though at first few are aware of it
wandering Faerûn and learning what magic he could. A few years ago his
(since its name has been bandied about in the Ravens Bluff Trumpeter, its
travels brought him to Ravens Bluff where he found a home in the Play
public profile has been considerably raised). During this time it has gath-
house, his tricks and illusions finally becoming useful. So useful, in fact, ered information on the many illegal organizations that seem to flourish in
that they won him Beatrice’s hand in marriage. Guild apprentices know Ravens Bluff. Part of the organization’s goal seems to be to support the city;
him as “Horseface” because of his looks; even senior guild members have no evidence can be found to suggest that any information gathered by the
been overheard referring to him affectionately as “Old Horseface.” His
Network has ever been used to the Bluff’s detriment.
pranks can be irritating, but his merry refusal to hold grudges and his obvi- The guild is divided into cells, overseen by a small leadership team. Mem-
ous delight in pleasing people (singing funny songs to the sad, deftly equip bers of the individual cells have no knowledge of how the information they
ping the chilled with a cloak and a hot mug of stew, mending the torn gather is used, nor who is in the other cells. Most new members are recruited
clothing of a pauper among the guild ranks while he or she slept) have by the flamboyant Martin, who seems to govern membership and collection
earned him the friendship of almost everyone. Only Beatrice and a few of dues. The cells channel their information to an Information Officer re-
35
sponsible for its sale and disbursement. The Deputy Guildmaster, Kassandra, (an unlikely prospect) or the mysterious Guildmaster decides the time has
handles the day-to-day running of the guild; the Guildmaster remains an un- come to step from the shadows, his or her identity must remain a mystery.
seen figure of mystery somewhere in the background, his identity known
only to the Deputy Guildmaster. The guild has trainers in its employ or in its Lad Kassandra Minstrelwish, Deputy Guildmaster
debt to whom members can go to train for level advancement. Halfling Female 10th-level Rogue (NG)
Most members are rogues, but folk of almost any profession can join the Knight of the Hawk
Network. Each member must take an oath, pledging loyalty to both the
Silent Network and Ravens Bluff. The cost of membership is 500 gp per More graceful and quiet than many of her race, Kassandra is a member of
year. The Network has several nameless but distinct internal ranks, based the only halfling noble clan of Ravens Bluff, the Minstrelwish family. She
on experience within the guild. has bright, dancing blue eyes, light brown hair, and a robust build. She’s
The guild provides training in necessary skills, arranges for the disposi- fairly tall for a halfling, standing just under four feet. Given to humming
tion of items for its members (via a reliable fence), and provides advocates through her nose thoughtfully when listening to reports or handing out mis-
if a member should find himself or herself in court. The Crescent Moon Inn sions, fingers busily working on her everpresent embroidery frame, she looks
is associated with the guild and serves as a safehouse for members. more like a seamstress than a guildmaster. Those who have underestimated
One of the benefits of membership is the right to request the guild to her usually live to regret it: she carries sleep-poisoned daggers in both of her
gather information free of charge. Requests take time to research, and the boots, mounted point outwards for swift kicking (one witness to such an at-
amount of information gained is determined by the difficulty of the request, tack later remarked that anyone stupid enough not to pay attention to a
as per the following guidelines: halfling who wore boots deserved whatever he got). She also keeps daggers
up her sleeves which she can throw with frightening accuracy.
Simple (a name, date, or description of a known item—for example, Kassandra collects maps and stray facts and understands the everchang-
“what so-and-so was carrying as he left the Ravens Bluff Playhouse last ing world of Ravenian finance like few others. Responsible for the day-to-
night”): 90% of available information day operations of the Silent Network, she selects guild trainers and officers
Moderate (a concealed business connection, source of an item seen, on a yearly basis. When doing so she judges folk dispassionately, setting
identification of an observed item, probable identification of an observed aside all ties of kin and friendship. Well-known in the adventuring commu-
magical effect, whereabouts of a prisoner incarcerated in Ravens Bluff, pos- nity, she recently married Harold Pierre, proprietor of the Crescent Moon
itive identification of a rune or heraldic device, the result of an internal Inn, and spends a lot of her time there.
meeting within another guild, etc): 50% of available information
Difficult (probable identity of an unseen individual, identification of
the stances and actions of all parties in a private dispute or argument, posi- Officers
tive identification of the perpetrator of a crime by handwriting or personal
effects left at the scene, tracing and location of individuals in hiding, spe-
cific amounts and locales of civic spending, means and manners of an indi-
T he three officers of this organization report to the Deputy Guildmaster
and serve for one year. Both of the “public” officers, the Recruitment
Officer and the Information Officer, are now serving their third consecutive
vidual’s behavior and probable future behavior—in other words, how he or term in their respective offices. There are no elections: the officers are simply
she managed to do something, and what he or she will probably do next, informed by the Deputy Guildmaster that she (acting presumably on the au-
based on past behavior—the tracing of bloodlines and relationships in de- thority of the unknown Guildmaster) has chosen them for that particular job.
tail, penetration of magical disguises): 25% of available information The Purchasing Officer, still unidentified, is responsible for buying and
Nigh-Impossible (identification of the thoughts and intentions of a wiz- selling gems, jewels, and art objects for the members. This service enables
ard or spellshielded individual, correct anticipation of the next pirate raid members to trade in bulky piles of coins for easily portable gems or cash in
or change of personnel in a guild council or the civic government, blow-by- unwanted jewels or adventuring items for unobtrusive, anonymous cash. It
blow accounts of treaty negotiations or other delicate and secret meetings, also provides a revenue source for the guild, which takes a cut on all trans-
identification of the aims of a mage’s current magical researches, tracing of actions. More than one of these officers may exist.
the movements of a particular nondescript and unenchanted item around
the city): 5% of available information. Martin, Recruitment Officer
Note: Dungeon Masters should never let players bypass important sec- Human Male 6th-level Bard (NG)
tions of an adventure through this means. This source of information
should give member PCs a clue, not an easy solution. Tall (6 feet), handsome (weighing 175 pounds, much of it in his broad
Of course, membership also has its drawbacks—any cell member can be shoulders, and having both rakishly cut dark blond hair and sly hazel eyes),
asked at any time to drop whatever he or she is doing in order to gather and graceful, Martin is the epitome of a cynical rake. His charm and con-
some specific information. These “requests” are ignored at the character’s nections (Martin seems to know almost every noble in Ravens Bluff, and to
peril—at the very least, an unresponsive character will be expelled forever have done favors for all of them) win him invitations to many revels and
from the Network and permanently branded as untrustworthy. A few of his private parties. His quick tongue, superb acting abilities, and knack of eas-
or her less savory secrets will probably mysteriously become public know- ily making friends (coupled with a positive eagerness to bribe or at least
ledge shortly thereafter. Characters who accept the assignment may find hand out gifts to those he meets) get him past many guarded doors and
themselves watching a building to note all who leave and enter, trailing a glowering bodyguards.
particular individual, or even engaging in a little discreet burglary to ascer- Certain Ravenaar ladies, of station both high and low, positively quiver
tain some specific fact; anyone caught trespassing is expected to keep the when they see him and move to his side as if drawn by a magnet. By all re-
Network’s name out of the subsequent proceedings. ports, he’s deft in dancing, kissing, and the paying of a compliment. His lat-
The Guildmaster is a mysterious individual known only to the Deputy est witty quip or observation is usually making its way around the city even
Guildmaster; his purposes in running this network are entirely unknown. He as he lets fall the next one, and he’s always stylishly dressed in vibrant silks
(or she) may not even exist, or may be posing as a lower-ranking member of and tight-cut leathers. At a recent performance of Another Dart In The Min-
the Network. If there is truly a Master behind the scenes, gathering all the strel’s Heart at the Ravens Bluff Playhouse, to benefit The Hand of Mercy
strings into his (or her) hands, past evidence suggests it must be someone Children’s Hospital and Orphanage, Martin played the leading role so
with a good education who has sufficient social standing to attend many no- dashingly that the sighs from the ladies in the audience whenever he kissed
bles’ parties in his or her proper persona (unless he or she posed as one of the the heroine were said to be audible in Mossbridges.
servants). The ability to evade or deflect divinations suggests that person has Offstage-if Martin can ever truly be said to be offstage—the Recruit-
access to either spells or some minor magical items, such as an amulet of proof ment Officer of the Silent Network is responsible for finding new members
against detection and location. A recent rumor claims that the late Judge Ru- and collecting dues. Outside of a member’s cell, this person is every mem-
pert T. Hangman, universally viewed as incorruptible, had some connection ber’s main guild contact. Martin has apparently decided the best place to
with the Network; some even believe that he secretly controlled it, using it hide is in plain sight--no one thinks it’s odd if someone wants a word with
as a means to gather information about the city’s underworld to enable him him or takes any notice (other than a certain envy). Having been in the
to enforce the law more justly. Most who knew Judge Hangman, however, city for almost a decade, Martin knows literally thousands of people and
openly scoff at the idea. Until such time as Kassandra decides to speak up seems to remember all their names and faces.
36
A Network member’s inquiry once learned that Martin is in truth Mar- of adventurers—and so, yes, there are a lot of knights. All of them are
tinel Jaslath Raldaree, the son of a widowed lady weaver of Telflamm. For overseen by the Knights Council (founded by Lady Lauren DeVillars),
reasons unknown he goes only by his first name and never mentions his past which governs the day-to-day activities of the knights of Ravens Bluff. Its
or his reasons for leaving home (“perhaps he just likes to appear mysterious” members, all knights themselves, are responsible for swearing in squires
quipped one jealous bard). One rumor claims he challenged and slew six who have accomplished the requirements for full knighthood, conducting
men who’d insulted his mother in successive duels on the same night and hearings into valid complaints concerning the actions of knights of the
then fled, slightly wounded, from their vengeful kin. Another rumor claims city, and ruling on any expulsion or censure that may be warranted. While
he had a romance with a weredragon and fled when she revealed her true not an official governmental body, within its realm of influence its deci-
nature—and her pregnancy—to him, later repenting his act but being un- sions are absolute. Each order holds a seat, and the current chair of the
able to find her again. A variant of this story declares that he wooed and Council is Sir Uldred Deepaxe. Knights may (and customarily do) use
won the love of a dragon princess, only to be separated from his true love their titles in everyday converse; a knight who has belonged to various or-
and forced to hide by her parents (though how acting as he does counts as ders (and not been dishonorably expelled from them) may use them in any
“hiding” is anyone’s guess). Despite his flamboyant manner, however, Kas- full, formal rendering of his or her title—for instance: “Sir Uldred Stone-
sandra has found him to be utterly reliable as well as absolutely fearless. fist Deepaxe, Knight of the Pillars of the Realms, Knight of the Griffon.”
Player characters may belong to any of the following orders of knight-
Snaggly, Information Officer hoods if they meet all other requirement: Lords’ Knights, Knights of the
Dwarven Male 5th-level Fighter/6th-level Thief (NG) Golden Rooster, Knights of the Dove, Knights of the Griffon, and
Knights of the Hawk. These orders are therefore described below in some
This raven-eyed, raven-haired (thickly, and all over) dwarf has seen 128 detail. The more prestigious orders (Keepers of the Mystic Flame, Right
summers and a lot of hard manual labor. His forearms are covered with Hand of Tyr, Knights of the Phoenix, Pillars of the Realm, and Raven
knotted muscles and twisting veins; his neck is thick as many a man’s thigh. Knight) are not yet available to PCs in the LIVING CITY campaign and
He stands 4’ 3” tall, on the rare occasions when he emerges from knee-deep thus the qualifications for joining those orders are not given here; should
sewer muck to stand beside anyone, and spends his days working—usually the Dungeon Master want to incorporate these into his or her home
with a shovel and a prybar—on keeping things flowing in the Ravenaar campaign the information given on the lower orders should provide a
sanitary system. Snaggly can usually be found covered in muck somewhere firm basis from which he or she can extrapolate. Remember, however,
in or near the sewers, a perfect place to be contacted without arousing sus- that while these knights follow recognized religious affiliations or spe-
picion—as, like most men in his trade, he commands a small force of cific, stated goals, they tend to be more secretive about day-to-day doings
fiercely-loyal youths as runners (to pass word of blockages and surges in the and mysterious ongoing missions.
flow to other diggers, but in Snaggly’s case to tell Network cell leaders
things he thinks they should know, or to ask them to swing by for a chat).
Snaggly’s real name is Arnuthbold Gemdigger, and he’s been in the city The Orders
for six years. As Information Officer of the Network, he’s responsible for the All Ravenaar knights belong to one of the following various orders:
passing of information either to clients or other guildmembers, depending
on the wishes of the Deputy Guildmaster. He’s also the one who organizes Tier 1: Lords Knights (knighthoods sponsored by individual nobles)
thorough checks into a person’s background, often working through cell Tier 2: Knights of the Golden Rooster (initiate order)
leaders to do so. His hobby is the growing of exotic mushrooms for the Tier 3: Knights of the Griffon, Knights of the Dove, Knights of the
tables of the wealthy, his clients seldom caring to inquire too closely as to Hawk (secular orders)
what their edibles have been grown in. Tier 4: Pillars of the Realms, Right Hand of Tyr, Keepers of the Mystic
Snaggly prefers to use street vendors, lady escorts, and old folks—who- Flame, Knights of the Phoenix (religious orders)
ever can approach a client without arousing suspicion in onlookers—to Tier 5: Raven Knight (an elite order, not to be confused with the
pass on guild findings to those who’ve hired the Network to gather infor- civilian Order of Ravens, which is a medal for valor or self-sac-
mation. He prefers that messengers know only what they’re told, and that rificing service to the city and not a knighthood)
coins get to the less fortunate as much as possible. He can hurl prybars with
deadly accuracy (gaining a +3 bonus on such missile attacks). In brief, these orders can be described as follows:

Trainers Lords Knights: Those orders created by the city’s nobles, each to serve
some specific ideal.

T he guild covertly hires a constantly changing set of trainers, each spe-


cializing in certain skills. Trainers cover basic lock- and trap-handling
techniques, etiquette and social skills, impersonation, movement and climb-
Golden Roosters: The lowest order of the city’s knighthoods, drawing its
numbers from proud nobles and cocky adventurers deserving of
some recognition for services to the city; concerned with the pres-
ing, languages, and sleight-of-hand work. Trainers are responsible for the tige, conduct, and appearance of the city and its champions.
performance of all members in their area of expertise for their terms of office Griffons: Knights who concentrate on martial skills, planning battles
but rarely serve more than two years at most. Kassandra keeps their identi- and campaigns against an enemy, famous for a willingness to prove
ties strictly secret and promptly dismisses any trainer who reveals his office themselves in battle.
to another guild or to the civic government or enforcement authorities. Doves: Knights concerned with using brainpower over brawn to find so-
lutions to problems, bringing evildoers to face civic justice.

The Knights of Hawks: Hunters who scout an enemy and use all their skills and means
to accomplish an assignment, eschewing the ceremony and some-

Ravens Bluff
times hauteur of other orders.
Keepers of the Mystic Flame: Knights dedicated to maintaining the cor-
rect and responsible use of magic by all Ravenian practitioners.
Right Hand of Tyr: Knights who concentrate on the administration of
o outlanders, it must seem from time to time that Ravens justice and the opposition of all evil, no matter what its form.
Bluff simply bristles with knights; they must clank into Phoenix: Knights committed to keeping the city free of undead and
each other on every street comer, mutter “Sorry!” or extra-planar creatures.
draw steel, issue their challenges, and start hacking. The Pillars of the Realms: A non-denominational order organized by the
truth is a little less romantic. Knighthoods and knightly Clerical Circle to ensure that no faith accepted in Ravens Bluff is
honors are a way to honor a noble who “already has everything” for good ridiculed, or its clergy oppressed, by any citizen, resident, or visitor.
deeds or to placate a resentful or wayward younger noble. Knighthoods Raven: The elite commanders and protectors of the city and her people,
have also traditionally been used by the ruling nobles as a way to keep the charting the future of Ravens Bluff and enforcing agreed-upon views
increasingly numerous adventurers who call Ravens Bluff home from of what life in the City of Ravens shall be.
openly and energetically becoming a law unto themselves. There are a lot

37
The Knightly Code Knights of the
E very knight lives by a code; this is what separates knights from
other armed warriors. Religious codes are rigidly defined for pal-
Golden Rooster
adins, but even the secular Ravenian orders follow specific rules. Here
follows a general code that applies to some extent to all Ravenian orders. F ormed to bolster the city’s military in
times of war, the Golden Roosters are the
Each knightly order is different, with distinct values and ideals, so spe- easiest order of Ravenian knighthood to enter,
cific orders emphasize some elements of the code of conduct over others. and the most diverse (having fewer rules than
However, all knights should strive to live by these beliefs: other orders, and accentuating few specific tal-
ents or approaches to life). They are thus the
• to serve the nobility and citizenry of Ravens Bluff. most numerous of Ravenian knights—even
• to defend Ravens Bluff. after the heavy losses of the recent war. Golden
• so that one’s life is worthy of respect and honor. Roosters can be found throughout the armed
forces of Ravens Bluff, all holding at least the rank of Lieutenant.
Fair Play A primary function of all Ravenian knightly orders is to help bolster
• Never attack an unarmed or defenseless foe. morale and pride among the citizens. The Rooster knights were initially
• Never use a weapon on an opponent unequal to the attack. encouraged to make themselves noticed and to spread the word that the
• Avoid lying or deception through silence. Bluff is well defended, especially during peacetime. This plan met with
• Keep promises to a fellow knight. limited success, because the Roosters became more of an annoyance than
• Avoid cheating and torture. an aid to the citizenry. Their courage was expressed as aggressiveness,
and their confidence as arrogance, gaining them a reputation as “cocky
Nobility little bantams that do nothing but strut about and boast.” This wide-
• Obey the laws of Ravens Bluff. spread perception of the Roosters as all pomp, bluster, and circumstance
• Administer Justice and show Mercy. was augmented by the easy admission standards of the order at first,
• Protect the innocent while always maintaining self-control. which admitted some real drunkards, swaggering cowards, fops, and out-
• Show respect to authority. right scoundrels into their ranks. Even worse, the Roosters seemed to
• Accept and acknowledge personal responsibility for your actions. flaunt their shortcomings rather than trying to hide them.
After none-too-subtle proddings from the Knights Council, the
Valor Golden Roosters have recently made efforts to improve their image,
• Exhibit courage in word and deed, defending the weak and adopting tougher admission standards to ensure that applicants are wor-
innocent. thy of knighthood. Slowly a manner of quiet elegance is replacing the os-
• Destroy evil in all its forms, crushing the monsters that would tentation of the past—with a few noticeable exception among the “old
steal our land and enslave our people. guard.” While the leaders of the order often seem concerned about status
• Fight with honor, avenging the wronged. and personal appearance, most Roosters prefer the relaxed attitude this
• Never abandon a friend, ally, or noble cause. order offers compared the other Ravenian knightly orders. Many who
joined the Roosters as a stepping stone to another order now find that
Honor they are reluctant to leave. The Golden Roosters also redeemed them-
• Always keep your word or promise while maintaining your principles. selves in the eyes of many by their valor during wartime; many citizens
• Never betray your order, or a confidence, or a comrade. recall how in the dark and crucial days of the final battle of the war,
• Respect all life and freedom. when the enemy was at the very walls, members of “the gilded order”
• Die with honor. laughed at defeat and smote the enemy with enthusiasm and high spirits,
rallying all the Ravenian forces.
Courtesy & Benevolence Today a Rooster can be as proud of his or her order as any other. As
• Exhibit manners; always be polite and attentive. the order imposes relatively few rules on its members, a Rooster’s reputa-
• Be respectful to hosts, women, knights, the elderly, and all who are tion is based largely on personal accomplishments. Conversely, the repu-
honorable. tation of the order depends in turn on the reputations of its knights. If a
• Be generous to the less fortunate. knight always acts bravely and generously, his or her excellence will in-
• Seek personal glory, not monetary reward. crease the prestige of the Roosters. Of course, such knights are soon in-
• Serve your city and her people, not yourself. vited to join another order, leaving Roosters to complain that “the cream
• Set an example of right action to all people. of their crop” is constantly being skimmed off.
The new breed of Roosters take their oath very seriously and are vig-
Benefits of Knighthood orous in their adherence to the tenets of their order. Principal among
Since knights serve the city, in addition to the honor and renown of their these tenets is their oath to defend Ravens Bluff from all enemies. Their
position they receive certain concrete rewards as well. These take the honor, and the honor of other knights, is also very important to a
form of discounts on the cost of high-level healing spells (heal, raise dead, Rooster. Roosters swear to refrain from lying and cheating, to defend the
resurrection, restoration, and regeneration) at any temple belonging to the honor of other knights, and to deal fairly with all persons they en-
Civic Religion. Knights of 1st and 2nd level receive a 40% discount; 3rd counter, be they knight or knave. More and more folk are being attracted
and 4th level knights receive a 30% discount; 5th and 6th level knights to the order by these ideals. The order admits only those who have
receive a 20% discount; 7th, 8th, and 9th level knights receive a 10% dis- proven themselves in the face of adversity and bear as proof of such
count. Knights of 10th level and above receive no discount, as it is as- deeds and their character either (a) the verbal testimonial of three up-
sumed anyone rising to this level will have accumulated enough coin standing—that is, prosperous, land-owning, or office-holding—Raven-
along the way to pay for himself or herself; the whole system is skewed to ian citizens or (b) a letter of recommendation from a knight, high-rank-
help worthy but relatively inexperienced knights. These discounts apply ing priest, or lord of the city. The prospective Golden Rooster must also
to any knight belonging to any civic order; Lords Knights are not eligible be of at, least 4th level (in order to properly execute his or her new du-
(it is up to their sponsor to foot the bill in any sad necessity). ties) and must gift the city of Ravens Bluff with 1,000 gold pieces (to im-
All Knights of the Golden Rooster have access to the Rooster Fitness prove the city defenses).
and Training Center, one of the finest facilities of its kind for keeping
knights in peak physical condition (and thus battle-readiness). Knights
of other orders have access to specialized training in skills related to that Responsibilities:
order’s focus (for example, Knights of the Griffon learn to ride griffons). 1. A Golden Rooster must pay 10 gold pieces a month to support
Particular knighthoods may offer other benefits, commensurate with the the Rooster Fitness & Training Center and the Rooster Roost
order’s responsibilities, at the DM’s discretion. (an inn open only to members of the order); if the Rooster

38
crease the peace!“). Rather than enforcing peace through might or
participates in more than three peacetime tournaments-of-arms
threat of arms, this order works through intelligence-gathering (and -
annually, he or she must pay 10 gold pieces per tournament.
sharing) and negotiation but stands prepared to fight valiantly against
II. In time of war, all members of the order are called upon to serve
those who are beyond persuasion.
in the defense of the city, filling whatever positions are re-
The Knights of the Dove have several goals. Alongside the Golden
quired, and submitting to all orders of the officers over them ex-
Roosters, they seek to uplift and maintain the morale of the citizenry.
cept where such orders are in clear violation of the tenets of the
They are dedicated to defending the city by force of arms and are specif-
Golden Roosters.
ically charged with healing the wounds war inflicts on the civilian popu-
III. A Golden Rooster must uphold the vows of the order at all
lation. This they do by giving the strickened medicine, healing and ban-
times, whether in Ravens Bluff or not.
daging, beds and crutches and wheel-carts, good food and water, shelter,
a clean bad and quiet seclusion to promote healing and prevent the
Benefits: spread of diseases, a measure of companionship to discuss problems, and
I. Upon payment to the order of 10 gold pieces per social event, a minor distractions to set the minds of the injured or grieving at ease. The
Golden Rooster will be provided with a proper escort to take to Doves also seek to defend Ravens Bluff against invasion from foreign
important parties, revels, and city functions. Such an escort will powers and subversion from within by greedy or ambitious civic officials
be a willing and relatively attractive person of more or less the or others meddling in politics. As part of their oath of knighthood,
same height and alignment as the knight, who is not of a faith Doves swear to “defend the rightful authorities of Ravens Bluff in all
or organization opposed to the knight, is not known to be of in- proper discharge of their duties, so that they are freely able to properly
appropriate character, and does not bear personal animosity to- discharge those duties,” to shield Ravenian citizens from harm, to refrain
wards the knight. Many of the Bluff’s most available and attrac- from lying, cheating, or stealing, and to shun those who do these things.
tive persons enjoy attending social gatherings on the arm of a When a Dove confronts a foe, capture of that miscreant (for trial in
Golden Rooster. The social standing, age, and any disabilities of Ravens Bluff) is preferable to the foe’s being killed or escaping. To this
escorts are ignored; Roosters are expected to provide the poor, order’s way of thinking, trial and punishment serve as object lessons to
the maimed, and the elderly with opportunities to join in those who might consider endangering the city or its inhabitants (“Con-
Ravenian high society. trol through persuasion, order through guided thought” is another of the
II. A Golden Rooster may write a recommendation for a person order’s sayings). Should a Dove knight accidentally kill a free-thinking
seeking admission into the Roosters or any order of Lords human or demihuman who meant no harm, or a charmed one not re-
Knights. He or she may also appear as an upstanding citizen to sponsible for his or her actions, that knight must go before the Knights
verbally recommend any individual for admission into any Council and request of them a quest to purify his or her spirit. This
order. This serves to alert other orders to possible candidates for doesn’t mean Doves can’t defend themselves (they need not wonder
their ranks; Roosters cannot write official recommendations, or whether someone swinging a blade at them might be “only kidding”),
make admissible testimonials, for admittance into higher orders. but those who strike before trying to understand circumstances should
III. Golden Roosters may serve with the City Watch (and in fact are consider joining another order; those who strike to kill without consider-
encouraged to do so). ing other options will be forced to do so.
IV. The knight is entitled to a secure room with a bed at the To become a Knight of the Dove (in addition to the usual require-
Rooster Roost. This may be demanded at any hour and comes ments, set forth hereafter under “Becoming A Knight” and “Chivalry
furnished with a candle-lantern (commonly lit from a hallway Points”), a character must have attained at least 5th level as a warrior or
sconce), blankets, a chamberpot, towels, a robe, and three ewers priest, 6th level as a wizard, or 7th level as a rogue. An elite unit within
of water fit for drinking or washing. The Roost has a self-service this order is open to full knights who are recipients of the Red Rose Ring
drying room, laundry, and facilities for sharpening, oiling, and or the Dove Bracelet and who possess nonweapon proficiencies in Her-
straightening weapons and armor. Soup, stew, and mintwater aldry, Reading/Writing (Common), and at least one Modern Language
are available at all hours upon payment of 1 silver piece per (most commonly a demihuman tongue). The Dove Emissaries are a
meal (ample quantities and second helpings included); more diplomatic unit that assists Ravens Bluff with foreign affairs; typical mis-
elaborate meals are sometimes available but must be paid for sions include meeting, guiding, and protectively escorting foreign envoys
separately. Former Roosters who have joined other orders are to the city; providing the same escort services to Ravenian envoys trav-
only welcome at the Roost if space permits and upon payment of eling elsewhere in Faerûn; and personally delivering treaties, documents,
a 4 gp per night fee. or gifts when the trip is arduous or dangerous.
V. A storage chest is provided at the Rooster Fitness & Training
Center for the knight’s personal use. The Center is the finest fa-
cility of its kind in the city, offering full bathing facilities and Responsibilities:
exercise areas with climbing ropes, tumbling mats, vault-bars, a I. A Knight of the Dove favors negotiation over bloodshed. Nego-
circuit track, a rough stone wall to scale, and secure areas for tiations must fail or be impossible (due to a language barrier or
weapons-practice against either a live opponent (provided with unremitting hostility on the foe’s part) before a Dove resorts to
padded armor, blunt weapons, helms, and shields, if desired) or a violence.
rope-operated moving dummy. There is, however, no room for II. A Dove must attempt to bring to justice those who’ve wronged
mounted work; tilting at the quintain and mock passages-of- the city or its citizens. Whenever possible, evildoers must be
arms or lance-through-ring practice must be conducted outside captured alive and brought before a Ravenian court for trial.
the city. Former Roosters who have joined other orders are, of III. When Ravens Bluff is at war, Knights of the Dove are expected
course, still welcome at the Center. to fight alongside the army and other knights of the city.
IV. A Knight of the Dove must live within his or her oath to the
Knights of the Dove order at all times.
V. A Dove won’t refuse aid to a citizen of the city so long as that

L ike the other secular orders of knight-


hood, the Knights of the Dove were
founded in part to protect Ravens Bluff in time
aid doesn’t go against the oath of the order.

of war. Many see them as a peace-loving, cere- Benefits:


monial group who try to “talk away” war, lack- I. At the outset of any expedition, mission, or anticipated adven-
ing martial skills or battlefield experience. This ture, a Knight of the Dove may borrow a potion of healing from
is a foolish underestimation of a formidable his or her temple. The knight is limited to one potion per ad-
order. The old knightly saying “There cannot venture and must leave a 500 gp deposit in case the potion is
be true peace without the ability to defend that lost or used. If the potion survives the adventure, it must be re-
peace” can be said to be an unofficial motto of the Doves (another is “In- turned (exchanged for the knight’s deposit). This service oft

39
order is intended to ensure that the knight is always able to lend II. A Griffon Knight must not, through action or inaction, allow
assistance to Ravenians. In practice, Doves use such potions harm to come to an innocent.
only when their wounds are life-threatening or impair their mo- III. A Griffon Knight must not allow any personal mission or oblig-
bility; failure to stop a danger to the city must be reported to ation to impair the Knight’s performance of duties to the city
others in the order, so Ravens Bluff does not stand unsuspecting and people of Ravens Bluff.
in the face of approaching danger. IV A Griffon Knight must always be a symbol of chivalry. Griffon
II. At any time, a Dove Knight may join the City Watch. In time Knights must respect and honor knights of all orders, priests of
of war, Knights of the Dove hold the rank of army captain but all civic faiths, and those who cannot defend themselves (the
act as advisors in matters of diplomacy, parley, or settlements weak, young, and aged).
more often than as troop leaders. V. A Griffon Knight must obey and respect the rules of war, show-
III. When knighted, a Dove gains the Etiquette proficiency (if not ing mercy to a defeated honorable foe. Captives must be treated
already possessed) as a bonus proficiency, due to intensive train- fairly.
ing in negotiation skills as a squire. VI. A Griffon Knight must accept any valid challenge to his or her
IV. A Knight of the Dove may write recommendations for a squire’s honor, except from defeated captives, convicted criminals, or
admission to any knightly orders. when a specific order duty or mission forbids acceptance. Unless
otherwise agreed or an opponent refuses to stop fighting, a Grif-
Knights of the Griffon fon Knight shall carry duels to the drawing of second blood and
no further.

T his order is an elite fighting force at-


tached to the Ravens Bluff military in
VII. A Griffon Knight must uphold the vows of the order at all times.
VIII. A Griffon Knight must contribute funds as requested towards
times of war. Dedicated to perfecting their mas- the maintenance and upkeep of Griffon Hall. In recent years,
tery of cunning battle strategy and personal this has amounted to an annual levy of 16 gold pieces per
skill at arms, the Griffons build themselves into knight, but it has, in times of expansion or renovation, been
able battle commanders. As such, they are twice that.
often called upon to command Ravenian
troops—and they are the natural choice as ral-
lying-points when units are broken in battle. Responsibilities:
They’re skilled at working with other officers to quickly form effective I. The Knights of the Griffon are the elite shock troops of Ravens
new units, on or above the battlefield. Bluff, and thus they either stand in the front line of any Ravenian
Knights of the Griffon tend to enjoy personal combat, often challeng- force or ride overhead on the fierce griffons of the city’s air cav-
ing enemy leaders to duels. Griffons pride themselves on their personal alry. Therefore, a Griffon Knight must always be ready to fight for
bravery; the greatest insult one can offer a Griffon is an accusation of his or her city on short notice, having arms and armor at hand.
cowardice. Not surprisingly, this attitude led to heavy losses during the Any extended absences from Ravens Bluff or special duties that
war; fully half the Griffon Knights in the city died, most by breaking may keep him or her from the fray require special permission, as
ranks to charge after enemy command positions that turned out to be his or her comrades and superiors must know at all times what
traps. Clearly, Myrkyssa Jelan’s forces were aware that if a Knight of the battlefield strength can be swiftly mustered.
Griffon declares that he or she will accomplish something—even a wild II. At any time a Griffon Knight may be called upon to command
boast, in the heat of battle—it is certain that he or she will do the utmost the massed cavalry of Ravens Bluff or to serve as the heart of a
to bring it about. Hence, in normal circumstances the word of a Griffon heavy cavalry unit assembled on the battlefield from elements of
isn’t give lightly, for once pledged a Griffon Knight is honor-bound to various orders. Therefore, a Griffon shall be practiced and trained
fulfill the terms of that pledge. Personal honor, and the honor of other in command, shall know any unit badges and individual cavalry
Griffon Knights, is paramount to Griffons, and they are oath-bound to officers of all Ravenian army and knightly forces by sight, and
deal fairly with all creatures they meet. shall be prepared to serve without hesitation or question under
To become a Griffon Knight, a character must either become a squire any commander, no matter how exalted or lowly, regardless of
of the Order or enter from another order as a full knight (something very age, gender, or military training. If a beggar crone is placed in
rarely done, as the Griffons judge other knighthoods very sternly, choos- charge of Griffon cavalry, she shall be obeyed as if she were the
ing only those they deem most worthy). From time to time, Ravens Bluff highest lord of the city. Griffons do their duty and ask questions
holds tournaments in which all comers may compete, and these are al- later; Griffons never dispute orders from recognized commanders.
ways watched by at least five Griffons. Participants who show personal
bravery, a great aptitude for combat, and some measure of fairness or Benefits:
courtesy towards their foes (for instance, discarding a superior weapon so I . Griffon Knights receive a secure room with a bed and storage fa-
that his or her weaponry matches that of an opponent, or allowing a foe cilities at Griffon Hall. This is their own for as long as they be-
to catch breath and prepare weapons before joining battle) may be of- long to the order. A Griffon may allow an outsider to use the
fered a knighthood within the order. room on a temporary basis by surrender of the key and password
To join the Griffons by any route, a character must have attained at (for example, a wife who has been beaten by her husband and
least 5th level as a warrior, 6th as a priest, or 7th as a wizard or bard (it is needs a safe place to sleep, or a city informant needing a short-
very rare for any sort of rogue other than a bard to be admitted). Charac- term hiding place). All nonmembers entering Griffon Hall will
ters chosen for their performance at a tourney who lack sufficient levels be challenged and asked their reasons for entry, the Griffon with
are usually allowed to become squires without the usual chivalry points whom they are connected, and the password; the comings and
or recommendations. goings of all such visitors are closely observed.
II. Griffons may purchase (nonmagical) weapons and armor from
the Weapon Master of the order at Griffon Hall. Such purchases
The Oath: are always at 20% off the usual market price of such items.
Griffons take their oath very seriously (the Golden Roosters often III. If a Griffon Knight is killed while undertaking a mission for the
quip that the Griffons take everything “very seriously”). Its most impor- order or during the course of normal Griffon duties, the order
tant tenets (in addition to the behavior expected of all knights) appear will attempt to recover the body. If recovery is successful, the
here. The fervent adherence of Griffons to their code marks their every order will arrange for a raise dead spell to be cast upon the de-
move, action and decision; free-wheeling adventurers are advised to ceased Knight (by a priest of the same primary faith as the de-
seek another, more frivolous order. ceased, if the faith is known and appropriate clergy readily avail-
able). If the spell is successful, the Knight will be nursed back to
I. A Griffon Knight must protect and defend the citizens of Ravens health by the order, without charge. The Knight is expected to
Bluff at all times, regardless of an individual citizen’s social status. reimburse the order for a successful raise dead spell (if it fails, the

40
order does not pursue the estate or relatives of the deceased in Responsibilities:
any attempt to recover any funds).
IV. Due to their intensive training with Ravenian cavalry units, I. When duty calls, knights of this order will always answer, no
each Griffon Knight receives a bonus weapon proficiency in the matter what personal obligations may be disrupted. City officials
use of the lance. know that when a problem arises, a Hawk Knight can be called on
V. A Griffon may recommend any candidate as a squire for admis- at a moment’s notice to search for suspects or recover stolen items
sion to any Ravenian knightly order. of importance. A knight of this Order attending a fashionable
VI. Griffon Knights are encouraged to serve as a member of the City affair could well soon find himself or herself splashing through the
Watch, either regularly or for relief duty, but may not serve as a sewers; “A Hawk is willing” has become a byword among these
member of any special branch of the Watch. knights, signifying that they are prepared to do whatever is
necessary, enduring any discomfort in pursuit of a mission.
Knights of the Hawk II. A knight of this order is expected to keep eyes and ears open at
all times. While undercover work usually prevents them from
acting personally if they witness a violation of city laws, they are
When there’s blood in the streets to report such violations to the proper city officials when the
And people stand and gawk chance offers so that miscreants may be dealt with as justice de-
The throat of the foe greets mands.
Talons of the Avenging Hawk III. Knights of the Hawk live their Oaths and must be ready to give
their lives if need be to accomplish a mission for the safety of the
from The Ballad of Ravens Bluff (Anon) city and its inhabitants.
IV. Trained to kill, these Knights understand how easy it is to abuse
their authority. All actions taken by a knight that result in a
death should be noted in the knight’s diary and made available

I n a world filled with foes, the Knighthood of the Hawk was founded
to protect Ravens Bluff from those who wage open warfare and those
who skulk in the shadows alike. Hawk Knights watch, wait, and—should
for review by the Knights Council, if required. Most Hawks re-
quest a private review once a year to help keep the ideals of the
order before their eyes.
they uncover some evil plot—strike with all the ferocity of a bird of prey. V. While working undercover, Knights of the Hawk are prepared to
When City officials need someone who is above suspicion (i.e., not a lie, steal, and betray the enemies of Ravens Bluff. They walk
member of the Silent Network) to do surveillance work, act undercover, through the shadows bringing terror and death to those who
or scout enemy dispositions, they look to the Hawks. The enemies of would destroy the city and its inhabitants. All such unlawful ac-
Ravens Bluff don’t play by the rules, and the members of this knighthood tions should be noted in the knight’s diary.
are expected to do whatever must be done to counter their threats. Hawk
Knights are the city’s shadow warriors, ready to blend in and walk unseen
among the city’s enemies until they are ready to pounce. This Order is Benefits:
known to attract loners and those who have the wits to hold their own I. Hawks tend to study Tracking, Disguise, Alertness, Lip Reading,
tongues while listening and remembering all others are saying. The best Forgery, Local History, and Tumbling. The Order will train each
weapons of most Hawk Knights are their wits. They pride themselves on new Hawk in one of these skills upon his or her joining the
trying to outwit and fool opponents, preferring to make such villains ap- order, allowing the knight to choose which proficiency to study
pear ridiculous and so destroy threats without creating another pile of (on the perhaps fallacious grounds that every Hawk should
corpses, However, if need be, the Hawks are expert slayers of enemies of know his or her own weaknesses best). This is a bonus skill (be-
the Bluff. Sworn to protect the city and its inhabitants, they’re prepared yond the number of slots normally available to a character), and
to go to any lengths to accomplish this oath. the order’s training is so good that the knight will receive a +1
A Hawk does not brag or boast. Hawk Knights learn to act in what- bonus to skill rolls when using it. After being active as a knight
ever guise is needed, from humble beggar or town drunk to menacing as- for a year, the character gains this bonus to rolls for all of the
sassin available for some evildoer to hire. They go where they must and nonweapon proficiencies listed above that he or she is skilled in
do what must be done to protect the security of Ravens Bluff. They are (in other words, if the Hawk doesn’t have a particular profi-
loyal to their fellow Hawks and are devoted to the ideals of this Order. ciency, he or she doesn’t gain the bonus in that skill).
Should a Knight of the Hawk be caught violating his or her oath and II. In times of war, Knights of the Hawk serve as members of the
abusing his or her position for self-enrichment, the Knights Council has army, with the rank of captain. Because of their training, knights
the authority to remove him or her from this knightly order. If city laws are usually used as scouts or strike-by-stealth agents. Knights of
have been violated, the ex-knight will face the harshest penalties avail- this order can also serve with the City Watch, usually investi-
able for each offense. By contrast, loyal Hawks are sometimes forced to gating puzzling crimes and undertaking undercover assignments.
break city laws in pursuit of its foes, but such transgressions are only III. A knight of this order may write a recommendation for a squire
brought to justice in the case of a disloyal knight. who seeks admission to a knightly order.
Hawk Knights who speak, read, and write an elven tongue, who have IV. A Hawk can qualify for another knighthood with three fewer
earned the Fellowship Ring, and who have been awarded the Hawk Tat- chivalry points than those who squire directly to another order.
too can apply to the Knights Council for membership in an elite guard V. Knights of this order accepted into the Hawk Brotherhood re-
unit within the Order called the Hawk Brotherhood. The Brotherhood is ceive a special gift from the elven community of Ravens Bluff.
called on by the military leaders of Ravens Bluff to conduct special (and Knights do not speak of the nature of this gift, but the item is
of necessity, extremely dangerous) missions. Like the Griffons, the considered a most precious possession and must never be traded
Hawks lost many members during the war, most of them on undercover away. Such elven gifts are always items of permanent but minor
missions to get close to or find out more about Myrkyssa Jelan. They are magic, such as a ring of feather falling or fang dagger (see “The
not as concerned to quickly refill their ranks, however, preferring to take Magic of Ravens Bluff” chapter). Any such item bestowed by the
the long view and only admit those who they feel will be valuable per- elves will carry a tracing magic enabling certain Ravenaar elves
manent additions and a credit to their order. To become a Knight of the to “home in” on its whereabouts by mere concentration; this en-
Hawk, a character must squire directly to the order or enter from another chantment is used as a means of locating agents who fail to report
order as a Knight Squire. All candidates for this knighthood must have or otherwise disappear.
reached at least 4th level as a ranger, 5th level as a warrior or rogue, or
6th level as a priest or wizard.

41
Lords Knights Advancement
T he formation of the Knights of the Lady
during the war by Lady Amber Lynn Tho-
den seems to have sparked a fresh wave of inter-
M ost Dungeon Masters will find the optional chivalry points system
(described hereafter) a useful tool for regulating knightly advance-
ment. Candidates are warned that reputation and perception is everything
est among Ravenian nobles for sponsoring their when one is a knight; exacting self-control and the ability to see how others
own civilian orders of knighthood. The reputa- will view a particular act or spoken phrase are important skills. On very rare
tion of such “Lords Knights” is directly tied to (and always emergency) occasions, the head of an order or a senior lord or
that of their portion: their actions bring glory or official of the city can make a character an “acting” knight of any order—
disgrace upon their patron, while their sponsor- usually a Golden Rooster for small tasks, for which a knighthood is needed
I ing lord or lady’s actions reflect directly upon to allow the character entry somewhere, and a Knight of the Raven for very
them in turn. Lords Knights were very popular at one time, forming the important tasks (such as representing the city at a treaty meeting when the
core of each major noble’s defenses, but the practice gradually fell into diplomat who was supposed to do so has been treacherously slain). Acting
disuse. At this point there are only six recognized organizations of Lords knights who perform their duties ably may win permanent status, but more
Knights in the city, although other lords are certain to follow Lady Tho- often they are given a lesser knighthood and automatic admittance as a
den’s example. The Knights Council does not consider the various Lords squire to the order they acted for (at any later date of their choice when
Knights to be official city knights, viewing these “civilian orders” as col- they meet all other requirements for membership). Individuals who have
lections devoted to the interests of their patron rather than the city as a been in such situations warn others that regular knights of the orders in-
whole (as is the case with all the other tiers of knighthoods). Still, one volved look very harshly upon “back-door” knights who gain a place in an
Council seat is reserved for the Lords Knights as a whole so that they can order by such unorthodox means. Such knights are often subjected to vari-
be represented in discussions that affect Ravenian knights. ous little tests by their fellows before they are accepted as equals and some-
The focus of each order of Lords Knights will vary with the whims of times watched closely for years to ensure that “a bad one” hasn’t crept into
the noble they serve. Lady Thoden’s knights, founded “to serve the citi- the ranks.
zens of Ravens Bluff who cannot protect themselves,” have worked in Willfully impersonating a knight, or any civic lord, is considered “Coun-
conjunction with the Hand of Mercy orphanage to find homes for the terfeiting” (see “The Laws of Ravens Bluff” chapter). Besides the prison
many orphans created by the war. Some orders of Lords Knights act as term, impersonating a knight carries an additional penalty: the guilty person
little more than elite guards for a particular noble family, while others is instantly dismissed from any order he or she belongs to and forever barred
engage in good works, furthering the causes and enthusiasms of their from thereafter holding any Ravenian knighthood. Deliberately wearing the
sponsoring noble. This has, in the past, sometimes led to downright pe- uniform (beyond a shield, helm, or weapon snatched up from a dead knight
culiar duties for a knight—in one case, searching the city for cats and in battle, for personal and pressing use) of another order is considered willful
rounding them all up as gently and safely as possible (to recover a person impersonation. Impersonations at revels, fancy-dress balls, and the like is
transformed into a cat by hostile magic); in another, investigating every less harshly treated, but the wise thespian will reveal that the disguise is just
member of a guild—and all relatives and employees—to see if any origi- that before leaving in order to escape a charge of impersonation under the
nated in Thay and might therefore be deliberate or unwitting agents of a law. Exaggerated depictions is the traditional Ravenian way for bards and
certain Red Wizard (perhaps under enchantments for later activation); other citizens to criticize the policies and foibles of the knightly orders and
in yet another, starting a short-lived but vigorous temperance move- often gives knights of the order being satirized solemn food for thought.
ment. The DM should determine the particular “cause” each group of
Lords Knights embraces.
Whatever their individual devotions, all Lords Knights are expected Changing Orders
to adhere to the basic Knightly Code described on page 38.
W hile most advancement takes place within an order (a given
knight gradually rising from initiate status to become an officer of
Becoming A Knight the order), it is also possible to rise to a new order of knighthood. Such
movement requires the squire candidate to meet with the Knights Coun-

P rior to becoming a full knight of a chosen order, a candidate needs to


receive two letters of recommendation from current full knights in the
same tier as the order to which the candidate is squiring. One of these letters
cil for discussions concerning the proposed move. The valid movements
within the orders of knighthood are as follows:

must be from a member of the order aspired to; the second can be from any l Golden Roosters can move to the Griffons, Doves, Hawks, Keep-
other knight the candidate has adventured with in the past. The only ex- ers, Right Hand, Phoenix, Pillars, and Raven.
ceptions to this are the Knights of the Golden Rooster and the Keepers of l Griffons can move to Doves, Hawks, Keepers, Right Hand,
the Mystic Flame. The Roosters require only one recommendation and can Phoenix, Pillars, and Raven.
themselves only write recommendations for candidates attempting to enter l Doves can move to Griffons, Hawks, Keepers, Right Hand,
their own order. By contrast, the Keepers of the Mystic Flame have a formal Phoenix, Pillars, and Raven.
application that must be filled out and then approved by the head of the l Hawks can move to Griffons, Doves, Keepers, Right Hand,
order before a candidate can officially call himself or herself a squire. This Phoenix, Pillars, and Raven.
application can be given out by any member of the Knights Council but l Keepers of the Mystic Flame can move to Pillars and Raven.
must be submitted to the order itself. In due course, the candidate then re- l Right Hands of Tyr can move to Phoenix, Pillars, and Raven.
ceives a written letter of acceptance or rejection as a squire of the Keepers of l Phoenix can move to Right Hand of Tyr, Pillars, and Raven.
the Mystic Flame. l Pillars of the Realms can move to the Keepers, Right Hand,
A recent fire in the Hall of Records destroyed many irreplaceable Phoenix, and Raven.
civic documents, notably records from the time when Belanor Fenmarel l Raven: no further knightly movement is possible, as the pinnacle
was Acting Mayor (it’s rumored officials loyal to him set the blaze). In of Ravenian knighthood has been attained.
the wake of the destruction, it became apparent that some people
(chiefly adventurers) were referring to themselves as knights who had no Candidates who attain the status of full knight within one of the sec-
claim to the title. Therefore, the Knights Council required all knights to ular orders must remain with that order for one full calendar year from
provide copies of their official heraldry, the names of their sponsors the date they took their oath. Those who enter one of the religious or-
(those knights who wrote their letters of recommendation), and any ders must remain with that order for two full calendar years. Movement
awards and honors they may have won. Many a bogus knight was to the Order of the Raven requires a two-calendar-year period of service
stripped of his or her title at this time, and the Knights Council itself in the candidate’s current order (no one may squire to the Ravens as a
now keeps all records of the city’s knights in the Hall of the Raven. non-knight; it is only open to full knights who have distinguished them-
selves in the service of other orders). These time constraints allow the
knight to show his or her commitment to the order—in other words, that
he or she is willing to represent it for at least that amount of time.

42
Those aspiring to join a higher order who meet with Knights Council • The number of chivalry points possessed by a character affects the
approval and find an appropriate sponsor become squires of that order. character’s reaction roll when dealing with NPCs. A knight who
Squires must maintain impeccable behavior and fulfill the conduct ex- has received one to five chivalry points is considered to have a
pected of a knight (see page 38) for at least one year, under close super- moderate reputation (+1 reaction adjustment), a knight with six
vision by a ranking knight. The squire’s sponsor will give advice to ten chivalry points has a growing reputation (+2 reaction ad-
throughout this period, usually also assigning the prospective knight var- justment), a knight with eleven to twenty chivalry points has an
ious tasks designed to test his or her mettle. Frequently, the Silent Net- established reputation (+3 reaction adjustment), and a knight
work or Telvo Spath (see page 130) is also called upon to observe the with more than twenty chivalry points is a respected and well-
squire in secret, though the Knights of the Hawk spy on their own known figure in Ravens Bluff (+4 reaction adjustment).
squires (such a squire might be asked to spy on other squires as part of his • A negative chivalry point is awarded when a character has done
or her training). If the squire under observation at any time behaves in a something that violates the tenets of the character’s current order or
manner at variance with knightly ideals, he or she is either rejected or breaks his or her knightly oath in any way. These negative points
asked to serve an additional term in squireship. While a squire, the aspi- are meant as a warning that such actions will not be tolerated by the
rant is required to earn three knightly honors, one of which must be a order; a character amassing three negative chivalry points will be
special honor of the knighthood to which he or she aspires (these honors stripped of his or her knighthood. Each negative chivalry point can
are in addition to any the squire had earned before beginning the squire- only be offset by attaining five positive chivalry points through
ship). Once the knights of the order are pleased with the squire’s devo- game play. These positive chivalry points are only used to offset the
tion and performance and the requisite honors have been achieved, he negative chivalry point and do not count towards advancement
or she is made a full knight. within the orders; no such advancement is possible while even a
Most internal movements within an order involve a minimum six- single negative point remains to stain the character’s honor.
month wait. For example, a Knight of the Griffon who wants to move to
the Griffon Guard would need to wait six months after being sworn in as
a Knight of the Griffon before being allowed to make the move (and
Knightly Honors
then only if all the requirements for the new placing were fulfilled). A
knight squiring to an order who changes his or her mind and wishes to
squire to a different order is free to do so without penalty. However, the
K nights’ honors are rare and difficult to obtain. A knight may ob-
tain only one honor for a given deed. Honors specific to orders
can’t be obtained by a knight of another order unless that knight is cur-
choice to switch should be considered carefully, as the squire won’t be al- rently squiring into the order granting the honor. A knight can receive
lowed to switch back later—and, of course, the squire must fulfill all the an honor more than once; it is then considered that the knight has re-
required honors for admission to the new order and gain a new set of ceived “clusters” for the honor. An honor received more than once still
recommendations for his or her new choice. counts as a single honor when considering requirements needed for
A knight who has membership in more than one order has access to advancement.
all of the benefits for each order to which he or she belongs. In other
words, a knight who began as a Golden Rooster, became a Griffon, and Knights’ Honors available
then a Right Hand of Tyr, enjoys the benefits of all three orders and can to all knighthoods:
style himself or herself with a threefold title reflecting this.
• The Leonard Skin Cloak: Awarded to a knight who risks his or her
Chivalry Points own life to save the life of a defenseless innocent.
• The Weapon of Honor: An expertly crafted nonmagical weapon

I n a campaign involving more than one character who has or is trying


to attain a Ravenian knighthood, the Dungeon Master may find the
given to the winner of a tournament (challenge of arms).
• The Grass Crown: Awarded to a knight whose individual action
use of chivalry points helpful. If they are employed, the following guide- saves an army in the field from heavy losses or defeat.
lines apply: • The Oak Leaf Crown: Awarded to a knight who risks his or her
own life to save the lives of fellow knights in battle.
• Chivalry points are awarded by the DM for outstanding knightly • The Laurel Crown: For leading a military unit or adventuring
deeds or decisions. Only characters who are squires or knights are party to victory against a very powerful opponent in time of war.
awarded chivalry points. All chivalry points and honors used for ad- • The Hero’s Circlet: A silver circlet given to a knight who defeats
vancement within the knighthoods must be earned while the char- a great threat in single combat (usually in a duel to the death).
acter is either a squire to an order or a full knight (earlier points do • The Bronze Cloak Pin: A bronze symbol of the knight’s current
not apply). order, given for gallantry against a superior foe
• To become a Dove, Griffon, or Hawk, a character can either squire • The Gold Cloak Pin: A golden symbol of the knight’s current
“cold” (in other words, not already be a knight), move from an- order. This is awarded to a knight who sacrificed his or her own
other order on the same tier, or move from the Golden Roosters. life so a vital mission for the safety of Ravens Bluff would succeed.
To move from the Roosters, five chivalry points are required; to Always granted posthumously. If the body is recovered, the
enter the order from service as a squire (commonly called “squir- knight’s order will pay for a raise dead attempt; if this fails or the
ing into an order”), eight points are necessary. In either case, a body cannot be recovered the money will be used for prayers for
candidate must meet the class and level requirements for the new the knight’s immortal soul at the temple of his or her prior choice.
order and must have earned at least two knightly honors, one of • The Jeweled Pin: For rescuing a kidnapped member of the nobility of
which must be from the order to which he or she aspires. Ravens Bluff and successfully capturing the person or persons respon-
• To become a Keeper of the Mystic Flame, Knight of the Phoenix, sible for the cowardly, ignoble crime of kidnapping or incarceration.
Pillar of the Realms, or Right Hand of Tyr, a candidate may squire • The Hero’s Cup: A bronze drinking horn presented by the Lady
into the order by winning sixteen or more chivalry points and Mayor to knights who successfully deliver a major evildoer into
must win at least five knightly honors (at least one of which must the hands of city authorities for justice. The evildoer must be alive
be specific to the order being entered). A candidate who is al- and must have presented a clear and certain danger to the city.
ready a Dove, Griffon, or Hawk knight requires only thirteen • Key to the City: A small platinum key that can be worn on a key
chivalry points (and the same honors). In either case, the exact- ring. This is given to the knight who recognizes that a magical
ing class, level, and sponsorship requirements for these higher or- item or artifact is too powerful to be left in the hands of those
ders must be met. who recovered it (usually including the knight himself) and turns
• Moving to an order within the same tier costs a knight four the item over to the proper civic or knighthood authorities.
chivalry points, which are then considered spent and can’t be ap- • The Red Crystal: A glowing crystal, nicely sized for carrying in a
plied to future advancements. Entering a new order also requires clenched fist. It is given to a knight for braving enemy lines to bring
the winning of a knightly honor specific to the new order and the help to a trapped or isolated military unit that would otherwise be
passage of one calendar year before acceptance into the new order. destroyed.

43
• Personal Banner: The knight’s personal symbol and the seal of Special Griffon Honors:
Ravens Bluff artistically placed side-by-side on a banner for use
during tournaments and in time of war to identify a true hero and • Griffon Helm: Awarded to knights who learn to ride flying steeds
those who stand with the knight. The knight may fly such banners (i.e., gain the Riding—airborne nonweapon proficiency). A knight
over any or all holdings he or she owns. The banner is presented who earns this award and the Griffon Feather Necklace may apply
only to heroes who save the city from a terrible destructive men- to join the Griffon Guard, an elite military unit that only uses its
ace (such as the wrath of an ancient huge dragon or a tarrasque). powerful griffon mounts in battle in the defense of the city.
• Red Pennant: This small flag of honor bears the seal of Ravens • Claw Gauntlets: Special fighting gloves that do 1d4 points of dam-
Bluff and a symbol of small ship on a red field. It is awarded to a age (plus any Strength bonus) in hand-to-hand fighting. These
knight who goes to sea and defeats a pirate threat to the city or marks of personal honor are given to a knight who avenges his or
the city’s commerce. The knight should capture some of the pi- her honor by completing a quest after having to go before the
rate leadership alive if possible, so the city can make an example Knights Council for cowardice. It signifies that in a world of magic
of how it now punishes robbers of the sea. there’s no lingering shame in failing a saving throw against fear
• Blue Pennant: This small flag of honor bears the seal of Ravens spells and the like, just pride in having cleansed your honor.
Bluff and a symbol of a flaming torch on a blue field. It is awarded • Griffon Feather Necklace: For fearless (some would say reckless)
to knights who go deep into the depths of the earth and defeat a courage that inspires others to accomplish a great victory over a
great threat to the city from one of the evil powers that reign powerful enemy.
there, such as the drow or illithids. • Sky Blue Cloak: For avenging the honor of the order against a plot
• The Fellowship Ring: A knight earns this sapphire-adorned silver to discredit the knighthood.
ring for doing a great deed to benefit elves. It is a symbol of
friendship, marking a deed that will not be forgotten such as res-
cuing elven children or recovering and returning an important Special Dove Honors:
elven relic. The Knights of the Hawk hold this honor in special • Crystal Paperweight: Given to a knight who uses his or her mind to
reverence. Any elf seeing a knight with this ring can immediately discover how an evildoer is cheating or deceiving the city and then
identify the character as an friend to elves. succeeds in bringing the evildoer in alive to face civic justice.
• The Cold-Forged Hammer: The war hammer is earned by a knight • The White Rose Ring: Awarded to the knight who saves the life of
who proves by his actions that he or she deserves respect from an innocent at the cost of his or her own.
dwarves. The knight must have learned to speak the dwarven • The Red Rose Ring: Bestowed upon the knight who defeats a pow-
tongue and done a great service for the benefit of the dwarven erful monster in order to protect others, without the use of deadly
peoples (for example, recovered and returned a dwarven relic or weapons or damage-causing spells. The monster must have Hit
artifact, aided a royal heir to recover his or her throne, or slain a Dice equal to at least twice the knight’s level.
foe holding a dwarven stronghold and this aided in its return to • Dove Bracelet: Awarded for success at negotiating a peace treaty
the dwarves). The hammer is not magical but does +1 damage be- that ends or prevents a battle or war. The agreement or treaty must
cause of its superb quality. Any dwarf seeing a knight bearing this involve serious opponents who otherwise would attempt to kill
weapon will view the character as a true friend. each other.
• The Blue Scarf: Given to a knight who succeeds in destroying an
evil artifact.
• The Black Scarf: Awarded to a knight who succeeds in destroying Special Hawk Honors:
a vampire, lich, or other evil magic-wielding undead. • Hawk Ring (Bronze): Awarded to a knight who succeeds in recov-
• The Green Scarf: Awarded for lifting a great curse on the land, ering a valuable piece of information that aids the city in the defeat
such as a plague or pestilence. of a great enemy. The knight must have acquired this information
• The White Scarf: Awarded to the knight who finds an innocent using his or her wits. Under no circumstances should the knight
being under a terrible curse; uses his or her powers, skills, and have resorted to torture to accomplish this goal.
abilities to free the tortured soul; and then hunts down the being • Hawk Ring (Silver): Awarded to a knight who tricks a strong enemy
who laid the curse and brings him, her, or it to justice. into self-defeat. An example, a Hawk might rescue a prisoner from
an evil wizard’s tower in such a way that the mage believes letting
her captive go was her own idea, or trick the mage or her servitors
Special Golden Rooster Honors: into believing the prisoner is still captive long after the knight has
• The Golden Sword: An elegant and functional weapon. It looks spirited him or her to safety.
nice on state occasions. Given out each year to the best-dressed • Hawk Ring (Gold): Conferred on a knight of this order for an ac-
Rooster, one who always looks elegant even under trying circum- tion of personal bravery and sacrifice beyond the call of duty. Often
stances. awarded to those who are brought back to life after making the ul-
• The Golden Cane: This gold-shod, rooster-headed cane is given to timate sacrifice.
knights who refuse to let danger get in the way of traditions. The • The Hawk Tattoo: This tattoo of an avenging hawk in flight (placed
cane is a symbol of courage, bestowed on those who commit an act wherever on the body the knight wishes) is the highest mark of
of bravado such as having tea at the usual time, even if the goblins honor within the knighthood. It signifies that the knight has for-
are preparing to attack. The winning knight should epitomize a ever silenced a traitor to this order and that all who seek to harm
spirit of civilized behavior that refuses to bow before uncouth the city should recognize this knight as someone to be feared.
beasts and lowborn louts.
• The Golden Cloak: Awarded for completing a dangerous mission, Special Right Hand of Tyr Honors:
where many of the award-winner’s companions were seriously in-
jured but the knight kept his or her cool under fire and instructed • Book of Fair Prayers: Given to a knight for confronting a creature of
the lads on the finer points of etiquette even when his or her own the lower planes having Hit Dice at least equal to the knight’s level
life was in danger. and destroying or banishing it back to its plane of origin.
• The Gold Medal: Fashioned in the form of a rooster (pierced for a • Holy Symbol of Tyr: Awarded to those who take the final vows and
neck-chain but also fitted with a clasp for cloak wear), this award is become priests of Tyr. Note that this is a fully sanctified and func-
given to any knight who stops an evil plot to bring the reputation tional holy symbol, differing from a standard cleric’s holy symbol
of the order into disrepute. only because it is fashioned with a sculpted scabbarded sword-and-
belt wrapped around the customary balance-atop-a-war-hammer.

44
• The Way of the Blade: A hand-lettered and illuminated book with
covers of polished white marble, each relief-carved with a human
Special Phoenix Honors:
hand clenched into a fist. Its contents set forth the proper care of • The Iron Feather: This honor is given to a knight or knight-squire
all edged weapons, how to precisely identify how they were made who through direct action defeated or otherwise banished a powerful
and what they are made of, and the known powers of many non- undead or extra-planar creature threatening the city of Ravens Bluff.
unique enchanted blades, with precise instructions for identifying • The Brass Talon: This honor is given to a knight or knight-squire
them and awakening and controlling those powers. This book is who single-handedly destroys a level-draining undead or free-willed
conferred only upon those who lead a handful in defense against a fiend from the lower planes in defense of the city of Ravens Bluff.
multitude of evil and triumph. The “multitude” can either take the • The Bronze Wing: This honor is given to a knight or knight-squire
form of a single creature of great power, such as a dragon, or a mass who through direct action rescues a citizen of Ravens Bluff from a
of evil creatures outnumbering the defenders by seven to one or powerful undead or extra-planar creature. Other Knights or non-
more. It is acceptable, if regrettable, for the defenders to have knights may assist in the rescue, but the individual who receives
taken heavy losses, so long as their aim (for example, delaying this honor must have played a paramount role.
would-be royal assassins, or protecting a holy relic) is achieved. • The Golden Crest: The highest honor given by the Order of the
• The Silver Sash: To a lay brother or sister who has sworn to only Phoenix, bestowed upon a knight or knight-squire who travels to
speak when asked questions or confronted by evil, so that he or she the lower planes or the Negative Energy Plane and defeats a major
can concentrate fully on prayer, self purification, and being a true fiend or undead, thwarting a plot against the city of Ravens Bluff or
warrior of the faith. This vow must be fulfilled for at least a year be- any part of the Vast. Often given posthumously.
fore the sash is awarded; speech is allowed during that period dur-
ing prayers and religious or order rituals. So long as the silence lasts Special Raven Honors:
for five years the sash is not taken away if the vow is later broken,
although a knight can only win one in a lifetime. • The Marshal’s Rod: Given to an army commander who decisively defeats
an enemy army in the field. Always awarded at a major city festival.
Special Keepers of the • The Silver Scroll: Given to a knight who successfully completes a
Mystic Flame Honors: mission as an ambassador for Ravens Bluff. The mission must result
in a trade agreement, treaty, or other important negotiation that
Each Mystic Flame honor is a special gemstone worth 2,000 gold pieces greatly benefits the city.
that appears to contain a flame frozen within its heart. To sell one of these • The Purple Cloak: Given to a knight who completes a personal mis-
gems is to lose all honor and rights of knighthood. sion of heroism, such as defeating a great dragon threatening the
city. The knight must have been under real threat of death or have
• The Ruby: Earned by a knight who captures and brings to justice a actually died accomplishing the mission.
being whose actions have proven to be a magical threat to the city, • The Silver Coronet: This award is only granted to a knight who has
or who destroys a powerful spell or enchanted item that has been already earned the Marshal’s Rod, the Silver Scroll, and the Purple
set to discharge and create a magical threat to the city. Cloak and has an estate of at least 1,500 developed acres. The
• The Emerald: Given to a knight who provides evidence leading to knight must then defeat a major threat to the city, such as a power-
the conviction and imprisonment or execution of a powerful magical ful hidden alliance of Red Wizards who were manipulating civic of-
menace to society. The spellcaster involved must have threatened ficials and leaders to gain control of events, laws, or city operations
more than just Ravens Bluff with his or her schemes. for their own ends. There have been several such Red Wizard plots
• The Star Sapphire: Given to a knight who convinces a powerful in the past, as well as intrigues launched by the Zhentarim, the
magical menace to change his or her ways and convert to Mystra, rulers of both Hillsfar and Mulmaster, and at least one cabal of
This must be a true conversion, involving a voluntary alignment Sembian mages having no link to a government, all of them (one
change and attendant loss of levels. hopes) exposed before they came to fruition.
• The Pearl: Earned by a knight who recovers a lost or stolen thought
bottle (a magical item important to the faith). The winner of The Silver Coronet is thoroughly investigated by the
Ministry of Art to discover and remove any magical influences (geas,
Special Pillars of the Realm Honors: charm, or curse conditions) or ongoing alliances or affiliations that may
prove harmful to the city. In other words, it must first be established that
• The Jade Ring: Given to a knight who, while on a mission, survived the knight is not a secretly an agent for a foreign power or a shapechanged
extreme conditions of weather and other circumstances to success- or disguised creature pursuing its own agenda. When this investigation is
fully complete his or her task. successfully completed, the knight is fully accepted into the city’s ruling
• The Azure Girdle: A cloth belt or girdle marked with the order’s nobility as a baron and awarded a voting seat on the Council of Lords (in-
symbol, given to a knight who sees a potentially dangerous clash of creasing the number of seats on the Council by one).
legal religions that could escalate and defuses the problem before it
becomes a matter of serious concern. In cases where the trouble
was caused by a member of an evil religious cult, the knight should
have apprehended the guilty party.
• The Crimson Gauntlet: This piece of finely made armor (or, in
some cases, a symbolic glove) is given to a knight who succeeds in
an undercover mission of rooting out the leaders of a banned reli-
gion trying to establish itself in Ravens Bluff.
• The Broken Pillar: The rarest of all Pillar awards, reserved for
knights who went undercover, died on a mission, and whose bodies
could not be recovered. The award is a headstone shaped like a
broken pillar. Pillar Knights honor their fallen dead through vari-
ous ceremonies of remembrance during the year and often dedicate
a battle to a particular fallen knight (e.g., “I strike now for Baelrar
the Bold!”). If a knight awarded this posthumous honor is later re-
covered and brought back to life, the award is not taken away; such
knights play an important role in the rituals of remembrance,
speaking for those of their order who are truly lost.

45
The Nobility outlying ring of forts defending the city was universally taken as a sign that
the granting of “coronet titles” (as they are known) is alive and well.

avens Bluff is a city dominated by bold, ambitious folk.


Rights of Lordship
A
Prestige, social standing, and respect depend on a person’s lord of Ravens Bluff is entitled to a seat on the Advisory Council, a
fame; it’s possible to receive fair or favorable treatment, right of first offer of any government posts of the rank of First Clerk
or even aid or obedience, from total strangers because to Regent or higher (the offer is made simultaneously to all nobles of suffi-
they’ve heard of you or recognize your name as that of cient rank, who must then bid for, or purchase, the job), a ten percent re-
someone they look up to and admire. Fame may come through a sudden duction in annual property taxes (plus an additional two percent per civic
stroke (the “luck of the gods”) or a slow accumulation of hard-earned repu- project sponsored by the noble, if the sponsorship is approved by the Re-
tation. Good deeds can bring more than a smile or grateful thanks, and val- gent of the Exchequer, the Council of Lords, the Mayor, or the Deputy
orous deeds may even be recognized by a knighthood or civil investiture Mayor), and the right to raise and arm a personal bodyguard and private
with the Order of the Raven (see the “Knights of Ravens Bluff” chapter); garrison for each country manor. A lord of Ravens Bluff has traditionally
many civilian heroes of the war were recently given Raven medals at a cer- been allowed “first immunity” to any penalty associated with a crime of
emony in Raven Hall. which he or she is judged guilty. In other words, a conviction is registered,
When recognized in the street, decorated folk command a certain auto- but no sentence is imposed. In the old days, a lord could in theory openly
matic respect among Ravenians. However, the true height of society is the commit every crime in the book once and escape all consequences; these
nobility. Most young and fast-growing cities lack entrenched upper classes, days, all that remains of this privilege is a certain fluidity of sentence im-
wherein birthright is all and wealth has little power to gain its possessor el- posed on all citizens who are capable of paying fines of ten or twenty times
evation in social rank. Ravens Bluff, however, does have its old noble fami- the usual amount (in other words, a guilty lord who “tentops” the set fine
lies which are granted a level of respect not extended to the nouveau riche usually walks free). The merchants now rising to power seem quite willing
(much to the latter’s annoyance). Many common Ravenians pretend not to to allow this right to survive, so long as they too can take advantage of it if
care if they ever even see a noble or not, but underneath such casual man- need be. It has always been cheaper to pay settlements before cases come to
ners waits a lurking excitement at the thought of consorting with nobles— court, so the civic authorities simply dismiss most charges in exchange for
in a hunt, perhaps, or being invited to a revel—or even (if the gods lean sufficient funds. In times past, “settle sums” were openly split into two parts:
down to kiss one) becoming a noble! a personal amount for each official involved, and the remnant for the civic
coffers. Since Mayor O’Kane’s reforms, personal amounts have officially dis-
The Nobles appeared-to be replaced in practice by gifts of goods to the official’s per-
sonal residence, such as a good riding horse, or a winter’s supply of potatoes

N obility in the Bluff can be by birth or appointment. It falls into five


ranks, given here in ascending order:
or pickled meats, or perhaps an appropriate number of full kegs of beer. Nat-
urally, some crimes are prosecuted no matter what the offender’s rank or
pocketbook, such as treason against the city or some of the more heinous
Knight (addressed as “Sir”)/Ladyknight (addressed as “Maer”) types of murders.
Calagard (addressed as “High Sir”)/Calagrath (addressed as “High Maer”)
Baron (addressed as “Urgrave”)/Baroness (addressed as “Urgrava”)
Exalted (addressed as “Saer”)/Exalted (addressed as “Saeress”)
Lords’ Laws
T
Lord (addressed as “Lord”)/Lady (addressed as “Lady” or sometimes “Lady he bodyguard of a lord of Ravens Bluff may number up to twenty
Lord,” a pedantic form favored only by a few of the oldest families— men-at-arms. They must wear livery identifying the noble whom they
or by those pretending to be of the oldest families) serve, or at least the lord’s badge, prominently displayed at all times. The
lord is responsible for their actions and will be fined for any breeches of the
In daily usage and by those unsure of the rank of the personage they’re peace carried out by his or her representatives. In addition a lord is entitled
addressing, the catch-all terms “Lord” and “Lady” are employed. Nobles to keep a garrison of men-at-arms for each habitable property outside the
need not address each other by title at all (preferring “Goodsir” and “Good- city walls (that is, per landholding that has a structure on it that can house
lady”), but it’s considered an insult for a noble speaker to use a catch-all folk through a winter, not mere fields or woodlots with “night-over” shacks
title when knowingly addressing someone of superior rank. More com- on them). Members of a private garrison must carry a badge identifying
monly, such nobles refer to each other by family name (thus Lord Transtible their lord with them but need not openly display it save to authorities of
Norwood is usually called “Norwood” by his peers but “Lord Norwood” by the Bluff who demand to see it. Such men-at-arms can be armed and
those of lesser ranking). trained as their patron sees fit but may not include spellcasters or be issued
There are many self-styled but impoverished “noble” families who claim enchanted weapons without a permit from the Ministry of Art (one for
grand titles by right of having owned land in the vicinity when Ravens Bluff each mage or magical weapon; these typically cost 250 gp for a person and
was founded, and claimants turn up every decade or so using the surnames of 100 gp for an item, and their issuance involves a Ministry inspection and
noble families thought to be extinct, so there’s no exhaustive, definitive list periodic brief surveillance). The Wizards Guild has been trying for many
of Ravenaar nobility. Of the hereditary nobles, none dare question the legit- years, without success, to wrest this power from the Ministry and enforce
imacy of those who hold seats on the council of Lords, so those titles are the the ban on liveried spellcasters themselves. However, nobles who would
most-secure. It’s not unknown for ambitious merchants or unscrupulous ad- defy this rule discover that not only is the fine for unregistered mages and
venturers to arrange fatal accidents for aged and dissolute nobles or infant items quadruple the normal fee (should the Ministry discover them) but
heirs in order to extinguish noble lines, make room for new Life Lords, seize that the Guild periodically conducts quiet investigations of its own and
properties, or simply avoid repaying inconvenient debts. tends to respond with considerable bluntness (e.g., fireballs, magic missiles,
In addition to the hereditary titles, many civic offices grant their current and the like) against disguised spellcasters.
holder the title “Lord” (for example, Lord Chancellor, Lord Marshal, Lord Trespassers take note: inside or outside the city walls, wounding or
Speaker). Titles can thus be acquired by winning office, and many have in- killing a non-noble intruder within the boundaries of property belonging to
sisted on retaining the “courtesy title” long after they left office until it has a noble is considered “assault”; and the offense is usually dismissed without
become something of a Bluff tradition (as, for instance, in the case of “Am- penalty, beyond the slayer’s name being recorded (so that a warrior who
bassador” Carrague). In the past, sometimes the ambitious even bought titles kills in this manner many times will carry an unfavorable reputation into
outright by a donation of heroic proportions to the Exchequer, a practice later court appearances). In addition lords need not register any personal
discontinued by Charles Oliver O’Kane when he first became mayor. It's still magic with the Ministry of Art (who sometimes require inspections and
rumored, however, that those who discreetly approach certain city officials “tallies of Art” as part of the sentence laid upon convicted Ravenian crimi-
of the rank of Regent or higher may be able to arrange private meetings nals who don’t happen to be noble). Those desiring to offer violence to
wherein an unrecorded donation may lead to the Lady Mayor’s office subse- Ravenian nobles should be advised that those who are wealthy enough
quently recognizing a person’s “stellar service to our city” by bestowing a title often carry “blood tokens”—single-use items keyed to function only when
upon that worthy. The recent granting of lordships to the purchasers of the worn by a specific individual, who need have no magical aptitude to trigger

46
the token’s effect at will. Most blood tokens are designed to help the noble Lord Knight Rashaverak Dandelion, of the Right Hand of Tyr (Fort DeVillars)
escape from danger—for example, evoking a time stop, teleport (to a specific Lord Knight Lorien Darkarrow, of the Roosters (Fort Thoden)
refuge), or a blade barrier that moves with the token-wearer. Lord Darthmoor (Fort Blademark)
Lords who do not ally themselves with the city need not pay taxes to the Lord Knight Uldred Deepaxe, of the Griffons (Fort Skyhawk)
Bluff for their estates outside the city and may do as they like on those es- Lady Knight Melissa Eldaren, of the Griffons (Fort Elminster)
tates (Ravenian law does not apply to what happens on such land). In re- Lord Knight Hildegrim, of the Griffon (Fort Belanor)
turn, they receive none of the rights of Ravenian nobles within the city, ex- Lady Kaitlyn McTavish (Fort Dandelion)
cept the right to be escorted by a four or fewer bodyguards. Any property Lord Meadowfield (Fort Carrague)
they may own inside the city is treated the same as commoners’ property. A Lord Knight Nanteen (Fort Blacktree)
lord allied with the city can arrest humans and demihumans but may not Lord Silver Fox (Fort O’Kane)
imprison them for longer than it takes to safely convey them to city jails— Lady Knight Tara Sojournn, of the Roosters (Fort Kothonos)
for instance, an intruder subdued at midnight can be held until morning, or Lord Knight Drakar VonDamn, of the Griffons (Fort Holiday)
until there are at least four armed men available to serve as an escort, but by Lady Chiara Zhelanaya (Fort Longbottle)
law the noble must otherwise contact city authorities to come and get the
prisoner by highsun of the next day. By contrast, a lord not allied to the city
can keep his or her own prisoners, for as long as he or she desires, and need
The Noble Families
only personally follow Ravenian law when off his or her own land. Lords
currently owning property inside, but not allied with, the city include the
of Ravens Bluff
Ampner, Hawkdragon, Liontower, and Yarvandar families.
H ere follow brief descriptions of the hereditary noble families of
Ravens Bluff. In addition, there are many exctinct lines and any
Life Lords member of impoverished, obscure, and doubtful claimants to nobility. Some
(such as the Eldermores) seem to have succumbed to vampirism or other

L ife Lords are those nobles whose titles are non-hereditary. Their rank
is that of Calagard (or Calagarth, as the case may be; see page 47).
Each has been granted his or her title in return for “services to the city” (an
dark fates; noble families tend to be secretive about such matters. The idle
rich among them tend to dabble in passing fads or hobbies, so the family de-
scriptions below are necessarily incomplete. The badges of Ravenaar noble
amorphous phrase, which can cover anything from heroic exploits to mas- families are considered crude heraldry by some long-established Faerûnian
sive contributions to the city coffers), and those titles will not pass on to kingdoms, but they are well suited for display on servants’ liveries, grand
their offspring. A long-standing procedure exists in the civic regulations doorways, the sides of coaches, and the like.
that allows a non-hereditary noble to purchase a hereditary title upon pay-
ment of a stiff fee to the Exchequer and the majority approval of both the Ampner
Council of Lords and the Advisory Council. The last time this occurred, in Motto: “Virtue never unrewarded”
the case of Lord Emmerdin, the fee was a staggering two million gold pieces Rank: Baron
(not including bribes). The Lord Magistrate is of the opinion that majority Badge: An upright, open-flowering red rose encircled
approval will now be necessary from all three councils for a grant of lord- by a loop of silver chain
ship to be lawful, and it’s widely believed that the Merchant Council will
only agree to the creation of more nobles if it’s to see one of their own num-
ber ennobled. The Ampners long ago abandoned Carthrose Hall, their sprawling country
No official list exists of all the Life Lords. Some are still missing after the mansion upriver from the city, as too far from neighbors and too often
recent hostilities, and not all can be presumed to be either battle-dead, cap- raided by orc and bugbear bands. When it became haunted from within by
tive, or traitors whose lives are forfeit if they return. The following names spectres (of former family retainers, in a seemingly inexhaustible supply),
are but the most active and prominent among the Life Lords: Lord Me Al- the Ampners purchased over a dozen modest houses in the city and vary
bright, Lady Nalatha Baerebrym, Lady Cheseirione Dalbrath, Lady Em- their residence between them. Each has shops in ground-floor tenancy and
lathree Kheldinor, Lady Daveira Malajikas, Lord Beldrodos Malaver, Lord eschews outward show, though two of them are linked by an enclosed and
Charles Oliver O’Kane, Lady Irwina Oustintell, Lord Quinthas Rallogath, furnished third-floor bridge. The Ampners aren’t known to keep house
Lord Perevel Sauruethyn, Lord Calathor Shamskel, Lady Mreevas Velrin. troops beyond a dozen or so personal servants who are quite capable of serv-
Many more exist, and some of them are quite secretive about their positions ing as bodyguards at need. They keep at least three expert archers among
(particularly those granted their titles for “services to the state,” who would their servants.
prefer that their identities not slip out). It’s safe to say that adventurers en- The Ampner family has suffered financial losses in recent years. A blight
countering a noble with an unfamiliar family name, he or she is more likely wiped out their flax crops for a decade, forcing them to shift to other grain
than not a Life Lord. crops and ultimately into textiles. Their aging mills have been declining
slowly under ongoing competition, and various Ampners have shown a
The Fort Lords marked disinterest for commerce and the family fortune. Only their invest-
ments in Dalelands wineries and a glass bottleworks in Tulbegh still bring in

I n the wake of the war, fifteen adventurers were ennobled by Lady


Amber Thoden in recognition to their services to the city (coinciden-
tally greatly replenishing the city’s coffers, which had been sadly depleted
a steady income. Recently, however, young Lord Noldron Ampner seems to
have come into a lot of money and has been quietly buying properties and
shares of businesses (usually financing expansion and rebuilding efforts) as
by wartime expenditures). This is the largest group of Life Lords ever to be if he has a bottomless pit full of gold pieces to spend. He may well have; at
raised to the nobility at the same time and is a perfect example of the pur- least one merchant believes the Ampners are fencing pirate contraband in
chase of titles. Each adventurer bought one of the outlying wooden stock- return for a healthy split of the profits. True or not, certainly security has
ades left after the war. The titles came with a land grant of the hundred been trebled around most of the suddenly busy Ampner warehouses.
acres immediately surrounding each fort; these former adventurers are now The Ampners have never enjoyed much social prominence and have
Calagards and Calagrath entitled (literally!) to style themselves as “Lord” generally been thought of as undistinguished country nobility, given to the
or “Lady” so long as they maintain the lands and pay their city taxes. They occasional drunken crosscountry gallops and other revelry alongside more
may also recruit and arm their own personal bodyguards and garrisons. prominent nobles. Lord Noldron Ampner recently became head of the
The Fort Lords are listed below, along with the Fort that serves as each’s house upon the death of his father, Urgrave Raedrin. Noldron has an aged
demesne: aunt, the never-married Lady Kassitrassa Ampner (known as “the Witch
Rose” in her earlier days for her unearthly raven-haired beauty and her re-
Lord Amlar the Ugly (Fort Condor) puted use of dark magic to achieve her desires); two cousins, Lady Balarra
Lady Analiana Blessing, of the Lady (Fort Moonsilver) and Lady Aerilyn; and a much younger brother, the sickly Lord Roel.

47
Balathorp honor and increase the Blacktree fortunes (for instance, by investing in
Motto: “My sword my tongue” armor just before the outbreak of hostilities); until recently, his master Lord
Rank: Exalted Charles (the only surviving Blacktree) devoted
Badge: A star of five arrows, points innermost his time solely to spending them. During
the war, after the Black Knights and gar-
deners had marched off to join the
army, Sir Henry defended Black-
This family is still wealthy despite excessive spending and seeming neglect wood Manor by taking in priest-
of business affairs. Since inheriting the title, Dunstan Balathorp has esses of Sharess (long-patronized
adopted the refined manners of an aficionado of fine wines, good clothes, by Lord Charles, these ladies had
and stirringly recited poetry; he always drops hints in his talk of “interesting come to Ravens Bluff to found a
and important” doings all over Faerûn about which he seems personally and temple in the city, a mission
continually informed. He seems at times almost a parody of the dandified they’re still pursuing—see
noble, complete with monocle (that keeps falling out, to dangle from its “Temples and Religion”). The
wine-red ribbon), gilded ebony swordstick, and everpresent coteries of priestesses took up posts on the
overperfumed young poets and languid bards, whom he sponsors and boundaries of the estate; when-
houses. Some of these “Balathorp blades” are in demand at revels and par- ever threatened they cast a suc-
ties for their impressive recitations, but the usual gossip as to Saer cession of spells akin to blade bar-
Balathorp’s personal closeness to them has been tempered by the astonish- rier which animated ordinary farm
ing number of scantily-clad lady cousins he seems to have acquired, who tools—hoes, plows, sickles, scythes,
dwell in every room of his house, and all wear the Balathorp badge on harrows—into a whirling field of
black-ribbon chokers around their necks. edged death whenever intruders ven-
Dunstan Balathorp maintains a vigorous program of importing paper and tured near.
bulk dried rice noodles from the southerly coasts of the Sea of Fallen Stars The master of this estate, Lord Charles Frederik
but no longer makes personal buying expeditions (which some unfriendly LaVerne Blacktree IV, grew up a vain, foolish, lazy, and irresponsible fop who
tongue long ago dubbed “cousin-acquiring trips”) to warmer ports of call. loved wine, woman, and idle pranks more than anything else in life. To
His trade influence has almost vanished, and many look upon him with everyone’s surprise, when faced by a challenge he felt worthy of his talents
barely concealed amusement or contempt. Still, Lord Balathorp continues he grew into a capable and courageous (if wildly reckless) war leader. As
to set trends and fashions, particularly among rising merchants and the Field General (styled Field Marshal once mercenary troops came under his
common people, who love his grand gestures (flinging fistfuls of gold coins command) of Ravens Bluff, he won new respect among Ravenians and was
onto bar tables) and his drawling, unconcerned manner (“If you must run a even touted as a possible successor to Mayor O’Kane. Now that the war has
man through, dear neighbor, kindly spray the blood of your kill yonder— ended he shows signs of reverting to his former habits, much to the dismay of
I’ve quite enough red sauce on this already, hmmm?“). his new bride, the beautiful and brilliant Lady Katharine Marie Moorland
Balathorp is the epitome of the upstart merchant, but he’s not a Life (now Lady Blacktree). Lady Katharine has already expelled the sulky priest-
Lord. The youngest of five sons, he was thrust out into the world to earn his esses and is just beginning to become seriously worried about her husband’s
own living and never expected to inherit the Balathorp title. If a shipwreck sudden indolence.
hadn’t claimed the lives of the entire family of his second-eldest brother,
and another brother hadn’t been poisoned by a vengeful lover upon taking Boldtalon
a wife, it’s doubtful Dunstan would ever have seen the lordship. There’s no Motto: “Slay dragons, rear nobles”
hint whatsoever that he had anything to do with the passing of his four Rank: Baron
brothers or his parents (he still grows misty-eyed when his parents are men- Badge: A silver-scaled dragon’s claw, with four blood-
tioned). Dunstan has no acknowledged heir—but it’s expected that upon tipped talons uppermost, on a circle of purple
his passing, one of his twenty or so “cousins” will produce a son or daughter
claimed to be of his blood and attempt to seize whatever remains of the
Balathorp riches. It’s also expected that this will lead to bloody intrigues The Boldtalons suffered heavy material losses during the recent war. Talon
among the bards, poets, and cousins that will last for years. When such mat- House, their small estate on a wooded ridge just within sight of the city
ters are mentioned to Dunstan, he just laughs and shrugs. walls, was the scene of heavy fighting on several occasions. Their small pri-
vate army, some sixty strong, was scattered and is only slowly being rebuilt.
Blacktree The family had sunk much of its wealth into loans to merchant traders,
Motto: “Outroar the lion” many of whom were slain, captured and divested of all goods, or simply dis-
Rank: Lord appeared in the hostilities. Still, they remain extensive landholders within
Badge: An upright black oak leaf the city, owning some five hundred minor properties, and retain similar
holdings in Sembian cities (whose rents have tided them over recent lean
times in the Bluff). If the Boldtalons can retain their holdings during the
coming decade of rebuilding, they should become very wealthy indeed—
Blackwood Manor, the family seat, sits on an estate of over two thousand but for now, economies must be taken. Thankfully for the family fortunes,
acres, almost half of which is prime forest land sporting many walnut, chest- at least three of the current generation of Boldtalons are taking personal in-
nut, oak, and duskwood trees. It supports a prosperous mixed farm and has terests in family investments, not trusting agents and servants to handle
rolling fields (perfect for galloping) and chases linking the various pavilions such matters for them.
shaped like miniature castles where Lord and Lady Blacktree entertain Formerly a successful family of mercenary warriors, the Oldtalons clan
their guests. The estate is formerly home to over three hundred bodyser- deliberately sought to become local nobility. They succeeded by performing
vants and two hundred and fifty gardeners; in reality, the gardeners were a so many duties for various powerful noble families and city officials that
trained and well-armed fighting force nearly wiped out in the war. The their grateful former patrons were only too glad to ennoble them as a rela-
twenty-strong “Black Knights,” among the best-trained and -equipped war- tively painless way of repaying the debt. The ’talons have always under-
riors in Faerûn, perished to a man, enchanted weapons and all; Lord Black- stood politics, the workings of society, and shifting public opinion better
tree is said to be slowly and carefully looking for replacements whose loyalty than most and have profited from their attention to the mood of the
he can trust. people. This has recently made them champions of the rising merchant
Sir Henry Mason (a facially-scarred LG hm 7th-level Paladin of Tyr)— class, with their mercantile gifts and loans and investments buying them
formerly the First Knight until crippled by injuries-serves as Blackwood’s the position of “truly noble merchant-friends” in the eyes of merchants
seneschal, having replaced the dishonest Ilhans Silverspeak. Ilhans almost throughout the city. If a Boldtalon were to be kidnapped, merchants would
bankrupted the family through his embezzlements and blackened their leap to their aid without thought of reward—and the same can’t be said for
honor by his shady investments. “Iron Henry” works to rebuild the family’s any other nobles of Ravens Bluff, beyond Lady DeVillars, Ambassador Car-

48
rague, and (in some quarters) Lord O’Kane or Lady Amber Thoden. As the equipped armsmen. The Daradusks remain comfortably wealthy, despite
merchants of Ravens Bluff grow ever stronger, the importance of the Bold- the tragic loss of Lord Iruiven Daradusk in the war. His battered helm sits
talons (and hence their influence) can only grow. Better yet, they are loved on the desk of Lady Amuinara Daradusk, now head of the house, and (in
and respected by those of lesser rank. Some of their fellow nobles privately the words of would-be-womanizer bard Othember of Saerloon) “one of the
dismiss-them as “low-living rustics who like to grub around in taverns and most sleek and alluring temptresses ever to beguile the eyes of a man.”
alleys with common folk,” but they have no real foes among the nobility. Lady Amuinara has always known the effects of her beauty, and she’s
The balding, quiet-spoken Osklavar Boldtalon sports magnificent flow- doubly attractive to men immune to other lures (such as, for instance, Lord
ing white sidewhiskers, hair (in a sort of side-mane and tail), and mustache. Magistrate Sureblade) because of her ever-alert intelligence and kindly na-
Taken prisoner by pirates in his youth, he performed some great service for ture. This woman has it all—except the husband she loved so deeply. Now
them, the details of which remain murky; still, to this day, no pirate will at- that multiple resurrection attempts have irrevocably failed, the sorrow she
tack a ship bearing the Boldtalon colors. Thin and in good health, Osklavar bears somehow increases her attractiveness; there are bards, nobles, adven-
remains agile and is a good dancer and favorite escort of single noble ladies. turers, and merchants alike all over the city who would dive willingly into
He has survived his wife by some seventeen years, presiding proudly over flames for her. Her acumen and the general goodwill in which she is held
the blossoming of their three sons and five daughters. In order of their birth, have enabled her to hang on to investments and to chart a financial future
the younger Boldtalons are Lord Elsmargh, the heir; the serene and very in- for a family where other widows might have lost their inheritance.
telligent Lady Ilione; the sarcastic and sly Lord Vlandrath (the rebel of the Urgrava Amuinara has no sons but four daughters: Shalimarra, Aeren-
bunch, rumored to be mixed up in all sorts of intrigues); Lady Marargae dra, Cathlea, and Relara. The eldest two are just growing out of the gawk-
(the betrothed of Lord Noldron Ampner); the impetuous Lady Ninune, ish stage and blossoming into beauties to interest and be interested in
who loves anything to do with the sea; Lord Locklear, a gentleman adven- young men, while the younger pair are exulting in the tomboy stage. She
turer who carries on the old family tradition of martial excellence; Lady intends that they all be free to marry or choose a life for themselves purely
Rhondeverra (a priestess of Selûne named for her mother, whose long, as they wish—and that each begin her freedom with a million pieces of gold
flame-red hair she’s inherited); and the quiet, studious Lady Belremra (an to call on. Few in the Bluff are aware that the Daradusk fortune is currently
initiate at the Wizards Guild). in excess of six million gold, but someone certainly knows it: Lady
Amuinara has had to fire darts from her hand crossbow into the faces of no
Cathone less than nine by-night visitors since the death of her lord. She is beginning
Motto: “Leave mercy to the gods” to think she needs a loyal band of very capable adventurers to protect her
Rank: Exalted daughters—but she’s caught in the heart of a very real dilemma: there’s al-
Badge: A cluster of grapes hanging downwards most no such thing as loyal adventurers, unless one means adventurers loyal
to themselves, or perhaps to each other. Amuinara hesitates to use her
beauty as a weapon to win the love of men enough to guard House
Daradusk, because that’s both cruel and stupid: down the road, warring
Cathoniar, the large (six-hundred acre) family estate of rolling woodlands loves will mean violence among her bodyguards.
and farmed plots, was completely burnt during the war, with the loss of all So Amuinara sadly asks the helm on her desk for guidance each morning—
buildings, retainers, and troops. Much reduced in wealth, but still a city and each morning it keeps silent, giving her no answers as the days pass . . .
landowner of respectable holdings, House Cathone is today a shell of its for-
mer self. Five different family members have held the title in the same year. De Sheers
Lord Vaerien Cathone was poisoned just before the recent war by a cabal of Motto: “Dare all, retreat never”
merchant debtors—perhaps by the Viper Ring. His sons Saer Delbaerth and Rank: Lord
Saer Sendrit both died only days apart fighting for Ravens Bluff, while their Badge: A red feather (low dexter to high sinister)
eldest sister, Saeress Paerthra, was mortally wounded in the final battle (her crossed over a white snail shell
cousin Ninuvel, last of her side-branch of the family, also died in the melee).
All that remains of the once-haughty Cathones, formerly one of the
most obdurate and crusty oppressors of “those upstart shopkeepers and dirty The De Sheers have no less than three grand estates: High Seraeda (a
commoners who think to seize power, as irresponsibly as a child seizes a toy walled estate of over eight hundred acres, with forests, farms, and two forti-
belonging to another child” (in Lord Vaerien’s words), are the two youngest fied manor houses—Croemarth Hall and Tylathia’s Towers), Saprindon (a
daughters, Raerevel and Chuthlessra. A year ago both were young and im- walled compound with manor house on the road between Ravens Bluff and
pressionable beauties who loved revels and teasing lords of their father’s age Mossbridges), and Daltabria (a walled compound with gardens and manor
with over-eager kisses. Since the burial of their kin, Saeress Raerevel has house on a crag in the foothills of the Earthfast Mountains, overlooking
turned silent and serious, attempting to throw off despair and learn the dif- Ravens Bluff). Their garrisons and bodyguards once totaled no fewer than
ficult business of managing the few remaining Cathone resources (primarily two hundred and eighty armsmen, of whom less than forty survived the war.
shipping concerns and a number of useful contacts in Hillsfar politics). By They are still wealthy, owning much property within the city and silent-
contrast, her plumper sister has plunged even more wildly into dalliance partner investments in dozens of businesses run by others, even to the ex-
and high living. A dozen old and loyal family retainers remain, including tent of underwriting the expenses of the Builders Guild and the Cartsmans
the family seneschal, Nuth Olimbrelt—a grim but capable former merchant Guild, but their influence has been crippled by upheavals within the family.
and adventurer who was Lord Vaerien’s right-hand man for decades. He The De Sheers have always been wealthy, arrogant, ruthless, and
sends discreet agents to watch over the Lady Chuthlessra, guarding Lady shrewd. Second in seniority, wealth, and prestige only to the DeVillars clan,
Raerevel himself with hawklike alertness, watching for any attempt she no De Sheers have ever been heard to admit to being “second” in anything.
might make on her own life—or any turning to the wrong sort of man for Once robber barons in what is now Sembia, the De Sheers were pushed out
solace. If House Cathone is to survive, Raerevel will have to throw off her of their traditional raiding and pillaging ways by the spread of commerce
gloom soon and make plans for the future—including who will be the next and settlement. Coming east across the Vast, they seized all they could, re-
Lord Cathone. ducing all the shepherds and foresters they found to serfdom. Growing rich
and fat on lumber, mutton, and wool, the De Sheers eventually emerged as
Daradusk the most well-armed, energetic, and ambitious of the self-styled “Lords of
Motto: “Outshine the sun” the Coast.” The head of the family, Keldarvon the Black, was a brawling
Rank: Baron giant of a man with a bristling black beard and eyes like smoldering coals,
Badge: A face-on stag’s head with flames leaping from known to break the necks of men with a single blow from his great fists. Far
its (six-point) antlers cleverer than his forebears, Keldarvon realized the beset future for his off-
spring lay in his playing the role of grave elder statesman rather than fe-
rocious marauder who might goad all of his neighbors into rising against
Daradusk Hall, a small keep rebuilt into a mansion, stands atop a knoll him. Thus the de sheers family seemed to lose their fire for a generation
within a few acres of wooden gardens; slightly damaged in the war, it is still and thus survived being obliterated by the other landowners of the area,
home to about two hundred retainers, of whom fifteen or so are capable and who hated and feared them.

49
The driving ambition that has always marked this family, however, re- treachery) said that there was no way of determining a certain count of the
mained, merely cloaked and hidden for a time. Keldarvon’s sons “Rory” enemy Lord De Sheers had personally slain in the name of Ravens Bluff, but
(Roarael), Naeblar, and Carlton chafed at the roles their father made them that he himself had seen Lord Elvaerden kill over seven hundred of the foe.
play, especially when other families, emboldened, sneered at the “fallen, Today, all that remains of the De Sheers family is the last and quietest sis-
gutless” De Sheers. Then came the day when the Obrilt family raided a De ter, Niune. She’s put the large family estate of High Seraeda up for sale and
Sheers farm, and Rory chased them—into an ambush, where he lost his life taken to entertaining suitors with a calculating view not only to finding a
(though the Obrilts and their retainers paid a bloody price for his down- suitable (powerful, handsome, wealthy) mate but a man who will love her
fall). Keldarvon raged at his dead son for being a “headlong fool” rather (and whom she can thus control). Taking her measure of Ravenian mer-
than awaiting the right moment to strike—and an incensed Naeblar de- chants she’s crossed paths with, she hired five (each of whom knows others
nounced his father as a weakling, The fight that followed has passed into have been hired to keep watch on him and to try to outdo him in invest-
legend, lasting as it did an entire night and involving the destruction of al- ment returns but doesn’t know who those others are) to administer the fam-
most every window and piece of furniture in De Sheers Hall. At dawn Nae- ily investments and largely retired from public life. From time to time, just
blar fled into exile, wearing two of his father’s crossbow quarrels in his back. when Ravenian society has decided to dismiss “poor crazy Niune” as a lonely
But two months later, before Keldarvon could complete his careful plans to recluse, and the rumors rise once more of her madness and running wailing
destroy the Obrilts, Naeblar returned in the nights and burned De Sheers through the halls and thorntree mazes of High Seraeda, Lady De Sheers ap-
Hall to the ground, with his mother and father inside. The only survivors pears at a revel—devastatingly beautiful, wasp-tongued, and purringly flirta-
were young Carlton and two sisters, whom Carlton sold to slavers for tious . . . and with eyes as cold as those of a waiting, willing executioner.
money enough to hire his first mage. Determined never to be humbled by
anyone again, Carlton charged down the dangerous path of relying on wiz- DeVillars (formerly Daefihlars)
ards when one has no magic of one’s own. By trickery and the spells of his Motto: “Let love be our guide”
mage, he slaughtered the Obrilts to the last man and took their land and Rank: Lord
wealth. With the wealth, he hired another mage and drove out another Badge: A blue wave, curling up on the sinister, to encircle
family. By the time his surviving neighbors united their forces and hired a single, eight-pointed golden star, all on a
enough mercenaries to stand against him, he’d thundered through six more circle of white
families (now extinct) and assembled over twenty mages—with land
enough to give them all keeps of their own to buy their loyalty and as many Chanserdun House, a garden estate of six hundred and twenty-two acres
of the conquered as they wanted for servants, slaves, and experiments. with its own lake—Lake Lauren—and a dozen pavilions, was heavily dam-
An uneasy truce ensued. Unable to ignore “Carlton’s little magic king- aged during the war. The other two outlying DeVillars holdings fared bet-
dom” in their midst, the other lords began hiring mages of their own. Carl- ter: Mriteleigh (a farm estate of two hundred and forty-eight acres) and
ton responded by going to Sembia and bringing back another two dozen Campopegasus Hall (a walled country mansion sprawling over a dozen
hired mages to bolster his defenses. Before all the Vast erupted in a storm of acres) can still muster over five hundred and thirty souls between them, de-
spells, two priests intervened, with the results that the wizards defected en spite heavy losses during the war among their garrisons and retainers. In the
masse and joined forces to form the Ravens Bluff Wizards Guild (see page city itself, DeVillars Manor is universally acknowledged the grandest house
19). Stripped of his mages, an enraged Lord Carlton set about festooning in the Bluff. Lady Lauren maintains a second. more discreet, city residence
the borders of his land with so many traps—carnivorous plants, deadfalls, as well: Laurentowers, where she often lodges her guests, whisking guests,
man-snares, concealed pits and spring-bows—that no one dared approach. servants, and the Lady herself back and forth between the two palatial
There the De Sheers family dwelt. Carlton took six wives, murdering each homes in a small fleet of coaches.
in turn as he tired of her. Legend says that he took each into the woods Through shrewd investments (such as the Tempest Rose merchant
when her time had come and forced her to drink a potion that turned her house) and rental properties throughout Ravens Bluff, the DeVillars for-
into a doe, which he then hunted alone with knife and bow. Others tune continues to grow, although all three country estates suffered during
claimed he merely strangled them one by one and hid the bodies before the war. The recent election of Lady Thoden to the post of mayor over
sending back to Sembia for a new bride. Eventually he was found dead in Lady Lauren’s chosen candidate, Charles Oliver O’Kane, was seen by some
the woods, his old heart apparently having stopped for no good reason. as marking the end of the old DeVillars influence; still, few Ravenians
Many a ballad tells of Lord Carlton and his wives, but only a brave bard would hesitate to name House DeVillars as the oldest, richest, and best of
would sing one within earshot of a De Sheer. the noble families of Ravens Bluff. Lady Lauren is truly and deeply loved by
Carlton left behind seventeen sons and daughters. Being De Sheers, the populace for her generosity and her many personal acts of kindness and
they fought viciously over their inheritance, until only four were left alive: caring. She’s been known to hire priests to heal the sickly child of a beggar,
the handsome but ice-hearted Lord Elvaerden and his beautiful and deadly or walk through the cold winter streets silently passing out splendid new fur
half-sisters Phaermona, Esmel, and Niune. These four made a pact never to cloaks to the poor, or rush down to Crow’s End in bitter winter weather to
act against each other, by poison, intrigue, magic, betrayal, or outright at- bring hot meals—feasts as fine as she’d serve to noble guests, on silver plat-
tack. Freed from the need to watch each other for treachery, they entered ters—to hungry folk huddled in the streets. The people look up to her as a
Ravenian society and were soon gathering ballads of their own. All four mother figure, “Lady Laur,” and she in turn considers Ravens Bluff her
were shrewd and ruthless; they saw the fortune to be made in adhering to charge and responsibility, somewhat as a mother regards her beloved but
the letter of the law (and no more), becoming investors, importers, and somewhat wayward children and grandchildren.
smugglers. As they grew in wealth and successes, the need for unsubtle bru- Lady Lauren wields the greatest economic clout of any single individual
tality, whether in private life or business dealings, lessened, and they re- in Ravens Bluff (she was until recently a retired High Priestess of Waukeen
treated into bejeweled respectability. The De Sheers retained a dangerous and only just took up her old post again “for the duration”—i.e., until Wau-
reputation but became sharks gliding smoothly among their fellow nobles, keen’s hierarchy sorts things out). She uses her prestige and wealth behind
no longer ravening wolves. the scenes to change city laws and policies she dislikes, constantly seeking to
And then, as with so many other families, the war came, and everything mold Ravens Bluff into the image of what she desires “her” city to be. The
changed. Esmel joined forces with Warlord Myrkyssa Jelan, only to be signs of DeVillars philanthropy are everywhere. Lady Lauren sponsored the
hunted down and butchered by her sister Phaermona, who was then tom original Champions Games that brought Charles Oliver O’Kane to the may
apart by Myrkyssa’s servitor fiends. Lord Elvaerden unleashed himself at last, oralty. She erected most of the public buildings and sculptures in the city,
leading his men into battle against the foes of Ravens Bluff with a swift sav- paying for them out of her privy purse. To the surprise of many, she bought
agery that chilled the Ravenians who saw him fight. Field Marshal Black- up blocks of buildings and cleared the land to make way for the temples of
tree, seeing De Sheers exult in the slaying and maim his foes with gusto, other faiths and was the key figure in establishing the Clerical Circle to en-
muttered aghast, “That lived in our midst?” There are some who say that the Courage rival clergy to work together towards a common goal: the prosperity
enemy advance on the city in the First Battle of Fire River would not have of the city. Before the war, it was DeVillars money that equipped most of the
been stopped if the killing machine that was Elvaerden De Sheers hadn’t city’s army and naval units (though Lady DeVillars has shown no inclination
been in the field. He died as night fell, pulled down by a last wave of attack- to re-endow units destroyed in the recent war, remarking tartly that Mayor
ers as the last of his men lay dead around him. One Ravenian officer (who’d Thoden will have to dip into someone else’s coffers if she wants more war-
been set by Lord Blacktree to keep watch on De Sheers for any signs of toys). Lady DeVillars likes to keep her finger on the pulse of her city, steering

50
Only two other DeVillars are currently in the area. Suram DeVillars, a
paladin of Tyr, lives at the Silver Halls (the Temple of Tyr), where he serves
as Tyr’s Sword of Justice. A country cousin uncomfortable with all of the
revelry and trappings of nobles, he avoids meeting Lady Lauren as much as
possible. Lady Lauren’s second cousin, the beautiful flirt Marilene DeVil-
lars, was until recently the Minister of Illusion in the Ministry of Art. She
used to be a bright fixture in the social whirl of the city but a few months
ago quit her post, left the city, and went into seclusion near the village of
New Hope for reasons that are as yet unclear (a scandalous rumor has it
that she is in an “interesting” condition and will return to the city when
this is no longer the case). Lady Lauren also has a nephew, Raraerdo Moon-
spring, who amuses himself by sampling the city’s night life and social whirl
but firmly refuses to accept any responsibility or post that might interfere
with his pleasures. While not a true DeVillars, he is nonetheless fond of
“Aunt Laur” and sometimes undertakes little commissions for her, sifting
gossip to find out specific behind-the-scenes information, all the time culti-
vating the image of an empty-headed social butterfly (or drone).
Fond as the city is of her family, however, it is Lady Lauren herself to
whom the citizens are devoted. Many identify her with the city and some
folk even whisper that when Lady DeVillars dies, Ravens Bluff will fall,
stone upon stone. This legend is deep-rooted enough that the Clerical Cir-
cle has held solemn and secret discussions of what magics must be prepared
to prevent that death ever happening.

Emmerdin
Motto: “Forget nothing, learn much”
Rank: Baron
Badge: An intricate ornamental knot (in white cord,
with the ends trailing away; the particular knot
depicted has changed often over the years at the
whim of Lord Emmerdin)

Lord Eskevelt Eskeller Emmerdin (“Lord Em,” or “Esk” to his friends) is an


intelligent, understanding, far-seeing man who always strives to see the fu-
it as unobtrusively as possible, and often goes to the Silent Network to learn ture consequences of his actions and those of others. These talents and
every last thing going on in Ravens Bluff that her own trained and highly- habits have made him astonishingly rich, eventually earning him a Life
skilled staff of informants can’t find out. She’s not above hiring dungdiggers, Lordship (as Calagard Emmerdin), and opened the way for him to purchase
undertakers, beggars, thieves, and adventurers for this or that little task that a hereditary title. True ennoblement cost Lord Emmerdin two million gold
will nudge a civic official to do this, or a merchant lord to do that, and so pieces, but his descendants are now forever noble in the eyes of Ravenians.
move the Bluff along on the path she’s chosen for it. The emptied coffers are now slowly being refilled through merchant ship-
Lady Lauren always maintains a lofty, dignified manner, ignoring the ping (especially the importation of Zakharan spices) and investment in the
wilder goings-on at those gatherings and revels she chooses to grace with making of practical new tools and machines (lighter, stronger carts; im-
her presence. A recent incident demonstrates her unflappable calm: at one proved hoes; better shipbuilding tools). Those-welcome new funds are
revel several young lords and ladies started a game of snatch-torch that being used first and foremost on badly-needed repairs to Emmer Hall, a
quickly got out of hand. Soon half a hundred guests were running all over walled manor house on the road to Mossbridges. Only lightly damaged dur-
the grounds as they chased the torchbearer through fountains and topiary, ing the war, the manor had been sadly neglected for several years; it’s home
ending up dripping, disheveled, and in some cases half-naked. One trium- to sixty-odd retainers and seventeen surviving armsmen.
phant young woman (a Daradusk) snatched the torch and bounded past The greatest blows Lord Em has suffered are the deaths of his wife, Maera,
Lady DeVillars flourishing it, only to be swarmed over by a dozen young from a shaking fever over a dozen years ago and the loss of his son and heir,
men. One of them emerged from the enthusiastically wrestling pile and Lord Felrin, during the war. He consoles himself with his three daughters:
waved the torch almost under Lady Lauren’s nose. She looked the man up Lady Syrune, Lady Almithara, and young Lady Imramarthree (all named for
and down from head to toe with a calm considering gaze, smiled, and said elven friends of their mother who tended her during her long invalidship).
gently, “That’s a very nice torch, dear. I’m sure you’ve enjoyed all this vigor- To this day any elf who visits the city can expect the offer of a good feast and
ous exercise. Now, isn’t there something you could be reading, instead?” a warm bed (one night’s guesting) at the Emmerdin mansion (the drow
Lady Lauren’s husband, Lord Daimler, is long dead; they were reportedly priestess Rebekkah Darklyte was a recent guest; see page 32). Urgrava
devoted to each other and she has firmly refused all offers of remarriage. In- Syrune has been her father’s bookkeeper for some years and is growing into a
deed, on one occasion when a smitten young blade pressed his suit too ar- calm, firm daily administrator of the family business. Almithara is enjoying
dently she snatched up his ornamental sword and whacked him with the the role of femme fatale, blazing her way through the hearts of young male
flat of the blade, repeatedly, until he fled—then sent the blade back with an nobles, dashing adventurers, and rich merchants’ sons all over the Bluff. Im-
apologetic note about her “unforgivable loss of temper; don’t know what ramarthree is a tomboy who insists on climbing in and out of her bedcham-
came over me.” Her two daughters, Bethany and Chantel, are both priest- ber window by way of a handy tree at all hours of the day and night to lurk
esses of Waukeen who have official residences in Procampur but quietly on rooftops and peer in windows with gangs of bored young street boys. She’s
maintain Ravenian residences they don’t tell her about (and about which learning to fence with whatever adventurers she can persuade to give her a
she chooses not to inquire, nor about their occasional discreet amours). few lessons and slips down into the sewers and cellars of the city to seek “lost
Having kept them at arm’s length for years so that they might develop some dragon treasure” at every opportunity—recently she met and befriended the
independence of spirit away from the overwhelming influence of her great bronze dragon Eormennoth (see page 93). She is the despair of her
wealth, power, and personality, she has recently begun training them in the governess and tutors, but Lord Emmerdin and his armsmen (who sometimes
responsibilities of their heritage; the two now often visit her, together or have to come to her rescue) only smile over her exploits.
apart, to discuss DeVillars investments, to plan the Waukeen revival, and
to discuss long-term plans for the Bluff.

51
Flermeer so far the servants she placed to covertly watch over her daughter have wit-
Motto: “Foremost to answer the call” nessed no actual indiscretions. In descending order of age, the other daugh-
Rank: Exalted ters are Illyth, Gondeene, Tlamaera, Raerdelune, and Paerythe. Each
Badge: A brass bell in the shape of an hourglass daughter has mastered a handcraft (sit-down pursuits such as embroidery,
weaving, or painting) and all are encouraged to acquire expertise in various
subjects of interest of their own choosing. One noble remarked that Lord
and Lady Fleetwood “seem bent on raising an army of beautiful lady sages,”
The Flermeer family seat, Fireflower Hall, is a sprawling and ornate man- and it’s certain they disdain the usual flashy but empty amusements of
sion surrounded by forty acres of rolling wooded hills and creeks; one hun- Ravenian high society—whatever awaits them seems likely to unfold in
dred and thirty-eight retainers dwell there, as well as a garrison of twenty tasteful tranquility.
armsmen (very slight war losses and damage have been replaced and re-
paired). Their other major holding, Turnstone Hall, is a walled manor Gultoss
house on the road to Mossbridges with a staff of forty-odd servants and full Motto: “Ever able, ever vigilant”
stables. The Hall is divided up into sixteen suites, which are rented out to Rank: Baron
all sorts of folk-adventurers, wealthy visitors to the Bluff, nobles or offi- Badge: A winged fish, upright and leaping upwards,
cials desiring to meet with each other free from watching and interested trailing droplets of water
eyes in the city, and so on; two suites are reserved for Flermeer use at all
times, one usually being given free to designated guests of the family.
Steadily growing in wealth and influence, the Flermeers have always in- As Ravenian nobility goes, this family is rather poor, with diminishing re-
vested in wagonmaking, coachbuilding, and furniture-crafting concerns. turns over recent decades from investments in fisheries and shipbuilding;
Saeress Ilmaera ascended to the title while still very young when her brutal efforts are now underway to forge alliances with Sembian merchants and
father, Lord Augultras, was poisoned by a merchant debtor nine years ago win some much-needed wealth through joint shipping concerns. Gultossan
(she’s said to have fallen to her knees, clasped her hands, and given thanks Towers, their walled keep and kitchen-farm compound on the sea-shore
to her father’s murderer when she discovered the corpse). Augultras was north of Ravens Bluff, suffered little damage in the war but is generally di-
known to flog anyone who displeased him, from the humblest servant to his lapidated; some fifty-odd resident retainers, fishers, and a garrison of twenty
own wife. Frail Lady Cathlass died twenty years ago giving birth to Ilmaera’s armsmen make their home here.
sickly sister, the misshapen Jathdra, who’s seldom seen outside her private This fair-haired, athletic, wanderlust-ruled family has suffered from
apartments in Fireflower Hall. dwindling numbers over the last half-century. They go off adventuring or
To this day, Ilmaera refuses to have any men, except aged servants, in exploring, never to return. Most die in various horrible ways, while the sur-
Fireflower Hall when she’s present. She seems disinterested in companion- vivors settle down in some distant corner of the Realms such as Amn,
ship of any sort. She has no friends, rotating the duties of her servants every Waterdeep, or the cities around the Lake of Steam. The sea seems to be in
month so that no one grows too “familiar” with her, and only meets with their blood, and Gultossans are never far from it or businesses involving it.
folk when she’s negotiating business deals (which she does with great skill). The main branch of the family today (i.e., the Ravens Bluff one) consist
She avoids revels, politics, and Ravenian social life completely; other than of Urgrave Adelbaert Gultossan, his wife Urgrava Amadreil, her two sons
mercantile affairs her only pastime seems to be music. She regularly hires (Breltan and Naekol), and Adelbaert’s brother, Lord Huehm. The main
musicians to come and play for her while she sits in the next room or in an family tends to be somewhat no-nonsense and close-mouthed (except
overhead balcony, so that she can hear but not see (or be seen by) them. when talking about the sea), but Huehm is one of those fun-loving, rollick-
Large numbers of caged songbirds hang about the apartments maintained ing characters who enjoys dressing up, pranks, outrageous accents, and
by Lady Flermeer in the city—and more than one would-be thief insists comic orations (he’s particularly fond of playing the role of a deaf old salt).
that some sort of magical guardian beast that can hide itself lurks there as He’s also the only financially successful Gultossan, amassing a personal for-
well, awaiting intruders hungrily. tune in cinnamon, nutmeg, and saffron spice deals and single-handedly res-
cuing the dwindling family fortunes by traveling around Sembia striking up
Fleetwood deals (with pirates, say envious and slanderous tongues). Lady Amadreil
Motto: “First in the chase, without striving” frets openly about the example he sets her boys, but all of the Gultossans
Rank: Exalted know they need his outgoing manner, business wisdom, and energy to keep
Badge: A hunting horn (curved, with the mouthpiece them from sinking into penury. Longtime acquaintances of the family say
to the lower dexter, and the bell to the lower that Lady Amadreil quietly married Huehm years ago during a period when
sinister) Adelbaert was missing and presumed dead, and that Naekol is actually
Huehm’s son; the truth, if any, of this rumor is something the Gultossans
keep very much to themselves (the last person to speculate on the matter
Always impeccably dressed, Lord and Lady Fleetwood and their six openly was shanghaied that very night, shipped to the far side of the Sea of
daughters are quiet of manner but quick-witted, often sharing amused Fallen Stars, and told to walk back). Whatever the truth, all three are very
looks, arched eyebrows, and little smiles between themselves at the antics close, and those few who have been admitted to the family circle describe
of their peers. Saer Bremel Fleetwood walks with a cane due to an old battle how the entire household warms up, like moths fluttering around a flame,
wound (inflicted by Carlton De Sheers in the skirmishes between noble when Huehm rolls in from his latest exploit.
houses that preceded the Champions Games); his black hair has gone white
at the temples but he remains an impressive figure, looking rather piratical Hawkdragon
with his curling black beard, large and very steady green eyes, and ever-pre- Motto: “Seeing deeper, knowing more”
sent silver earrings (a vast array, always of his own design). Saeress Saprana Rank: Baron
Fleetwood is of average height and appearance, but her daughters take after Badge: A staring reptilian eye, face-on, the slit-shaped
their father: tall, thin, and lithe, sharing bright green eyes, long raven-dark pupil black with a tiny scarlet flame leaping at
hair, and striking good looks. The daughters prefer reading, mapmaking, its center, the rest gold
and gathering news of the Realms to dalliance and gossip; none have so far
shown any interest in the noble suitors who sometimes approach them at The Hawkdragons, who maintain a Ravenian residence but aren’t allied
revels (although Raraerdo Moonspring once proposed to three of them in with the city, have always maintained diverse business interests through-
turn, all in the same week). out the Vast, from horsebreeding on their estates to being extensive land-
The eldest two daughters have hired adventuring bands to escort them lords in both Tantras and Calaunt. In recent years, they’ve profited
as they explore regions of Faerûn, both wild and civilized, slowly building a greatly by underwriting blacksmiths, prospectors, and miners all over the
clear, deep, and exact understanding of what life and conditions are like all southern Vast—allowing some of these business partners to grow into
over the Realms. Lady Fleetwood suspects that her eldest daughter, the great business successes and earning the Hawkdragons a good country-
Lady Jurleena, is taking rather too close an interest in the handsome sailors wide reputation as helping-handed friends. Hawkdragon Hall is a splen-
accompanying her on her latest voyage around the Sea of Fallen Stars—but did, soaring castle surmounting a rocky knoll in the midst of three-

52
hundred-odd acres of farms and rolling pastureland studded with wood- Hawkynfleur
lots. Their other major property, Stonebow House, is a walled inn some Motto: “Light-hearted but fire-hearted”
miles northeast of town used by many travelers who don’t quite make Rank: Exalted
Highbank Forest by nightfall; in addition to the highly regarded inn itself Badge: A hawk’s open talon, descending from the upper
with its live-in staff of thirty-four, the property includes a private lodge dexter, silhouetted across a slim silver crescent
and fishpond for the Hawkdragons at the far end of the woodlot from the moon, its points to the dexter
inn and a barracks for the garrison of twenty diligent and highly-trained
armsmen (the “Battleworthies”). The Hawkynfleurs have always fulfilled the stereotype of the drawlingly ar-
In Ravens Bluff, the Hawkdragons have always been seen as “great rogant, unnecessarily monocled, flashily dressed, casually carefree noble.
folk; pity they won’t join with us in justice and common cause” (in the Hawking, riding, hunting, and gambling occupy their days and thoughts;
words of Charles Oliver O’Kane). Of course, those opposed to Ravenian they are seldom without drinks to hand and fresh jokes (brought by hired
government and its regulations see the Hawkdragons as shining examples minstrels) on their lips. To a man they are openly and frankly bored by pol-
of why the city would be better off without the current laws and “para- itics, commerce, and “the grubby initiatives of the lower classes” (such as
sitic” government; they are championed by folk sickened by Ravenian just about anything any Ravenian merchant tries to do). Hawkynfleur
taxes, rules, and politics. Luckily for the Hawkdragons, their senior family ladies may wear revealing gowns to revels, but by day they adopt the riding
members have always been shrewd judges of character able to tell which breeches and boots of their menfolk and curse just as casually and stylishly
folk turning up asking for work are rogues and which will work out well as when their horses throw them or their prey gets away. Hawkynfleurs love to
inn staff, foresters, or cartsfolk in the ever-expanding Hawkdragon busi- hunt deer and boar with lances from horseback, without benefit of dogs or
ness empire. The wealth of the Hawkdragons rivals even that of Lady “beaters”; many have paid a final price for this down the years in extremely
DeVillars—and though their influence in Ravens Bluff is far less, the na- hard collisions with trunks, boughs, stumps, or rocks.
ture of their wealth commands a lot of workers, vehicles, and outposts. Hawkynfleur House, their country manor, sits on twenty-two acres of
For themselves, the Hawkdragons buy only the best—the best clothes, rolling wooded grounds, eight of which were burnt over in the war and are
armor, weapons, and even wine—but spend far less frivolously than lesser now being tilled as farmland to feed the family. The forty-six resident re-
nobles or socially-climbing merchants trying to make a show. They enjoy tainers keep the place spotless; the Hawkynfleurs are one of the few noble
,a reputation as great businessfolk, good hunters, and superior folk who de- families who have more grooms for their horses than maids and valets for
serve their high status. themselves. The newly-installed garrison of twenty guards continually pa-
The current head of the house, Lord Korliannus Hawkdragon, has three trol the borders of the estate for poachers but frankly take more care to
sons by his first wife (the half-elven Lady Elindalae, dead sixteen years) avoid being mistaken for a deer by some enthused Hawkynfleur than in ac-
and two daughters by his second (the human Lady Tishantra). There are tively repelling trespassers. Seen as frivolous by many Ravenians, the family
also two aged Hawkdragon aunts of a previous generation, Lady Blortha enjoys a measure of influence only in matters of fashion. The customary
and Lady Desreene, who keep to their own perfumed and flower-bedecked Hawkynfleur total lack of attention to finances would seem to make them
cottages on the family estate of Hawkdragon Hall, writing endless volumes prime targets for dishonest servants and agents, but such pilferage has been
of memoirs that servants say read like the very worst Rundigo Ranstorm or surprisingly minor down the years due to deep loyalty on the part of most of
Gaspra Waftpetal romance novels. Korliannus is a gracious, quietly hu- the servants (who know just how easy their own lives are, under such mas-
morous man who views the world around him as entertainment he’s paid ters, who simply laugh away minor thefts).
for and wants to stop and properly watch; Lady Tishantra is a woman of Saer Rhalidan Hawkynfleur heads the house and with his wife Saeress
quiet steel that flares into fire when she doesn’t get her own way—thank- Hesmerelda (who has a long, distinctive mane of curly auburn hair) has
fully, she genuinely loves her family (husband, daughters, and stepsons produced a family that are all long-boned, slim, and good-looking: Lord
alike) and thus escapes becoming a tyrant. The Hawkdragon sons, the heir Lindalan (his heir, called just “Lindal” by everyone), Lord Sarger, Lady
Lord Derrin and his younger brothers Lord Baltheamus and Lord Roaryn- Shurune, Lord Delbrun, Lady Athalae, Lord Presger, Lady Delbra, and Lord
del, are cheerful, athletic, “let’s go gallop the countryside” types, who Imrin. Hawkynfleurs regard adventuring as a lark and will sometimes ac-
enjoy the company of like-minded young ladies, fast-spending gamblers, company or rescue adventurers “just for the bloody fun of it.” However,
and good hunters of both genders and all ranks of society. Lord Korliannus they have no stomach for long expeditions, “mucking about underground,”
approves of their essential natures but is becoming exasperated at their re- or deliberately stirring up trouble just to win “a few grubby coins.” They
fusal to “grow up” beyond this pleasant, carefree lifestyle they’ve adopted sometimes challenge encountered adventurers to hunting contests; anyone
and begin taking some interest in the family business affairs (after all, Ko- who beats a Hawkynfleur fair and square at one of these (a difficult task)
rliannus and his loyal business agents aren’t growing any younger). more often than not wins a friend for life.
The Hawkdragon daughters, Flarathae and Baundiliya, are romantic,
dreamy young ladies who hope some handsome knight will ride in and Indemmer
carry them off to a life of languid luxury, somewhere in Faerûn where it’s Motto: “My honor my shield”
slightly warmer in winter. They adopt a very good “fluffy-headed dither- Rank: Baron
ing” act whenever someone suggests they learn anything about the family Badge: Three golden four-pointed stars, in a diagonal
business or even a handcraft to while away hours by the fireside. Lord Kor- row from high dexter to low sinister
liannus is beginning to suspect just how clever they really are. He’s pri-
vately toying with the idea of hiring some adventurers to “kidnap” his
daughters and then allow them to “escape” somewhere in the wilderness Investors par excellence, the Indemmers are the sort of folk who grow very
where they’d have to fend for themselves in the countryside for a few days wealthy without anyone noticing; they invest through agents, placing
(carefully observed via some scry, of course), just to see whether they’re money carefully and waiting patiently for many years before reaping any re-
still capable of acting and thinking in a crisis or if their backbones have turn. They are a small family but have grown tremendously wealthy without
entirely dissolved into an endless languid doze of chocolates and gossip ever acquiring the hauteur and splendid stuff (clothing, wines, furniture,
and dreaming of handsome young knights. Lord Korliannus would view horses, and so on) that define “noble living” in the minds of many. Indem-
the emergence of any two of his children as capable, interested, enthusias- mer House is a pleasant, unassuming country manor with an acre of ground
tic administrators of the family concerns (which to him means the retain- enclosed within its neat brick wall; the eighteen resident servants are joined
ers and the bounty of the land, not just coffers full of coins) as the pinna- by twenty guards who are allowed to supplement their salaries by training in-
cle of his life. If only he could see a road to that pinnacle . . . terested passersby in the use of weapons. Their city mansion, Marlinspur
Manor, is surrounded by a high wall enspelled to repell intruders.
“Cautious, careful, and drab of garb, thought, and deed” was how one
noble once described the Indemmer clan. “Gray-faced and boring; timid as
mice in a cat’s lair,” another offered. They’re not far wrong; the Indemmers
dress as common merchants, never go out in public without bodyguards,
and rarely join in revels (though they do attend temple dedications and
other official events where nobles are on display”). Despite this, the In-

53
demmers certainly do regard themselves as noble, are firm friends with Lady Lord Augirt is married to a voluptuous but ill-tempered Tantran ship
Lauren DeVillars and (surprisingly) with the Gultoss family, and on very wright’s daughter who’s much given to tantrums and hurling hairbrushes at
rare occasions flex their financial muscles in a way no commoner could and servants. Urgrava Onchantra is rich in her own right and loves her husband
few nobles would dare. Once, for example, they became embroiled during a with almost embarrassingly hungry affection, but she’s never shown love or
summer heatwave in an argument with a ship captain who wanted to rene- tenderness to anyone else. They have three children: sons Eldryn and Imbron
gotiate his contract at the eleventh hour. The captain scoffed that without and daughter Milyth. Under Augirt’s guidance, Eldryn is turning into a
his ship they’d never be able to get a herd of cattle to Sembia before all the miniature version of his father: all cold calculation and leashed menace,
beasts died from the heat. Instead, the Indemmers bought sixteen smaller awaiting just the right time to lash out and deeply wound a business rival—or
boats up and down the Dragon Reach in a matter of hours, hiring their for- ally. A certain older noble was recently heard to say grimly, “If I ever catch
mer owners to converge on the Ravenian docks and whisk away the herd by Lord Coldheart or that vicious little weasel of a son he’s rearing in anything
sunset—and the next morning’s sunrise saw the cattle safely in the hands of they should be fined or jailed for, I’ll challenge them over it when I’ve got a
Sembian buyers. dozen archers concealed nearby. If they draw steel on a doddering old man,
There have, of course, been flamboyant Indemmers and may be again. they can enjoy the taste of a dozen arrows. If I hang for it later, I can take
Lord Flymdrin, eldest son and heir of Lord Malthulas (the current head of the pride in the good service I’ve done Ravens Bluff, with one or two fewer Leor-
house), once astonished all attendees at a quiet soiree by donning a borrowed duins fouling its air.” When these words were uttered, no one rebuked the
gown and heavy, clumsily applied makeup to deliver a devastating full-voiced speaker; everyone was too busy nodding and murmuring agreement.
parody of a certain warbling noblewoman twice his age who is under the un- Little is known of the two younger children, except that Imbron is re-
fortunate delusion that she can sing. Social prominence is not, however, the portedly a rather creepy youth with great potential as a wizard if he could
House Indemmer style. Lady Tierune Indemmer, despite her delicate beauty, but convince his father to let him enroll in the Wizards Guild. Milyth is
is almost never seen in public, and her daughters Rythindele and Isbra are said to be a budding priestess, but no two stories agree as to which faith she
only slightly less reclusive. Lord Malthulas himself spends so much time in- follows—certainly none of the ten approved ones in the Civic Religion. A
specting properties and discussing investments that he can hardly recognize prophecy holds that as these two grow older, they’ll have considerable im-
his youngest son, little Chelstryn Indemmer, a lad of only three. pact on the city, but whether for good or ill none can say.

Leorduin Liontower
Motto: “Still standing at battle’s sunset” Motto: “Vice avenged”
Rank: Baron Rank: Baron
Badge: The snarling head of a manticore, face-on Badge: A face-on, snarling golden lion’s head (with
long mane outflowing, all around), above a stout
and crenellated silver stone tower, on a circle of
royal blue
Once far too haughty to pay any attention to commerce, the Leorduin fam-
ily was reduced to a penniless state some thirty years back, about the time of Lord Liontower, the twelfth of his line, is another of the “Aloof lords” who
the Champions Games. When old Lord Thuldas died at the funeral of his keeps a house in Ravens Bluff but isn’t allied to the city. The Liontowers are
wife, Lady Aglamme, his prim and cruel son Augirt became ruler of the country gentry in the Cormyrean sense of the term: lords loved locally who
house and plunged into a whirlwind of shady deals, bargains with adventur- guard and tend the land they hold with loving care without bothering
ers, and currency speculation that ended in the first three farm purchases themselves with the politics of folk who live elsewhere. Stormshield House
that have since cemented the family fortunes. Today Augirt has fully reno- is a castle in all but name, with over four hundred resident retainers, of
vated Sevencrown Keep, a castle with thirty acres of land protected by its whom some two-thirds are trained and equipped to bear arms in full battle.
walls, placed at the center of eight farms that together total 18,430 acres. It sits at the heart of an estate of seven hundred acres of woods, farms, and
The Keep and each farm officially have a garrison of twenty guards apiece, pastureland watered by no less than six streams that rise on Liontower land
but neighbors say at least another forty of the staff or laborers on each prop- and flow down to the Fire River. Quietly and honestly wealthy, the Lion-
erty are fully armed, highly trained troops; in the recent war, House Leor- towers are content to watch their worth growing slowly with land acquisi-
duin fielded six hundred and sixty-eight troops and lost only fifty-six. tions and careful breeding additions to large herds of cattle, pigs, and deer.
Many of their fellow nobles privately sneer at the Leorduins for being Their influence in the city has never been great, but they are much re-
“just cabbage farmers now, eh?“—but none dare do so openly. Few clans spected in the countryside for their care of the land and fairness in dealings
among the Ravenaar nobility are as arrogant, and the Leorduins have al- with others.
ways been swift to draw steel and begin quarrels but slow to forget grudges. If the Leorduins produce most of the vegetables on Ravenian tables, the
They used the recent war as a convenient excuse to settle scores with any- Liontowers provide the lion’s share of the Bluff’s meat. Where the Hawk-
one who’d crossed them in the last decade or so, and sworded more than a dragons expand into a hundred different concerns and holdings, the Lion-
few “traitors to the city” before Field Marshal Blacktree bluntly told them towers concern themselves with nursing and ever-so-slowly expanding their
that sentencing criminals (and, ah, trying them first) was for the courts to land holdings, farm by farm. Herbs are their newest interest and the results
carry out, not Leorduin blades. The war did purge the Leorduins of a year’s are beginning to appear in Ravenian markets in bulk. Lord Leorduin is
revenues (few crops survived the enemy armies), but they’ve built up gold angry over this sideline but hasn’t yet dared to openly pick a fight with the
and personal larders enough in the hidden storage caverns beneath Seven- Liontowers over it—Liontower archers have too deadly a reputation for
crown Keep to easily ride out a lean year or three. They also own several up anyone to welcome an open fight, having reportedly slaughtered hundreds
land mills in the Vast and collect a tidy sum each year grinding flour from of orcs and hobgoblins in Warlord Myrkyssa’s army.
the wheat raised by others farmers, most of whom escaped the invading Lord Amandas Liontower, the head of the family, is a blue-eyed, weath-
army’s depredations. erworn, middle-aged man of kindly looks and simple but elegant dress. He’s
Urgrave Augirt is watching the rise of the merchants within the city and seldom out of his saddle these days as he tries to oversee everything going
investing in the ventures of the best of them. He is a cruel and exacting bar- on across all his lands. His wife, the often-laughing Lady Meralde, is said by
gainer, as skilled as any law-proclaimer in the government at navigating the some to be a weredragon, but this may be no more than a minstrels’ rumor.
details and comers of the Ravenian legal code, and seldom loses a dispute— She regularly beats her husband at chess and other games of strategy and al-
or a single copper coin. He cares not a whit if he loses the friendship or ways joins his archers in their practices.
good regard of his fellows—because you can’t lose what you’ve never had. The Liontowers have a son, Lord Jerald, and two daughters, the Lady
He’s already planning to hire adventurers (through intermediaries, of Nantclio and the Lady Aereven. All of them are thoughtful, plain-spoken
course) and trick them into repeatedly raiding the halfling village of New folk who help in farmwork and show no signs of “lording it over” the re-
Hope, thereby eliminating those rival producers of vegetables for Ravenian tainers they work alongside. Only once has the family harmony been bro-
tables. The few halflings who survive can come to work for him or go un- ken, when Lord Amandas ordered his heir to hide in the cellars of
derground and grow mushrooms for all he cares, so long as the potential Stormshield House when the estate was attacked during the war rather
threat is no more. No one stands in the path of House Leorduin. than risk his life defending their borders. Lord Jerald seemingly obeyed, al-
beit with vast reluctance, but Lord Amandas was outraged to hear a report

54
a short time later that his son’s armored figure had been seen galloping out In the years since, the “boy lord” has built friendships with important no-
to join the battle. The armored warrior’s arrival rallied the archers, who had bles and civic officials; a surprising number of the most powerful people in
been reeling from hobgoblin reinforcements, and prevented the estate from the city enjoy dining at Maldridge Manor, from Chief Constable “Sunny”
being overrun. Amandas’s anger turned into astonishment when he discov- Sunriver and Alcides Von Tighe to Chancellor Kothonos and Lady Lauren
ered that the returning hero was Lady Nantclio, who had donned her DeVillars. Lord Russell inherited his father’s seat on the Advisory Council
brother’s armor so that at least one family member would fight alongside and has cast a number of decisive votes, slowly developing a reputation as a
their retainers. A family argument that was more earnest debate than angry quiet, incorruptible young man who keeps his thoughts to himself and only
shouting spilled through the rooms of Stormshield House that night, lis- speaks up when he feels he must.
tened to with rapt fascination by all the retainers who could assemble. In Lord Russell is a keen hunter of monsters, terrifically strong (Strength
the end, family stances on the need for adherence to duty, mutual apprecia- 18/00, but it’s not obvious just by looking at him), and occasionally joins ad-
tion of everyone’s needs, practicality, and so on had been settled. Everyone venturers on expeditions to slay some beast that he thinks poses a threat to
on the Liontower lands now know how the Liontowers think and what they the region. The debts have now all been paid and the empty family coffers are
stand for. As one farmer muttered, “A comfort, that is. Good people, them slowly being filled by a scheme thought up by Russell, Grimalkin, and Bevis.
I serve. Some folk aren’t half so lucky as me—they don’t even know if their In return for steep fees, Ravenian merchants and visitors
lords can think.” to the city can rent Maldridge Manor for a few
days, complete with the services of Challot
Longbottle and Aubergine, an elderly couple devoted
Motto: “Vigilance married to caring” to the Rolands who act as impeccable
Rank: Baron butler and incompatible cook. A pa-
Badge: The foreshortened prow of a white ship trimmed tron who pays extra can even pass the
with gold, a dripping blue mermaid clinging to estate off as his or her own to out-of-
its bowsprit (which points to the upper dexter), towners. Kilthorl Keep is also avail-
on a field of green able for rent, either to merchants who
want to play noble-for-a-night or to
The newest hereditary lord of Ravens Bluff, former Regent of the Harbor would-be adventurers who want to
Lord Calvin Longbottle, has just managed to prove his descent from the sharpen their dungeon-delving skills;
Longbottles who settled up the coast from the Bluff over a century ago and in either case, illusions either hide the
were long thought to be extinct. The Council of Lords examined the evi- dilapidation or enhance it, according to
dence assembled by Lord Calvin over many painstaking years (including the circumstance. For an extra fee, a night
papers hidden in a lockvault in Saerloon by his father, Baldric Longbottle, in Kilthorl Keep can come complete with
decades ago) and pronounced him to be “of the blood true.” Calvin is now monsters, traps, mysterious strangers, etc. (all illu-
entitled to bear the Longbottle arms and to all the rights of lordship (as is sions, of course, cast by illusionists specially hired from the Wizards Guild for
his brother William and William’s daughter, Marina). No ancestral lands the purpose). It’s becoming quite fashionable to “do” Kilthorl Keep in this
accompany the title, having passed into other hands long ago, but Lord fashion, and the Guild illusionists compete eagerly to outdo one another. It’s
Calvin did uncover some wealth he hadn’t known his father had hidden also become a tradition to convert Maldridge Manor into a “haunted house”
away, enough to keep him “comfortable” (in fact, he’s worth about as much several times a year, complete with very realistic ghosts and authentic secret
as a solidly successful merchant and owns his own modest home). Already a passages built by Russell’s great-grandfather. One sneak thief who stumbled
Life Lord by virtue of his office and a knight in his own right (a founding upon a “haunting” fled in such terror, and spread the story so widely, that it
member of the Order of the Golden Rooster, in fact), he has of course tripled the demand.
overnight become one of the most enticing bachelors in the city, with rich All this is widely known. What fewer realize is that the family is no longer
merchants elbowing each other aside to throw their unmarried daughters at penniless. People have become used to the idea that when the Rolands aren’t
him. Sometimes, Calvin wishes he’d never found his father’s papers . . . but at the Keep they must be at the Manor and vice versa, enabling Russell or his
his niece Marina is reveling in the unexpected attention. sister to slip off for days at a time when they feel like it. They enjoy doing
little acts of charity with a flourish, vanishing into the night before anyone
MacIntyre can recognize or thank them. Russell’s style is typically to come to the rescue
Motto: “Patience tempers the sword of fury” of someone beset by unfair odds, pummel a few malefactors into unconscious-
Rank: Exalted ness, and then withdraw (aided by a magical cloak of etherealness he discov-
Badge: A boar’s head, coupéd at the neck, facing sinis- ered in a cache of his great-grandfather’s). Bevis—an impish tomboy all too
ter with jaws agape skilled at lurking and eavesdropping—prefers slipping into the upstairs room
of some penniless widow and leaving a month’s rent on the table. Brother and
sister actually live in small rooms at the top of their manor (formerly servants’
The MacIntyre family have teetered on the edge of obscurity in recent quarters) and can come and go as they please via secret exits that open on any
decades but have refused to disappear. The family home, Kinthorl Keep, is a of a number of nearby alleys. Bevis’s favorite excuse when she has to make a
small castle in the last stage of decrepitude set on a beautiful estate of a hun- quick exit is that she has to go look for her cat, Sparkle; Russell’s is that he
dred and twelve acres of rolling woodlands, maintained by a score of loyal re- needs to go see about his sister.
tainers who serve as gamewardens, guards, grooms, castle staff, and whatever The Rolands hold a unique position in Ravens Bluff society—most of the
else might be needed. Maldridge Manor, their town house, is a simple but el- haughtier nobles pity them as poor folk who happen to hold an empty title
egant small mansion filled with good-quality but worn furnishings. and look down on them for renting out their family estates. Most of the mer-
The title was established four generations back by Maldridge MacIntyre, chants avoid them (except when renting their properties) out of the instinc-
a mage of some accomplishments, in return for unspecified “services to the tive aversion of the fiscally minded for the bankrupt. By contrast, Russell’s
city.” Maldridge’s daughter Lueitha married the dashing adventurer Otell good sense has won him much respect among those who run the city govern-
Roland and together they built Kinthorl Keep with their combined wealth. ment and he also has many friends among the city’s adventuring population.
Their son, Lord Ondercot Roland, was a cheerful, good-natured man—very Through Grimalkin the family is on good terms with the Wizards Guild, es-
good at hosting feasts and revels but with absolutely no interest in business pecially its illusionists, and the nameless alter egos of the brother and sister
nor skill at managing money. By the time he and his wife, the lovely but un- are beloved of the city’s poor. It can’t last— someday someone is going to real-
worldly Lytha, drowned a decade ago in a boating accident (murdered by ize what a good catch Lord Russell Roland is (smart, handsome, noble, and
pirates, some say) the family fortune was almost gone. Young Russell imminently eligible) or what an attractive young woman Bevis is growing up
Roland, their son, was only thirteen at the time and his younger sister Bevis to be. Until then, the Rolands intend to keep a low profile and enjoy their il-
a child of only four. Their appointed guardians quickly looted the last of the licit good deeds.
family treasury and ran up huge debts on the strength of the MacIntyre
name, but a year later Russell (with the aid of his tutor, Grimalkin the sage)
managed to expose his guardians and regain control of the family finances.
55
Minstrelwish The three sisters practically dragged in a priest to marry them and heal
Motto: “Where one coin becomes three”
Riol’s legs properly, hustled him out again, and—almost—stood over the
Rank: Baron
marriage bed until heirs were fathered. Vesharla took over watching Riol
Badge: A brown upright lyre, upon a circle of gold
while her two older sisters went adventuring, following maps left by earlier
ringed with vivid blue
Moonbraces. They made some modest finds of dwarven gold and veins of
ore, selling a half-share of the latter to eager Sembian speculators. Slowly
the Moonbrace fortunes started to turn around—especially after the canny
The Minstrelwish family is the only halfling Ravenian noble line. Unlike
Emmera learned how merchant shipping worked and began issuing orders
almost all of the human nobility of Ravens Bluff, its members are numerous
to the ship captain herself. Soon there were two ships, and then a third,
with no less than nine active branches of the family. Minstrelwishes are
slowing rebuilding the family merchant fleet.
tireless workers in small cobblers’ shops, laundry services, or as chamber-
As the years passed, the initially resentful Riol took his measure of what
cleaners to wealthy merchants or other nobles. Most are jovial, happy-go-
was going on and started to work willingly with his three sisters as they
lucky, “just plain folks” sorts, dismissing their nobility as a joke of birth that
managed family affairs. All three seduced adventurers and then married
means little or nothing in everyday life. Their hard work has made the fam-
them to bring tutors into the family fold for Riol’s sons, thus seeing to it
ily wealthy and growing wealthier, one transaction at a time, with a far
that the next generation of Moonbraces would be accomplished guides, car-
broader range of skills and business interests than most other noble families.
avan escorts, and adventurers in the Vast. Today Lord Riol is still the nom-
The family lacks a grand country seat or private army, preferring instead to
inal head of the house (though the real ruler is the Lady Emmera, now a for-
invest the majority of their profits in purchasing run-down residences,
midable mage despite her failing health), and his four strong sons are all ac-
which the clan rebuilds and rents out, leaving some family members behind
complished adventurers: Rathdan, Beldar, Mrakan, and Erol. Under the di-
as live-in landlords.
rection of their aunt Shione they have begun to undertake profitable com-
The head of the house is Obelarth “Oldwrinkles” Minstrelwish, a maker
missions from other Ravenian families, such as driving monsters out of
of spectacles, monocles, spyglasses, and specula (magnifying lenses) who’s
ruins abandoned after the war or hunting down orcs and hobgoblins who
now at least 121 years old. He needs a cane these days when he hobbles
still lurk and raid in the Fire River uplands. Riol’s two daughters, Dimrae
about and wheezes continuously but is still alert and bright-eyed. He’s
and Habranta, and his wife (who once feared and hated Emmera but now
named as his heir Lady Kassandra Minstrelwish, a Knight of the Hawk and
sees the “Lady Tyrant” of the Moonbraces differently) are being trained in
Deputy Guildmaster of the Silent Network, who recently married Harold
magic as fast as Emmera can push them and herself. House Moonbrace has
Pierre, proprietor of the Crescent Moon Inn. Other prominent family
again become a force to be reckoned with.
members include the plumbing brothers Noblar and Nundle Minstrelwish
(always dirty, sarcastic, agile wise-cracking types who work in a state of end- Moonglow
less cheerful chaos) and young Amaranda Minstrelwish, a seven-year-old Motto: “Night’s peace always at heart”
who can often learn things about objects she handles (receive scenes—or Rank: Exalted
sometimes words and names—in her mind; treat as a legend lore spell). Badge: A white crescent moon, horns uppermost and
with six small silver droplets falling from its
Moonbrace curve, on a purple-black circle
Motto: “No trail neglected”
Rank: Baron Of Cormanthan origin, this small but active family of moon elves inhabited
Badge: A needle-blade (stiletto) dagger, point to the the bankside woods along the Fire River before Ravens Bluff was settled,
lower sinister, surrounded by an irregular cluster having originally been posted there to keep watch on the dimension gates
of nine many-pointed blue-white “winking” of Lost Sarbreen (see page 9). They always aided arriving humans against
(some bright, some dim) stars orc raids, using deadly accurate archery and a family-developed spell that
enables Moonglow elves to briefly take on wolf-shape. The passing years
The Moonbraces are an old noble family, but they’ve always been consid- saw the Moonglows lose control of the woodlands to human settlers, but
ered minor nobility, lacking influence or the desire to push into politics and the canny elven family decided this was inevitable and sold what they were
win any clout or reputation. They could care less. What brightens a Moon- going to lose anyway in exchange for much coin and for the buyers agreeing
brace heart is the call of the unknown, the chance to map and venture to spare certain stands of trees. Imparting their sense of the value of the for-
where there are no maps. Unfortunately, in the Vast this has meant the orc- est, the Moonglows managed to prevent too much clearing for farmland,
infested Earthfast Mountains and a drow-haunted subterranean world, and with the results that great stands of trees have survived virtually untouched
many a Moonbrace has gone off adventuring and never returned, finding down to the present day.
unmarked graves grow in plenty. The original Moonglows are all gone now, having slipped away to Ever-
In early years, that meant little to the survival of the Moonbrace name; a meet one by one over the years, leaving the younger generation to deal
fast and efficient fleet of merchant vessels pumped heaps of coins into family with their human neighbors. The Moonglows in Raven Bluff today are
coffers, and fertile Lady Moonbraces produced successive families of six, slim, elegant magic-wielders, most only a century or two old. They’re apt to
eight, eleven, and fourteen sons. More recently, however, smaller families, be a trifle arrogant, deadly with thrown daggers, and protected by small per-
adventuring losses, and the Moonbrace love of battle (that took members of sonal magics that enable them to evade most sudden dangers. The Moon-
this fearless family into the “little wars” between various noble houses, fight- glows don’t court strife, preferring to spend much of their time making bone
ing—and dying—for others), led to the near-extinction of the line. When flutes, handpipes, lutes, and other musical instruments that are largely or
Lord Erolustar Moonbrace died a few days after the Champions Games (a wholly carved from living things.
month to the day after the death of his wife, Lady Melsura Moonbrace), he The head of House Moonglow is Lord Erendriel, an archer of uncanny
left behind only one son, Lord Riol, and three daughters: Lady Emmera (just skill (he can hit a moving target as small as an orc’s eyeball a quarter-mile
beginning to dabble in magic, and dreaming of mastering sorcery); Lady off). He leads his sisters Lady Belinda (a Dean in the Wizards Guild; see
Shione; and Lady Vesharla. He also left financial ruin: only one aging mer- “The Wizards Guild” chapter for much more about her), Lady Muerlara (a
chant caravel still flying the Moonbrace colors and the family estate sold to musician of great skill on a wide variety of instruments), Lady Nambra
pay debts, leaving only a modest house and a few thousand in gold. (whose magical skills are considerable), and a much younger brother, the
Emmera confronted Riol and ordered him to stay home, take a wife, and hot-headed Lord Nieven (whose chief accomplishment thus far seems to be
father heirs. When he refused, she waited until he was sleeping and used acrobatic escapes from brawls he’s started).
what little magic she knew to topple a bookshelf onto Riol’s bed, breaking
both his legs. Citing the state of family finances, she refused to bring in
priests to heal him, tending him herself while her two sisters scoured the
city for suitable wives and brought Riol a string of young lady visitors. Not-
too-clever, pleasant girls from prolific commoner Ravenian families were
sought and found in plenty; the sisters kept on bringing them until Riol hit
it off with one Lultara Starnboot, daughter of a greengrocer in Crow’s End.

56
Moorland rauders). They have been screening applicants very carefully, seeking those
Motto: “Standing alone but embracing all” who are both capable and good-hearted vet without divided loyalties.
Rank: Lord While the Moorlands are an old and well-established family, they are
Badge: Three white stars in a horizontal row in a silver only moderately wealthy, relying on a few rather conservative investments.
night sky above two bare gray hills, with the Fortunately, they are not extravagant and their resources amply meet their
black silhouette of an upright sword driven into needs. Their current prestige derives mostly through the personal fame of
the ground, point first, in the foreground Lady Katharine. and observers have expressed much curiosity about what
will happen to House Moorland now that Lady Katharine has married Lord
One of the founding families of human settlers in the Ravens Bluff area, the Charles Blacktree. Some feel that the two houses will merge, permanently
Moorlands have a long history of simple stewardship of the land and have uniting two of Ravens Bluff’s oldest and most respected families into one
always been involved in Ravenian politics and government, but as king- (assuming that the marriage lasts). Other feel that Lady Cortalyn and Lady
makers adept at reconciling opposing factions rather than leaders who Dhannas will soon be snatched up by eligible young bachelors and that the
forced others to accept their will. Recently the aging Lord Phineas Augus- Moorland name will essentially disappear, noting Cortalyn’s growing friend-
tus, his elven wife Lady Arlayna, and their eldest two children (Lord Ehn- ship with Russell Roland (Lord MacIntyre). Russell and Katharine were
ndo and Lord Ahlivaer, who’d just returned from the Elven Court, where once much taken with each other but neither knew of the other’s interest,
they’d been for some years to learn more about the elven side of their her- and Lord Blacktree “snatched Katharine away” (as Russell puts it) before the
itage) were all killed in savage fighting in the countryside as the army of younger man worked up his courage to pursue the matter; these matchmak-
Myrkyssa Jelan swarmed towards Ravens Bluff. That left Lady Katharine ers believe that Cortalyn will “manage things better.” As for Dhannas, a very
Marie Moorland, the most popular member of the family, the head of the few—including those who know the three sisters best—have said that she is
house (Lady Katharine had come to be well-known and well-liked by Rave- one of those rare people who is completely self contained, knowing exactly
nians of all ranks through her work as Lord Speaker of the Council of what she wants and how to get it. Perhaps the only person in her confidence
Lords). She and her two younger sisters, Lady Cortalyn and Lady Dhannas, is her friend Bevis Roland, but that young lady is telling no tales; for now
have grown very close since the deaths of their elder kin; all three share gossipmongers and well-wishers alike can only watch and wait.
flame-red hair, bright green eyes, pleasantly beautiful features, and a prefer-
ence for simple dress and lack of ceremony. Norwood
The Moorlands are unambitious, more concerned in protecting the land Motto: “Endure always, rise ever”
and people fate has entrusted to their care than in wringing the last copper Rank: Lord
of profit from them. This attitude is reflected in Moorstones Manor, their Badge: An upright silver double-bladed axe (a labys) on
family estate—a tasteful country mansion surrounded by twenty-six acres of a crimson circle
rolling woodlands; the outlying cottages for their six resident retainers and
the four guards (all female, by an old family tradition) are better-
maintained than some merchants allow for their own families’ quarters. A Another of the old Ravenaar noble families, the Norwoods are known for
deep well and freestanding kitchen were provided at family expense. The quiet, calm hauteur and inflexible views regarding social changes and the
Moorland sisters are currently looking to assemble a private band of adven- “rightful place” of such underlings as merchants and common laborers
turers on a permanent basis to reside on the estate and supplement the gar- (oddly enough, they exempt adventurers from this obloquy). They possess
rison, especially in carrying out their more dangerous duties (coach-escort, great wealth that only grows greater with each passing year. One source is
cross-country errand-riding, and the occasional monster-hunt to repel ma- the holding of many a Ravenian mortgage—loans to merchants and labor-
ers that are secured by collateral and carry a stiff rate of interest. Those who
can’t make their payments lose their collateral (usually their houses or
shops) and wind up as Norwood employees or tenants in what was once
their own property. Those unable to pay rents or without valuable skills
tend to end their days working the coppice groves and picking mushrooms
and herbs at Blackboughs, a Norwood hunting lodge surrounded by sev-
enty-two acres of mostly dense forest that is home to twelve groundskeepers
and a garrison of twenty guards (whose main duties are to keep poachers off
Lord Norwood’s prize hunting preserve).
The Norwoods have two other estates: Sarpentar House and Churthryn
Hall. Sarpentar House is a palatial sprawling castle that entered the family
when the current Lord Norwood married the last of the Sarpentars, Lady
Penelope, and it became her dowry; he had it lovingly restored and then pre-
sented it to her as an anniversary present. Today it stands on three hundred
and forty acres of farms, formal gardens, and woodlands, with a staff of two
hundred and seventy-six (mostly old Sarpentar retainers, supplemented by a
fair number of bankrupt debtors), protected by a garrison of twenty.
Churthryn Hall is quite a different matter: a country mansion whose modest
grounds are completely surrounded by a high wall. The Norwoods seized it
for debt from its former owner and now run it as a leper-colony and private
madhouse for noble families, adventurers, and others who have the gold to
pay the stiff monthly fees that ensure a comfortable home for difficult or em-
barrassing relatives or friends. The facility has a staff of sixty who oversee the
eighty-six patients, each of whom has a private room. A garrison of twenty
efficient veterans keep the patients under control and the curious at bay.
Nor is this all: the Norwoods do daily battle with mounds of paperwork as-
sociated with the complex web of Norwood businesses (furniture refinishing,
tanning, and the importing of seeds have all been ongoing successes), part-in-
terests in the businesses of others, loans to guilds and mortgages to individuals,
and “windfall buying” of goods at various Inner Sea ports, for later sale when
local shortages occur and asking prices are high. Simply keeping trace of all
the goods in Norwood warehouses or on Norwood ships at any one time, so as
to know where to send it when it’ll get the best price, is a time-consuming
business in itself. Small wonder, with all these activities, that the Norwoods
fiercely oppose the rising power of the merchants, so far without effect.

57
Just as the Norwoods work hard, so too do they play hard, hosting a
lion’s share of the most exclusive—and expensive—revels in the city. The Palraedinor
head of the house is Lord Transtible Norwood, a hoarse-voiced and jovial Motto: “My sword a drunkard, drinking deep but never
man who’s famous for falling out of his saddle when hunting (servants joke enough”
that he escapes injury by always landing on his head, which is too hard to Rank: Baron
be hurt by anything short of a weapon wielded by a god), driving hard busi- Badge: Three drops of crimson blood, in a horizontal
ness bargains, and remembering stray facts, names, and passing mentions of row, upon a shield-shaped background of white
things perfectly, even after years have passed. It never ceases to amaze all Senior army officers for generations, the Palraedinor clan has always in-
who have dealings with him than a man with so few mental resources (al- vested in the armor- and weaponmaking concerns of others (an interest
ways excepting all things relating to hunting) should have a natural, in- that began when Sir Arlbut Palraedinor wanted to get a bargain price on
stinctive knack for shrewd business dealings. Transtible is married to Lady several suits of armor several generations back). Other than that, their only
Penelope Norwood, the Dean of Invocation and Evocation in the Ravens major investment has been to always lay down superlative wine cellars—
Bluff Wizards Guild (see page 24 for more about her), and remains touch- they have no country estate, no private army, or diversified investments.
ingly devoted to her even thirty years later. They have two rather stolid and The Tuigan invasion enriched this family greatly, when they were able to
slow-witted sons, Lord Jethrar and Lord Laeremar, and a daughter, Lady sell every last scrap of old and ill-fitting armor, every warped polearm, every
Stelma Seirie. Stelma is already an accomplished bookkeeper who can uncollected customized weapon in their warehouses. But wild-spending
simply sense when accounts are wrong or incomplete, having apparently in- ways and a complete lack of business sense—plus prolonged periods of
herited something of her father’s uncanny knack. Her two older brothers drunkenness, which encouraged dishonest servants to abscond with thou-
haven’t shown any aptitude for mastering even the basics of contracts, bud- sands of gold pieces simply scooped out of the unguarded vaults—have
geting, making estimates, or looking ahead at anything. Lady Penelope is made that once-huge fortune disappear. With the end of the revels also
now looking for clever wives for both of them, to keep the Norwoods from came the end of any Palraedinor influence on other nobles or the city as a
sliding into financial ruin the moment her guiding hand no longer holds whole—not that the Palraedinors cared a bent copper piece for that state of
the keys to the family vaults. affairs. One can’t go broke selling swords and armor in Faerûn these days,
however, and the family coffers are now full again and ripe for another
Paerindon splurge of spending.
Motto: “My dragon, my destiny” Lord Faurel Palraedinor (a stout and balding man who sports a magnifi-
Rank: Exalted cent white walrus mustache) and his son Lord Oblaedin (identical to him
Badge: A triangle (equal sides, point to top) of three in every way except for the smaller bald spot and browner mustache) were
yellow way-rayed suns both wounded during the war but have since recovered. They sit around
under beast-head hunting trophies toasting each other’s valor and retelling
old tales of battle until the exasperated women of the clan storm out into
This house has produced a succession of outstandingly handsome, raven- the streets and go buy something—anything, so long as it’s frivolous. The
haired men who have melodious voices, flashing eyes, agility and grace, impish Lady Taerimel, the oldest daughter, has been tempted to hire some
good swordsmanship, and an eye for the ladies. Not surprisingly, given all of adventurers to stage a mock attack on Palraedinor Manor, just to see what a
these talents, ladies also have an eye for them. Most Paerindon men main- great fighter her father really is (she suspects his roaring stories greatly out-
tain a half-dozen or so mistresses among the common folk and court a noble strip reality). She tried inviting other war veterans to visit in the hopes that
Ravenian lady they deem suitable while themselves being pursued by a half- they would soon expose her father’s and brother’s exaggerations, only to be
dozen other noble ladies. Long ago, a Sir Ramyrel Paerindon slew a green regaled with hours upon hours of war-stories in which each survivor made it
dragon (with the aid of six retainers, luck, and desperate swordwork), and sound as if he personally had saved the Bluff. She’s so bored that she’s itch-
the deed has been told and retold down the years until the mantle of “fear- ing to go off adventuring herself and might just join anyone who asks her
less dragonslayer” sits squarely upon all Paerindon shoulders, no matter how to—not that she has any skills to offer them other than her sharp, obser-
inappropriate. vant mind and access to the best equipment money can buy. Taerimel’s two
Unfortunately, the daring reputation and determined philandering hasn’t younger sisters, Joaloana and Drispea, are fascinated by the parade of “war
won the Paerindons many friends among mothers and fathers noble or com- heroes” that now nightly visit the house, much to her disgust; their rather
mon. When Lord Claerindon Paerindon and his son Lord Eltaun were killed tart-tongued and bony mother, Urgrava Khobronta, spends her days in a
in the war (behaving with conspicuous, not to say foolish, gallantry), the more or less permanent state of exasperation, completely ignoring the in-
Council of Lords stripped the family of its Council seat, leaving the widowed truders as if they were beneath her notice. Surely, Taerimel feels, there’s
Saeress Paerlindra, her daughters Lady Bethenten and Lady Sheareida, and more to noble life than this?
her lazy and ill-behaved son Saer Vilyburt little better than titled shopkeep-
ers. Their country seat was completely destroyed beyond any hope of re- Quelemter
building, their guards slain to the last man. What little money they have left Motto: “Patient roots move mountains”
is invested in papermaking, printing, and book-binding. Rank: Baron
Paerlindra has been reduced to a shattered woman, endlessly weeping, Badge: A clenched human (right-hand) fist, rising out
and Vilyburt has withdrawn into pleasant daydreams, ignoring the gauche of the cut center of an old, large brown tree
realities around him. The moderately attractive Lady Bethenten, however, stump
is made of sterner stuff and has become an icy-faced spinner of intrigues,
working to win herself a rich, powerful, and noble husband and regain the All Quelemters have distinctive snow-white hair from birth and tend to
prestige—and Council seat—of her family. She wants Ravenians to respect adopt affectations such as monocles, hookahs or improbably long and slen-
the Paerindons once more . . . and she’s not above a little deceit to accom- der perfumed cigars, and extreme arrogance. Many Quelemter cousins
plish her goals. One of her plots is to offer a good life, great food and marry each other, and more than once nieces or nephews have married
clothes, and the privileges of nobility to any handsome, rich, and formida- aunts or uncles whose mates had died. Bloodlines of outsiders who marry
ble adventurers she can find. All they must do is swagger and do bold deeds into this clan seem to get swallowed up: the offspring always have the
and impress Ravens Bluff—all the while swearing they’re the long-lost “Quelemter white” hair and other attributes (large green or amber eyes,
Lords Tamnen and Raeretar Paerindon, the younger brothers of her late dark brows, lithe build and grace, good looks, and a taste for dark clothing
father who went overseas adventuring years ago and never came back. and dramatic flair). The clan is comfortably wealthy, its income rising and
Meanwhile, her sister Sheareida has plans of her own. The only surviv- falling gently as losses in wicker-work and barrelmaking are offset by in-
ing member of the family with the true Paerindon personality, she’s decided creasing investments in weaponmaking and in development ventures in
to gather a band of six trusty adventurers and then seek out and slay a northern Sembia and neighboring Dales.
dragon, just as her ancestor did when he founded the line. She then plans The Quelemters have always been considered odd, often keeping danger-
to marry whichever of the six most impresses her, re-endowing the family ous monsters as pets, engaging in dangerous hobbies, and twice a year hunt-
fortune from the beast’s hoard. She’s already begun practicing with her an- ing each other through rented woodlands (armed with blunted weapons, of
cestor’s sword; all she needs now are six companions and a dragon . . . course, but there are always a few broken bones and the occasional acciden-

58
tal fatality). They constantly hire adventurers (“that’s what they’re there family members could well marry common-
for”) to go on missions for them, train them at arms, and carry out pranks for born partners.
them designed to annoy rival nobles (“that’s what they’re good for”). Re- There are plans (vehemently op-
cently, the growing dislike other Ravenian nobles hold for this clan was re- posed by the Leorduins) to rebuild
flected in the loss of the Quelemter seat on the Council of Lords. For a the Raphiel estates as large, effi-
month the Quelemters shut themselves in their rented mansion and drank cient farms to feed the growing
their sizable wine cellar to the dregs, shattering much furniture and shouting population of the city. Towards
vengeance against those who served them with “this deadly insult.” Then this goal, the Wizard Guild's
they seemed to collectively shrug, ignore the minor loss of influence (which Dean of Conjuration, Jerrod
is all they truly suffered), and turn to other things—notably outrageous be- Korbandor, has put Sir Argent
havior at revels and a flurry of new investments and interest in things mer- in touch with the hin (half-
cantile. The Quelemters may be a bit crazy, but no one ever got anything but ling) elders of Luiren; the first
grief from underestimating their collective and individual intelligence. of many immigrant halfling
The house is headed by Lord Bahronstavel (“Bron”) Quelemter. His families have already arrived in
wife, Lady Faeleena, is reputed to have an eye for any male who passes response to his invitation and
within reach—and at revels, preferably all such males at the same time. scouted out suitable locations on
The wild-spirited couple has a son and two daughters, all equally indepen- the Raphiel estates for villages.
dent and daring: Lord Aervaun (noted for breakneck riding across country, Eventually it should be possible for
which has killed a fair number of horses but—miraculously—not yet their Sir Argent to build a modest family
rider); Lady Shauntene (a witty temptress who has several nobles, both mansion . . . but if he were to die or lose
young and not so young, hopelessly in love with her); and Lady heart, the family would essentially disap-
Amantindra (who’s developed a taste for sponsoring adventurers to carry pear from Ravens Bluff.
out daring thefts and deceptions on her behalf). In addition to the main
line, there are some two dozen Quelemter aunts, uncles, cousins, nieces, Skyhawk
nephews, and the like who come and go as they please but have been Motto: “Dare all, see the sun, die laughing”
known to wander as far west as Waterdeep and as far south as Zakhara. Rank: Exalted
Badge: An open book, in flames
Raphiel (sometimes rendered Raphael)
Motto: “Fly on forever”
Rank: Lord
Badge: A raven flying, black wings spread and talons This once-mighty family has fallen on hard times and is recovering in
clutching a silver fish, on a circle of gold quiet seclusion on its country estate: Castle Skyhawk, a full-blown fortress
that crowns Rooksroost Crag. Its grounds—one hundred and sixty acres of
rugged wooded ridges and small lakes fed by racing, foaming streams—are
Once headed by the greatly respected Lord Regent Thomas Raphiel, famous for their deer, and the Skyhawks reap a tidy profit from fees paid by
whom some in Ravens Bluff hailed as “the perfect statesman,” this noble nobles, adventurers, and wealthy local merchants for the privilege of hunt-
family was decimated in the recent war. Almost all of its retainers and ing here. Castle and grounds alike are maintained by twelve retainers and
many family members were slain, including Eron, one of the Lord Re- a like number of archers, all of whom are expert foresters.
gent’s two sons, who’d just returned to the city (the other son, Lord Evro, The family was founded by Lord Mandrak Shafir Sky, a famous Knight
has been traveling in distant lands for years). Before the hostilities, dis- of the Dove of his day. Lord Mandrak’s son, Lord Rustran, married Lady
ease ravaged the elder Raphiel aunts and uncles, putting Lord Thomas in Maraeve Hawkdragon and changed the family name to Skyhawk. Their
his grave. Perhaps a dozen branches of the family are scattered around talents were well matched; he spent much of his time traveling Faerûn
Faerûn, but all that remain in Ravens Bluff today are 23-year-old Sir Ar- making mercantile deals (becoming in the process the first Ravenian mer-
gent and his three nieces: Lady Erendra, Lady Cliothene and Lady chant millionaire) while she proved herself an able politician in safeguard-
Paerle. They are currently guests of Lady Lauren DeVillars at Campope- ing the family’s interests at home. Their eldest daughter, Lady Caroline,
gasus Hall, where Argent, who fought with distinction during the war, is was born just after their marriage; more than a decade passed before her,
still recovering from the severe wounds he took during the fighting. much younger brother and sister, Lord Sephton and Lady Rapheira, were
All six of the Raphiel country estates were ravaged and burnt during born. Lord Rustran drowned at sea when Caroline was fifteen, and a heart-
the war. Their largest estate, the eight-hundred-and-eighty-acre Sunder- broken Lady Maraeve died of a winter fever soon after. Saeress Caroline
side Hollow, formerly held six farms and two mansions in wooded gar- sent her two siblings to Castle Skyhawk, to be raised in complete seclusion
dens; of its over six hundred retainers, only three survived. Formerly by faithful family retainers.
wealthy, the family lost virtually all its holdings in the conflagration and Throwing herself into her work, Lady Caroline rose quickly in prestige
today has only a modest fortune in vault deposits remaining. Over thirty and rank, proving her exceptional skills as an aerial lancer and archer,
Raphiels died fighting in more than two hundred skirmishes and battles. while most Ravenians even forgot that she had a brother and sister. In
Of all their loses, however, the one that cuts deepest is the loss of their time she became a highly-decorated Knight of the Griffon, created and
traditional seat on the Council of Lords, which was taken away at the became commander of the Griffon Ride of Ravens Bluff, and even be-
end of the war. An outraged Sir Argent made an impassioned speech be- came something of an ambassador for the Ravenian armed forces. Then
fore the Council, asking for them to reverse this decision in recognition something happened: Lady Caroline Skyhawk, one of the city’s most
of his family’s long heritage of service to the city and recent losses in its noted knights, turned to evil for reasons that remain obscure, falling from
cause; he argued that the size of the Council should have been increased grace and ultimately being slain by adventurers. She inherited not just
to accommodate the new merchant representatives rather than stripping her father’s fortune but her mother’s free-spending ways, so the family cof-
noble families of their seats—but all to no avail. fers were largely empty upon her death. A proposal to confiscate the
The future of the Raphiels in Ravens Bluff is uncertain. Sir Ardent “abandoned” Skyhawk holdings after her death came to an abrupt halt
has not claimed the title but demands that his absent cousin, Lord Evro when the youthful Lord Sephton chased the survey team off Rooksroost
Raphiel, not be deprived of his rights. Privately, Sir Ardent holds that with a crossbow!
the city has lost its honor and that dark days lie ahead. He has made it Sephton and Rapheira still keep much to themselves, although they
his business to trace that darkness to its very core. In the meantime, the have reopened Rosepillars (the family mansion in the city) and are begin-
figure of the wounded knight pleading eloquently for his family’s honor ning to regularly attend the less rambunctious revels. They both display the
has profoundly stirred the city’s imagination. Whatever his griefs, Sir Ar- quick, clear Skyhawk intellect but say little and choose their words care-
gent remains a handsome, spirited, and eligible nobleman; most in the fully, displaying little of the boldness for which their older sister was fa-
Bluff regard him as a hero, and many young feminine eyes are looking his mous. They are sensitive to insults and reminders of Lady Caroline’s fall.
way. The Raphiels lack the arrogance of many nobles; all four surviving Lord Sephton is carefully managing Rooksroost as a hunting preserve for
59
the wealthy, and his sister seems to be on the verge of making the Skyhawks ers with devastating mimicry of folk he’s dealt with in recent days. Lord
very wealthy indeed. For years Lady Rapheira has experimented with using Preilock’s three unmarried brothers oversee the family businesses: Lord
mint and berries from Rooksroost to flavor cheap imported wines and so Thaelver the quarries, Lord Emmark the stonecutting, and Lord Phoraul
produce flavorful vintages that can be sold cheaply and widely; her first of- the timber. Thaelver (“Thael”) is thin, witty, and acerbic; Emmark (“Em”)
ferings, Rooksroost Redshar and Moonmint Cordial, are swiftly gaining and Ploraul (“Raul”) both stout, hard-drinking, hearty fellows fond of
popularity among Ravenians. Sales are growing so swiftly that Rapheira is women and all innocent pleasures.
thinking of building a workshop to distill mint and berry juices in bulk. She Preilock himself (“Prei”) is married to Lady Vaevrem Taldavar
already keeps three glassblowers working full time to produce the (“Vaev”—a prim lady who lets down her hair in private; restricting her
“teardrop” bottles that Skyhawk vintages are already making famous. laughter and playfulness to occasions when she’s with her husband or her
Unknown to anyone but themselves, both brother and sister are quietly two personal maids), and they have four daughters: Lady Belevreena
investigating the circumstances of their sister’s “fall” and death. If outside (“Reena”); Lady Hamathra (“Athra”); Lady Brethna (“‘Na”); and Lady
forces were responsible for the one, or if they decide the other was not jus- Lorimel (“Ri”). All are cool, golden-haired beauties who can maintain a
tified, they will take revenge upon the parties involved, no matter who dignified facade when it suits them but are given to eye-rolling and giggling
they may be nor how long it takes. They would like to have Caroline re- when alone—for example, when discussing each other’s latest dance part-
turned to life if she could be restored to her former self, and thus give her a ners. They delight in revelry and dancing and have begun searching for
chance to redeem her own honor, but they will not take this step until suitable young common-born men who’ll agree to take the Taldavar name.
they are sure of the results. Scoundrels need not apply, and the four ladies employ spies and informants
to make very sure of the true natures of anyone they become serious
Sinaran about—dancing and dallying is one thing, but an interesting companion
Motto: “Endure in patience, for the patient endure” one can trust is quite another.
Rank: Exalted
Badge: A green leaf upon a circle of sky blue Therogeon
Motto: “Unlock the heart but lock the castle”
Rank: Lord
Badge: A crossed golden key (head to lower dexter, bar-
The Sinaran moon-elf clan came to the Vast in the early days of Ravens rel to upper sinister) and silver sword (hilt to
Bluff, by ship from somewhere else around the Sea of Fallen Stars. They lower sinister, point to upper dexter) on a white
seemed to be fleeing from something and have never spoken of their past. circle
From the outset they adopted human ways and customs, even to the extent
of living within the city. The only forest they own is a tiny courtyard at the The Therogeons have always been disciplined military commanders and
center of their city mansion, an open-air area crammed with large old trees monster-hunters. The troops of old Lord Basaltheus Therogeon formed a
set around a placid central pool. They worked as merchants alongside good third of the first army established by Ravens Bluff and included the
Ravenians, establishing a family statuary business that also produced won- talents of young Lord Koran Therogeon. Lord Basaltheus abdicated the title
ders of small ivory or amber carvings. They were welcomed at the revels of some years ago due to chronic ill health and, although an invalid, enjoys
the fledgling Ravenaar nobility for their musicianship, fine dancing, and playing the role of family curmudgeon. Lord Koran now heads the family,
sense of fashions, until they came to be regarded as nobility themselves. having risen through the ranks to become general of the city fortifications
Lord Amaether and Lady Jhavasspeira, the founders of the family, still and commander of all Ravenian troops within the city walls, reporting di-
hold their posts, elegant and apparently ageless. They have eight children, rectly to Field Marshal Blacktree. A dedicated military man, Koran has
but it is rare for all eight to be in Ravens Bluff at the same time. From eldest never been seen in public out of uniform. He constantly plans defensive im-
on down, they are Lord Emlaer, Lord Imbrel, Lady Ilithma, Lady Aeone, provements—rebuilding the Ravenian army, magically probing the loyalty
Lord Amaerst, Lady Sarrauda, Lord Rahlerael, and Lady Silva. All of the of hired adventurers and mercenaries, seeking ways whereby notoriously in-
family are sculptors and fine-carvers except for the two youngest. Rahlerael dependent bands of adventurers can be incorporated into an overall struc-
is a falcon-tamer and sometime adventurer who enjoys training others in ture of command, arranging allegiances with other cities in the Vast, etc.
rock-climbing, falconry, and swordplay, while Lady Silva recently joined Lord Koran is a highly-respected and much-decorated Knight of the Raven,
the staff of the Ravens Bluff Trumpeter as a society reporter. The most promi- a diligent and devoted commander whose troops love and trust him. His
nent member of the family is Saer Amaether’s sister-in-law (the widow of duties as a general and as an influential member of the Council of Lords
his long-dead elder brother), Lady Delshandra Sinaran, the Dean of Wiz- (where he carefully champions the concerns of those whose serve under
ardry at Ravens Bluff’s Wizards Guild and a Knight of the Raven. him), and the strict regimen of weapons-practice and fieldwork (running in
armor, jumping on and off horseback, and scaling walls) he sets himself oc-
Taldavar cupies virtually all his waking hours.
Motto: “See the dawn, and ride beyond” From time to time he flees to Trumpetgates, a newly purchased three-
Rank: Exalted hundred-acre walled estate which boasts three keeps and a fortified man-
Badge: A leaping stag with a saddle on its back, on a sion, a huge cattle farming operation, and a garrison of sixty highly trained,
field of emerald green (the pose and facing of well-equipped elite warriors (a special law passed by a grateful city allows
the stag change often) Lord Therogeon to declare the three domiciles “separate” estates for pur-
poses of garrison size). There he indulges in his one hobby: flying, either by
This influential family has a reputation for being level-headed, far-sighted, means of a pair of enchanted boots he owns or on the back of a secretive sil-
and dispassionate in matters of trade. Their long-standing investments in ver dragon befriended by his father long ago who’s been Koran’s closest
lumber, quarrying, and stonecutting serve not merely Ravens Bluff but also friend for as long as he can remember. It’s said that Trumpetgates was
Tantras and the western cities of Sembia, providing a lucrative and stable stocked with cattle for this dragon’s sake, so that it could dine upon the
source of income. That building expertise is showcased in Crowncrag Hall, Therogeon herd whenever it felt like it.
a sprawling, palatial mansion at the center of floral gardens surrounded by a If there’s one area of General Therogeon’s life where he’s a failure, it’s as a
ring of trees. A ring-road encircles the trees, and a ring of farms beyond that parent. Not that he’s stem or cruel; his duties simply cause him to neglect his
complete the estate, the whole encompassing some eighty acres worked by wife, Lady Ambara, and their six children: the story goes that he once asked
seventy-six lucky retainers and a garrison of twenty trusty guards. to be introduced to one of his own daughters at a dance, not having recog-
A succession of wise Lords Taldavar have made this seat one of the most nized her. Instead, his aged father, ninety-three-year-old Lord Basaltheus
respected on the Council of Lords—when a Taldavar speaks, other lords lis- (universally known within the family as “Aged Parent”), has essentially
ten. The current Lord Taldavar, Saer Preilock, is one of the few nobles to filled the role as the one to whom everyone comes with his or her troubles.
actually personally draft legislation, go over regulations and forms with hopes, and complaints. Lady Ambara has thoroughly immersed herself in
civic officials, and continually suggest improvements in the ways things are managing the estate, the servants, and her beloved gardens. The three oldest
done and the services provided by the city. A serious man with a reputation sons—Lord Ossan, Lord Maertan, and Lord Saltheus—all show promise as
for being humorless, he relaxes in private and regales his family and retain- warriors and have enrolled in the Ravens Bluff military, following in their

60
father’s footsteps. Both Therogeon daughters, Lady Daereedrim (“Dree”) see her as a younger Lady Lauren DeVillars, a harbinger of the new rather
and Lady Mororna, write sultry novels rumored to be directly based on their than a champion of the old ways. Embraced by the merchant classes, within
own romantic exploits; several have been adapted for performance at the a short time she founded her own order of knights (the Knights of the Lady)
Ravens Bluff Playhouse with great success, and steamy excerpts sold on the and found herself the Bluff’s first Lady Mayor. Her personality has remained
streets in broadsheet form regularly sell out. When not writing, the two sis- something of a cipher: kindly towards those in need, intelligent and capable
ters like to perform duets (one is a harpist, the other a master of the song- in negotiation, scathing to those who try to deceive her, but always re-
horn) and chase eligible young noblemen in a thoroughly romantic and served. Even during the height of the war she would sometimes withdraw to
reckless way, Once the Lady Dree even snatched a young man up across the her country estate for days at a time to immerse herself in solitude, a luxury
saddle of a warhorse borrowed from her father’s stables and galloped across she can no longer afford. She is much loved by those who know her but has
the city with him to a revel—a story that has only grown in the telling. The no close friends, relaxing only among her knights. She has taken no hus-
youngest son, Lord Foraeven, has a rebellious streak and has refused to join band and has no known suitor or even habitual escort. She is well-liked by
the local army (feeling, with some cause, that his father’s, grandfather’s, and the gnomes. but some of them say that “she always seems to be searching
elder brothers’ shoes would be rather hard to fill). After some prodding by around Clearsprings for something—she’s going odd, like her father” and
old Basaltheus, the general offered to sponsor Foraeven as an adventurer or Lady Lauren once remarked, “She doesn’t look, act, or speak like either
mercenary captain operating out of Battledale or Harrowdale; the young Baerdrim or Claethra; she hardly seems like a Thoden at all.” That she has
man is very excited over the prospect but wise enough to know he needs to long-term plans for the Bluff no one doubts, but so far she has taken no one
gather some trustworthy and capable companions as henchmen and future into her confidence.
officers and is currently making the necessary contacts.
Velgath
Thoden Motto: “Chase brilliance; win wisdom”
Motto: “My hand holds my heart, honor, and the future Rank: Baron
of my city” Badge: A right-hand gauntlet, fingers spread and reach-
Rank: Baron ing to the upper sinister (wrist at lower dexter),
Badge: An upright human right hand (sometimes in limned in gray on a scarlet field
black silhouette) with fingers and thumb spread,
and an irregular white star or spark floating A cautious noble house with investments in textiles and in bridgebuilding,
above each fingertip, on a circle of royal blue the Velgaths have always been followers, not leaders, who owe their noble
status to supporting the right people at the right times. They’ve never had
This noble house had been prominent in Ravens Bluff’s early days but grad- much influence or been prominent in anything and doesn’t seem to want to
ually declined in prestige and numbers until its holdings shrank to one es- ever stand in the forefront (“heads that stick above the crowd get chopped
tate—Clearsprings, a manor set on forty wooded acres and staffed by thirty off” is a favorite old Velgath saying). They host revels, give money to ap-
retainers and twenty guards. For years the family’s sole representative was propriate causes, and support others when their instinct tells them they’re
the eccentric bachelor mage Baerdrim, who preferred adventurers as friends backing a winner but always remain in the background, directing their pas-
over his fellow nobility (or “those grasping, thieving dogs,” as he liked to call sions into collecting books or breeding and betting on horses. Velgaths love
them). Baerdrim eventually wed an apprentice, Claethra Snowdrael, but she the texture of silk and the color purple and always include some item of
left him with their infant daughter after his increasing eccentricity led her to that material and hue among their outfit (that’s as close to an eccentricity
fear for her life—among other things, Baerdrim dismissed most of their liv- or “mark” that the family ever gets).
ing retainers and employed animated skeletons to dress and tend both The two eldest sons of the house, Lord Theldin and Lord Paeter, were
Claethra and little Amber Lynn. Baerdrim dwelt entirely alone in seeming both killed in the war. Their mother Lady Phaerilla took to her bed and
happiness for some years, slowly descending into madness. In his final days, hasn’t left it since, grieving day and night in shuttered gloom. Her despairing
his animated skeletons became free-willed killers who strangled or stabbed husband Lord Gharaen, the head of the house, has begun to set up mistresses
folk for miles, until the gnomes who dwelt nearby appealed to other Raven- in various comers of the city and to even openly escort some of them to rev-
ian nobles for armed aid against the perils coming out of Clearsprings. els. The two surviving Velgath children, Lord Esmer and Lady Shildra, seem
In the end, adventurers who’d been Baerdrim’s friends (and often his to wear the sadness of their mother like a heavy cloak. Esmer initially turned
guests) fought their way through a multitude of monsters to slay the mad very serious and stopped hunting, racing about on horses, or going to rev-
wizard in his favorite chair. Although a druid, Lady Debi Griffin, laid claim els—but when a friend suggested turning the family horsebreeding enthusi-
to the Thoden lands (a large part of which had been seized from her own asm into a commercial stables Esmer plunged into the enterprise with an al-
family’s holdings), the lands and title passed to Baerdrim’s brother, Jaer most fanatical drive and now talks about nothing else, whatever the circum-
Thoden. Eventually Jaer and Debi married, much to the surprise of all who stances. Shildra, for her part, has sought solace in religion but apparently not
knew them, only to have the union end in tragedy a few years later when found it yet. She has become a regular at Cult of the Raven meetings and has
both were found dead, each apparently having murdered the other. In the visited all of the Ravenian temples once or twice, even the recently opened
absence of any heir stepping forward the line would have been declared ex- shrine to the drow goddess Eilistraee (see the end of the “Temples & Reli-
tinct, had not one of the adventurers who had been Baerdrin’s friend gone gion” chapter). Oddly enough, the Silent Network (hired by the Lord Chan-
to retrieve Lady Thoden and her daughter from Tsurlagol. He found that cellor to gather intelligence on which nobles were acting suspiciously and
Claethra had been devoured by wolves a winter earlier and that Amber might have ties to the missing Warlord Myrkyssa Jelan) reported that some-
Lynn was now a quiet, moody young lady working as a milkmaid. She was one—or rather, an organization of someones—is spying on Urgrava Shildra
brought back to Clearsprings (long since cleared of monsters, save for a few Velgath but not contacting her or any of the other Velgaths. Who, and why,
skeletons said to still be lurking in its woods and secret passages of the remain mysteries as of this writing.
manor) and installed as a Ravenian noble. From the first she enjoyed the
support of the gnome community, who wanted what they’d once enjoyed Yarvandar
under Baerdrim: a lord who could distribute their wares (chiefly well-made Motto: “My own hand is my shield”
coffers, furniture, hinges, doors, and windows) to the shops of Ravens Bluff, Rank: Baron
taking a percentage of the profits and saving them the costs of maintaining Badge: A black, long-clawed-toes upright pawprint of a
and staffing a shop or business. bear, on a white circle
Lady Amber Lynn Thoden settled in quietly and lived in relative seclu-
sion, only gradually attending more revels and Ravenian functions and
building up the same sorts of friendships with adventurers as her father had Another of the “Aloof lords” who aren’t allied with the city, Lord Yarvan-
enjoyed. She was obviously both a keen observer of Ravenian society and a dar has always been a polite but firm law unto himself. He’s able to do so
saver of every last copper, living as frugally as before and saving large sums partly because the family seat, Vandarmere, is so self-sufficient. This
which she generously donated to the city in its hour of crisis (see the “Local wooded two-hundred-and-forty-acre estate consists of a fortified manor
History” chapter). She stepped forward to help Ravens Bluff when war house built between two crags (each honeycombed with cellars, secret tun-
threatened, speaking and acting capably in public for the first time. Many nels, and defensive strongholds). The manor overlooks a private lake

61
stocked with fish, beyond which lies the farm that grows mixed food crops Zorden
for seventy-four retainers and a garrison of seventy-five armsmen (built Motto: “Steadfast in the storm”
back up from a force formerly one hundred and twenty strong that was dec- Rank: Baron
imated during the war). House Yarvandar keeps to itself, hunting game in Badge: A silver anchor, touched at its top by a red light-
its lands, rearing pigs, sheep, and goats for food and patrolling Vandarmere’s ning bolt zigzagging from the upper dexter, on a
borders to keep out poachers and trespassers. This gives the Yarvandars no blue circle
influence in Ravenian affairs whatsoever, but it seems to be privacy rather
than influence that they seek. Lord Yarvandar has been known to turn back This nautical family has always been involved in fishing and merchant
even mages with the aid of a wild magic field centered on a twisted piece of shipping. In recent years their fleet has come to number over sixty vessels,
tom metal (said by some to be a relic brought out of Myth Drannor) that he most of them operating out of Sembian ports (as well as Spandeliyon and
carries around with him, and intruders are simply shot full of sleep-poisoned Tsurlagol). Increasingly the Zordens have worn the fashions of foreign
darts from hand crossbows, only to be awaken later in some uncomfortable ports, lived almost exclusively aboard their ships, and had less and less of a
and inconvenient spot far away (e.g., on an island five miles out in the presence in Ravens Bluff. They recently reaped the “reward” for this drift
Dragon Reach, atop the highest spire of some Civil Temple, etc.). Official away from Ravenian life by being stripped of their hereditary seat on the
Ravenian patrols, groups of enterprising thieves, bands of foolhardy adven- Council of Lords (one of the four seats handed to “Merchant Lords”). Lord
turers—all met with the same ignominy, until finally people quit trying to Naurostor Zorden’s fury on hearing the news was met with shrugs and some
find out why the Yarvandars guarded their privacy so carefully and just left sly reminders of the long-term rumors of Zorden involvement with the pi-
them alone. rates of the Sea of Fallen Stars. He turned on his heel, somehow neglecting
The Yarvandars have always been mysteriously wealthy, suspected of to make his latest tax payment, and left Ravens Bluff before the sun set.
being smugglers, slavers, or harborers of outlaws. From time to time they’ll Civic officials trying to contact the Zordens since have been met with
hire adventurers to escort closed-wagon caravans from various locations in armed and hostile crews aboard Zorden ships and a similarly unfriendly
the Vast to their walled manor in Ravens Bluff, but no one could ever dis- (and fully armed!) staff of servants at the Zorden mansion. Written in-
cover who they were helping to move around unseen (one adventurer who quiries have been answered by the terse message: “House Zorden will do busi-
tried to peek was struck blind for his pains before he could see anything). ness only with the lawful government of Ravens Bluff—which is, and shall forever
Special agents of the City Watch, neighboring nobles, and even the Vul- be, a government whose policies are solely determined by a Council of Lords hav-
ture (a.k.a. the Regent of the Exchequer Vernon Condor) kept a close- ing thirteen seats—no more and no less—held by those of the blood of DeVillars,
skulking watch of the Yarvandars and found no shred of evidence to suggest Fleetwood, Gultoss, Leorduin, Moonglow, Moorland, Norwood, Paerindon,
smuggling, kidnapping, or unlawfulness of any kind. Quelemter, Raphiel, Taldavar, Therogeon, and Zorden. All impostors who pre-
It’s only in recent days that the emergence of a shrine to Eilistraee with sume to speak for the city are hereby urged to surrender themselves to the lawful
clergy and materials that came in wagons whose rental was traced to Em- authority of Lord Naurostor Zorden, incumbent member of the Council of Lords,
melt Yarvandar has made the source of this family’s prosperity clear. The for his decreed justice.”
crags upon which the house of Yartowers sits contain tunnels that link with When an attempt was made to magically compel the servants at Zorden
the Underdark—in particular, with lightless regions controlled by drow Hall to stand aside and allow civic officials to enter, the spell was twisted
who worship the Dark Dancer and desire a return to the surface world. The into an unintended effect: the teleportation of a pile of rotting fishguts out
family mansion in Ravens Bluff, Yarnar Close, provided drow who arrived of nowhere onto the head of the spellcaster. This effect has recurred each
in the closed wagons a chance to see, hear, and watch human society time magic has been cast into or at the property, or at any person within or
(through nightly rooftop, cellar, and sewer skulkings), and Vandarmere it- on the grounds of the property; obviously part of some sort of magical ward
self gave the drow room to dance to the goddess under the stars in relaxed that could only have been laid by a very powerful archmage. The present
safety. In return, the drow gave the Yarvandars cartloads of succulent mush- whereabouts of Lord Naurostor Zorden, his wife Lady Everdeira, his heir
rooms, glowing fungi of the Underdark prized by alchemists, and quantities Lord Maelkhom, and his eldest daughter Lady Neveira are unknown; they
of salt-sweet black drow wine to sell, splitting the profits. The prudent are all presumed to be aboard ships at various locales around the Sea of
Yarvandars used Ravens Bluff merely as an outport and not a market, so the Fallen Stars or at houses in Sembian port cities. The two youngest Zordens
goods were sold in Sembia, Telflamm, and Turmish with no traceable home (Lord Nornmael and Lady Lalrauvene), however, have been glimpsed re-
port of origin. cently in the streets of Ravens Bluff by night, although they have not at-
Since these revelations, Yarnar Close has been attacked twice by those tended any revels or public functions. The Watch very much desires to
seeking to drive these “drow lovers” from the city. There have been calls speak with them, but so far they have remained elusive, as has their reason
upon all four Councils (the Lords, Merchants, Advisory, and Knights) to for remaining within the city. They may have broken with their father and
mount a concerted military expedition on Vandarmere to destroy the man- taken on new identities, or they may be undertaking some mission on his
sion and shut the tunnels forever. So far, nothing of the sort has been agreed behalf that bodes no good for the merchant lords and current city adminis-
upon, and the Yarvandars have ignored demands to explain themselves, let tration—only time will tell.
alone give up their city properties or open their lands for inspection.
House Yarvandar is headed by Lord Thoront and Lady Baelmaera
Yarvandar, a tall and striking couple. Thoront’s hair is turning silver, but his
lady’s dark-eyed and buxom beauty seems untouched by the passing years;
now, of course, there are the inevitable rumors that this is due to “dark drow
magic.” They have three sons and two daughters—Lord Astiger, Lord Em-
melt, Lady Emjhelia, Lord Dreir, and Lady Lamuthra—all graceful, tall,
and thin. They favor dark clothing, never go about unarmed, and have
demonstrated mastery of the longsword and rapier on many occasions.
Since the drow rumors began, Lord and Lady Yarvandar have stopped at-
tending revels, but their children have continued to make appearances
(pleasantly refusing to utter a word about dark elves), although both
Astiger and Emmelt have been forced to fight duels with young bucks who
they felt questioned them too rudely.

62
The The Deputy Mayor
Authorities T he Council of Lords has the sole right to appoint the Deputy Mayor
(a check against the influence of the Lord or Lady Mayor). The
Deputy Mayor fills in for the Mayor when the latter is indisposed as well as
managing the Mayor’s day-to-day schedule. He or she receives and analyzes
he government of Ravens Bluff has evolved into a ma- reports from the various departments, presenting the Mayor with a succinct
chine both cumbersome and complex. Lack of stable account of how things are going. He or she also runs the city’s intelligence
central leadership resulted in a civic body that was hap network.
hazardly organized at best. For decades, the city was ad- For years this office was held by Howard Holiday, O’Kane’s right-
ministered by Lord Protectors and Lord Treasurers ap- hand-man, but like O’Kane’s real arm Holiday has gone missing. Rumor
pointed by the nobles and answerable only to them. Most of these men has it that Holiday never returned from a secret mission he undertook
were venal puppets less interested in good governance than in pleasing shortly before the war, having heard disquieting news from his chief spy,
their masters while simultaneously siphoning off the maximum amount safe the doppleganger Chaney, that he felt he should investigate in person.
from the public coffers. This changed when adventurer Charles Oliver The assumption is that he somehow caught wind of Myrkyssa Jelan’s
O’Kane (LN hm F15) became the city’s first Lord Mayor by winning the mustering of a humanoid army and had the bad luck to fall into her
Championship Games sponsored by Lady Lauren DeVillars in the Year of hands; certainly she would have found his extensive knowledge of the
the Gate (1341 DR). His strategy was to divide city functions into three de- city’s secrets of extreme interest. No confirmation of Holiday’s fate
partments and place capable administrators over each. He placated the no- turned up in the war’s wake; officially he is listed as missing but the ma-
bles by asking them to form a Council of Lords to discuss and approve all jority of his fellow citizens presume he is dead, and he is greatly mourned.
legislation for the city. Retired officials and lesser nobles formed a presti- Curiously enough, rumor has it that Chaney has recently returned to the
gious but powerless Advisory Council, “taking full advantage of available city but has not reported in, instead avoiding everyone associated with
experience and wisdom,” in O’Kane’s diplomatic words. Two other advisory the mayor’s office with a skill that borders on desperation. The exact rea-
bodies have arisen since, one for religious matters (the Clerical Circle) and, son for this is of course unknown, but the topic remains the subject of in-
‘more recently, one to address issues of the arcane (the Ministry of Art). The tense speculation among the few who are aware of it.
foundations of modem government were laid. Holiday’s replacement, the charismatic elf Belanor Fenmarel, became
Given the heritage of independence verging on chaos; suspicion from Acting Mayor upon Charles Oliver O’Kane’s kidnapping. Even in death
nobles unwilling to surrender traditional rights; adventurers chaffing at re- he remains a figure of great controversy: his enemies claim he was put
striction (as adventurers will); class friction between nobles, merchants, into office by the very forces that arranged for O’Kane’s disappearance,
and laborers; and a volatile mix of citizens and visitors flocking from around in order to undermine the war effort from within. Belanor’s supporters
the Realms (and beyond), it was inevitable that the government would claim just as loudly that he was framed, an innocent victim of those
have its problems. Most controversies arise from disputes between fac- forces who wanted to get rid of O’Kane and replace him with a new
tions—with each civic regency, lord, and advisory body jealously guarding mayor (although most believe that Lady Amber was not the intended
its powers and prerogatives. Any encroachment on these results in quarrels beneficiary of their plot but the guileless and more easily manipulated
and conflict, often bitter, though the average citizens sees or hears little of Lord Charles Blacktree). Belanor died in prison before he could either
these disputes. It’s a tribute to O’Kane’s skill as a leader that even when fists clear his name or be proven guilty beyond any shadow of a doubt—si-
are pounding and voices are shouting behind closed doors, the bureaucracy lenced to keep him from telling all he knew, many believe. He thus re-
he created continues to smoothly run those parts of the government that
interact with the public. The current Mayor has continued O’Kane’s policy
of private debate and quick public votes on important matters.

The Mayor
T
he leader of the city government and its most visible representative,
the Lady Mayor is responsible for the daily decrees of running the city,
presenting policy options to all three Councils (the Council of Lords, the
Advisory Council, and the newly created Merchants Council), seeing to the
organization involved in the city’s defense, formulating and promoting for-
eign policy, and many other things besides. Though the Council of Lords
and the Merchants Council between them share the authority to make laws,
it’s the mayor who enforces those laws and there’s much a judicious mayor
can do without direct Council approval—creating most city policy by decree
and the wording of her public pronouncements and unofficial remarks at
revels; the trick to the office is to do this without having more than one of
the major power groups out for your blood at any one time.
This office was created and defined by Charles Oliver O’Kane, who
filled it for nearly thirty years until being recently unseated by Lady
Amber Lynn Thoden. To prevent the mayor having complete control of
government, the mayoralty has no say in who sits in any Council seat.
However, all the highest civic officers are chosen by the Mayor, and
O’Kane saw to it that most were his friends as well as being capable. A
number of these people either died or disappeared in the recent war—a
suspiciously high number, some say, claiming conspiracy at work. Given
the shocks the city has received this year, even those glad to see a new
mayor in office are relieved that Lady Thoden has made few changes as
yet beyond filling a few vacancies, allowing the city to feel a welcome
sense of “normalcy.” It’s too early to say if she’ll continue this hands-off
policy once she’s fully settled into the office, but it seems likely that she’ll
follow the age-old politician’s prerogative of removing at least some of
O’Kane’s associates and replacing them with “her people”—associates she
trusts and who owe her personal loyalty.

63
mains a mystery—was he a traitor to the city, the chief confidant of the trae, Khauldan Risimmer, Subrask Swylythe, and Yustable Tarthree. None
woman who hurled an army against Ravens Bluff, or a tragic figure who belong to one of the city’s sixteen recognized Merchant Houses, and they
lost his good name and died in disgrace for crimes he never committed? are forbidden to join or knowingly invest in one so long as they hold their
In the wake of these events, the office of Deputy Mayor is currently Council seat (that is, they cannot purchase shares or ownership in a house
vacant. Just to make matters more interesting, the Merchant Council has or become partners of any merchant house in a trade deal; they can of
recently announced that it will take over the right of appointment to course still buy goods from a merchant house like any other citizen or visi-
this office. When the Council of Lords demurred, the Merchant Council tor to the city). No Merchant Lord can accept a seat on either of the other
declared they would appoint its own Deputy Mayor if the Council of Councils without forfeiting his membership on the Council of Lords. Each
Lords doesn’t agree to give up its right of appointment. At this point the is described in some detail below:
Lady Mayor, faced with the prospect of having to work with not one but
two Deputy Mayors, stepped into the breech and managed to get both Tomalass Blountrae (LN hm F2) is a thoughtful, even-tempered, calcu-
sides to table the matter, deferring any decision until she can refer the lating man who can readily see the probabilities of profit and of loss in any
matter to the Advisory Council. All Ravenians who take an interest in situation. He buys cargo space on ships belonging to others, arranges for
things political are awaiting with interest the expected full-blooded trades of one cargo material for another, and generally contrives to get
battle within and between the Council of Lords and the Merchants goods to wherever there are shortages and demand. He always gets the
Council over who will be appointed to this key position—and who will highest possible price and never deals in perishables. Blountrae has been
do the appointing. quietly trading like this for two decades now, amassing a vast fortune which
he has been using to quietly try to dominate two markets: sail- and canvas-
The Council of Lords making in the Dragon Reach and the purchase of all possible lands along
the roads around Tantras (most of which are being worked by tenant farm-

T he Council of Lords is the oldest surviving policymaking body of


Ravens Bluff. Its members are drawn from the ranks of nobles who
have agreed to accept the city’s authority and received its guarantees of pro-
ers). Some folk suspect Tantras is the true center of Blountrae’s interest and
future plans—and there are already mutterings, even among his fellow mer-
chants, that he should be removed from the Council because of this.
tection In addition, the Lord Chancellor, the Lord Magistrate, the Lord
Marshal, the Lord Speaker of the Advisory Council, the Chief Prelate, and Khauldan Risimmer (LN hm F6) looks more like a down-on-his-luck
the First Seat of the Ministry of Art are all Council members. With its veteran mercenary warrior than a power among merchants. His hair is an
newly-created “sister” assembly, the Merchants Council, the Council of unruly thicket of gray and white; his nose is large, red, and many-warted;
Lords makes all law for the city and has the unlimited right of debate on his hands are like large red rakes, the joints knotted by many old and ill-
public questions (Lady Katharine Moorland in an unguarded mood once healed breaks; and his customary expression is somewhere between sullen
characterized it as “a right to unlimited debate” so far as some of the windier and grim. He looks like he’s already seen too many battles and expects to
lords were concerned). In practice, the Council works out all disputes in die in one any day.
private session; public debate is brief and votes are quickly taken. Council Khauldan can’t abide people who weasel out of obligations or into
members vie with each other and make deals when necessary, as none money by using the letter of the law and not its spirit, or who insist others
wants to lose position or wealth through the ongoing business of running follow those rules that benefit them personally and conveniently ignore
the city. those that don’t. He is popular among the common working folk of the city,
The Council of Lords elects a Lord Speaker from among its permanent second only among his fellow Merchant Lords to Yustable Tarthree (see
members (one representative from each of the thirty-two aligned noble below), because he insists on fairness and adherence to simple bargains. He
houses). Formerly the Mayor or Deputy Mayor set the agenda for Council stands for dumb honesty, and folk love him for it.
meetings, spoke first in both public and private debates, and cast a tie-break- His fortune has been built by driving hard bargains (usually for his pro-
ing vote where necessary, with the Lord Speaker presiding when neither curement of rare or valuable goods and delivery of them to a certain place
O’Kane nor his current Deputy could attend. Lady Thoden has altered this or person at a particular time) and forcing the more slippery of merchan-
system, not having time to administer both the Council of Lords and the tkind operating around the Reach to honor their ends of the deals—even
Merchants Council in this fashion and being unwilling to associate herself (or especially) when they never had any intention of doing so. In a deal,
with one at the other’s expense. Therefore the Lady Mayor now invites the Khauldan specifies penalties for non-performance on both sides; if someone
Council to consider specific items but the Lady Speaker sets the actual fails him, he collects—with the aid of his organization of nondescript,
agenda and presides at all meetings. The Lady Mayor may attend any session anonymous old ex-mercenaries: men too old to win open battles but not
without invitation and may exercise the right to speak first or break ties if too old to follow orders or strike from an alley or be fiercely loyal to the man
she wishes, but otherwise these rights devolve to the Lady Speaker. The cur- who’s kept them from a beggar’s death of winter cold and starvation.
rent Lady Speaker, Lady Katharine Marie Moorland Blacktree, is enor- Khauldan can muster seventy armed and capable trusty men in an hour—
mously popular with the Council and has just been elected to a seventh con- some may be missing a limb or an eye, and most will lack beauty or refine-
secutive term. She takes her duties seriously and carries them out conscien- ment, but all can operate with a teamwork many thieving guilds of Faerûn
tiously and well. would envy . . . and like their leader, they never give up. One thief fled to
In addition to the six civic officers listed above there are thirty-two the Utter East with his loot, only to have a pair of old men rise up out of the
hereditary members (who traditionally can only be deprived of their seat by shadows one night a dozen years later. They politely but firmly demanded
a unanimous vote of all the other nobles—a very rare thing). Most of these the missing funds or his immediate payment of the penalties: his right eye,
seats are filled by the head of the house or a responsible member of his or left hand, right foot, and tongue. The thief paid on the spot and the men
her immediate family; some are noted for the rarity with which they attend thanked him and vanished, bothering him no more.
Council sessions. Recently four noble families lost their seats, displaced by As a Councilor, Khauldan is deeply suspicious of both fast-rising mer-
an unheard-of occurrence: the Lady Mayor decreed that, given the current chants and hidebound nobles, both of whom may want to get their own
emergency (a threatened revolt by the combined Merchant Houses), she way more than they want to see Ravens Bluff best served. In his simple but
had the right to reform the Council. With the unanimous support of the six worldly wise way, he looks for treachery, dishonesty, and scheming that may
civic Councilors and a majority vote of the other lords, she then deprived lurk in every proposal, every debate, and every vote. Sometimes he calls on
the Paerindon, Quelemter, Raphiel, and Zorden families of their seats and his cronies to investigate a fellow Councilor, or a noble, or a merchant;
gave those forcibly vacated seats to four Merchant Lords. That her actions when this may prove perilous duty indeed, he gets one of his trusties to hire
avoided a civil war on the heels of Warlord Jelan’s invasion was small con- adventurers (advancing the money himself), so that little can be traced
solation to the deposed nobles, who feel deeply betrayed by their own city back to him. Those who think he’d better serve Ravens Bluff as a silent
after having suffered and died in its defense. Many of their fellow nobles corpse than an alert Councilor are warned that for ten years Khauldan has
agree and are beginning to shift monies elsewhere, considering Ravens purchased magic items useful in battle and that would-be assassins tend to
Bluff no longer the friendly and suitable home for their children and grand- show up very, very dead, usually chopped into unrecognizably small pieces.
children that it once was.
The four Merchant Lords who benefited by this event, each of whom Subrask Swylythe (NE hm T7) is the Bluff’s foremost small-loans
was already a life Lord as well as a very wealthy man, are Tomalass Bloun- dealer, and as such he is vitally necessary to (and deeply hated by) thou-

64
sands of citizens. A small, lithe man with blond hair now turning white, he cision-making that has developed in the Chancellery over the years. Arvin
habitually wears a crooked smile and has startlingly dark and bushy black Kothonos (LN hm F9) is so respected a man that he was the unanimous
eyebrows with glistening black eyes beneath them that seem to see every- choice for Acting Mayor during O’Kane’s captivity and Belanor Fenmarel’s
thing and miss nothing. Swylythe maintains his own network of spies and imprisonment—and the only citizen to be nominated for rightful candidacy
informers and always knows when big shipments have arrived on the docks to the mayoralty by both the nobles and the merchants (he refused to stand
or when particular merchants are in trouble. Soft-spoken and silent in his for election). A skilled, tough negotiator who’s known as a ruthless busi-
movements, he’s always in the right place at the crucial moment, drifting nessman (those who oppose him invariably run afoul of small accidents
up to the elbow of someone who needs a lot of coin, fast, and murmuring, until they think better of it), Kothonos is careful to always appear com-
“Perhaps, friend, we can do business this day?” That sentence has found its pletely honest and respectable; he never jokes or engages in revelry.
way into a dozen Ravenian jokes, mocked by minstrels city-wide . . . but it Brown-eyed, overweight, and graying, the Lord Chancellor carries him-
is a sentence burned into the memories of all too many rueful Ravenian self with dignified confidence, always dressing expensively, conservatively,
merchants. and immaculately. In crises he turns to the good judgment of his devoted
Swylythe invests in the misfortunes of others, and he always does well by wife Charlotte and to whatever his medallion of ESP can learn. In his
it. Whenever one of his debtors dies or spends his last copper, his spies younger days, Kothonos was a spectacularly successful pirate captain (oper-
seems to know about it before anyone else and descend in gangs to seize and ating under the name “Garnet Smithson”); he was smart enough to quit
carry off all that unfortunate’s remaining belongings as “forfeit.” He seems while he was ahead and use his booty to buy his way into respectability, ris-
able to call forth huge sums of coinage out of empty air— pockets or pouches ing first to head the Merchants Guild and then to his current position. Now
of holding, perhaps? Those who have tried to kidnap or menace him, or trail his past is a secret known only to his wife and children. The reason for this
him to wherever he keeps his money, simply disappear. Naturally, tales tend care is that there’s still a reward out for Captain Smithson, although after
to collect around anyone with a reputation like that: one swordsman in- all these years it would be extraordinary bad luck for anyone to recognize
sisted he saw Swylythe, in a tavern cellar, approach “a grotesque floating this aging pudgy statesman as the young, slim, bearded, daring, and dreaded
ball, with eyestalks, like those ‘beholders’ things the bards are always bab- Captain Smithson. The few times any member of his old crew have shown
bling about. One big red eye in the middle and a mouth that could swallow up in Ravens Bluff Kothonos has had them quickly killed in apparently ran-
a man whole, and a stink about it like a slaughterhouse midden. Mold grew dom knifings before they had any chance to discover his secret. To Char-
on it, and tatters of stinking flesh hung from it, and it was dead . . . yet it lotte, however, he’s still the dashing young pirate who protected her when
moved, and opened that mouth for him, and vomited forth a river of shiny the ship she was on was captured by his crew, wooed her, and gallantly re-
coins, backing away and letting him gather up every last copper!” united her with her family—only to return in his new respectability a few
months later to claim her hand.
Yustable Tarthree (CG hm W4) is an always-babbling, agile man who’s Arvin and Charlotte have two children. The elder, a ne’er-do-well son
forever laughing and greeting folk. He’s everyone’s friend (even remember- named Biphester (“Biff”) left Ravens Bluff some months ago to travel
ing their likes and dislikes and jokes they’ll probably enjoy) and never for- Faerûn seeking his fortune (in fact, he’s followed in his father’s footsteps
gets a face or a name. Once seen, it’s tamped down forever in a mind as vast and run off to sea, where he’s assembling his very first pirate fleet under the
and as quick as a winter gale howling across Anauroch. If he ever applied name “Captain Fish”). Their daughter—the quiet, observant, studious,
himself to study, Yustable could probably rank among the best sages or most flame-haired Miriam—rarely speaks but is perhaps the most forceful person-
powerful mages of Faerûn or stand as a veritable prince among heralds, ality in the family and has increasingly become her father’s confidante. In
engineers, or philosophers—anywhere that wits can master, he could addition to being a loving father and husband and the most successful ex-
choose to excel. Instead, he chooses to juggle a thousand unfolding situa- pirate in the Bluff, Chancellor Kothonos recently became the sole owner of
tions, making a small purchase here, a large sale there, and so on, in a vast the Blue Star Trading Company, a luxury-goods shipping company with ex-
and endless patchwork that does nothing overly dramatic but always nets
him a few coins more at the end of each day than when he started.
Tarthree knows perhaps half of the Bluff’s 40,000 or so folk personally—
and in a tenday he’ll probably meet about a quarter of those folk he does
know, dropping them little gifts, doing errands for them (even toothless
beggars and aged crones who can never hope to repay him with anything),
and making them feel noticed and important. Totally lacking in either mal-
ice or pride, he’s trusted with more secrets and imprudent opinions and
dreams than any dozen priestly confessors and thus can gauge the mood and
desires of the common Ravenian citizens better than any other Councilor.
He irritates some of the nobles beyond belief, but most of them can’t help
but like him—and they’re beginning to realize just how useful and knowl-
edgeable this little man truly is.

The Lord Chancellor


T he Lord Chancellor has two distinct yet related responsibilities. First
and foremost, he manages the departments concerned with the city’s
economic life. These departments include the harbor and customs, the
treasury, and the guilds. The Lord Chancellor’s subordinates, called Regents
because they act in his stead, are carefully chosen so as to need little super-
vision. His second responsibility is to handle the city’s foreign policy. A
mercantile power such as Ravens Bluff relies heavily on strong ties to
nearby cities (mainly in Sembia), and the Chancellor is kept busy in nego-
tiations and disputes. He appoints ambassadors to serve where good rela-
tions are most important but handles all of the most critical issues himself.
His results are frequently so beneficial to the city that the Councils often
approves treaties he’s negotiated with little debate.
With these responsibilities, the Lord Chancellor is one of the most pow-
erful men in the city. Often the Council of Lords has debated over whether
one man should have this much power, but Mayor O’Kane always managed
to keep the post intact. It will be interesting to see what the Merchants
Council does, or tries to do, to this office. The current Chancellor’s record
argues powerfully in favor of retaining all of the powers and latitude for de-
65
tensive Sembian and Cormyrean contacts. If it were collectively owned, it much respects), is pondering his options: to outlaw the private coinage,
would be considered one of the richest (though not the largest) Merchant change the composition of the official coins, or simply require all official
Houses of Ravens Bluff; as it is, the extent of his wealth is just another of business to be conducted in “ravens.” Decisions, decisions . . .
his little secrets. Kothonos hates open confrontation and strife, preferring
the quietly murmured exchange of words between folk of power—one of
whom should always be himself. Regent of Guilds
T
his official is the liaison between the many guilds in Ravens Bluff and
the government. It is, therefore, one of the hardest, busiest jobs in the
Regent of City Works city. Some may dismiss that claim, picturing an endless round of revels and

T he least romantic but most necessary of all civic officials, this Regent
is responsible for the city’s sanitation system and water supply; its mu-
nicipal records of births, deaths, indentures, purchases, loans, mortgages,
wine-soaked backroom meetings, but in truth this Regent’s life often most
resembles the frantic scramblings of a kitten trying to cross a street choked
with hurrying carts and folk afoot. Various government initiatives to investi-
tenancy agreements, treaties, and property deeds; its cemetery; its heraldry gate, regulate, or curb the guilds clash constantly with deliberate attempts by
office (the Regent fulfills the heraldic office of “The Ravencoat” and is en- the guilds to all act up at once and therefore escape prosecution or put a lot
titled to the maroon-and-gold, black-wing-adorned tabard and trumpet of pressure on the investigators. It is simply second nature for merchants to
that go along with that post); and its building inspection service (which for circumvent, ignore, or outright break the existing laws, rules, and regula-
decades picked up after the senile but meddlesome former building inspec- tions so as to conduct business freely in the manner they see fit—and, of
tor of the city, Ambassador Carrague). course, to frustrate all government initiatives as a matter of principle. This
For years this office was ably (if corruptly) filled by Bundrigo Dalastarra, Regent’s main weapon is the threat to revoke, suspend, or “review” any guild
a sly, jovial halfling who ran the largest, slickest system of bribes, kickbacks, charter (i.e., tinker with its details—the most dreaded threat he can bring to
and informants Ravens Bluff has ever known. The officials under him had bear on a recalcitrant guild)
to work hard to cover all the duties of this busy Regency, but Bundrigo com- The current Regent of Guilds is “Salty” Emmer Sauphertaus (NG hm
pensated them well (largely, some sources say, with pirate wealth) until his F3), an overweight, wheezing, scuttling ex-sailor who darts about like a nib-
untimely death during the war. Bundrigo never went near any fighting— bling ship’s rat, worrying at first this problem and then at that one, always
but a mysterious someone brought a very private war to him and left him a on the move, never able to get anything finished, and always late, running
smoldering pile of ashes after hacking him repeatedly with a heavy blade. hard, and under pressure. Most individuals would snap under the stress of
Since almost all of his closest aids and associates were implicated in the fol- this posting or give up and merely try to maintain a facade of competence
lowing scandal as crime after crime came to light, Lord Chancellor while letting the guilds do as they please (the exact solution eventually
Kothonos had some difficulty finding anyone experienced within the de- adopted by all of Sauphertaus’s predecessors), pocketing their bribes all the
partment untouched by the scandal. He finally appointed the hitherto low- while. Salty Sauphertaus, however, realized early on what the guilds were
ranking and unknown but extremely capable Lastraeya Indomurr (CG hf up to, deliberately trying to bury him in paperwork, conflicting meetings
F9) to the Regency on an Acting basis. This dusky-skinned Chessentan for- and demands, and must-have-without-delay decisions and decrees. Now he
mer tavern dancer is not only wholly fair and honest, she’s one of the fastest uses the maneuvers of the guilds back against them, much to their dismay,
and hardest workers Ravens Bluff has ever seen. It’s said her tongue never by always being “too busy, too busy” to render a decision before he’s good
sleeps, and she’s shaken up the staff of this Regency, swept all possibility of and ready, always being on the move, and using his power to inspect guild
bribery and cozy deals out the doors, and set to work with such vigor that officials, premises, ledgers, and goods to tie up vital documents or trade-
she’s actually impressed both Kothonos and Lady Mayor Thoden, who re- wares for “examination”—in effect, confiscating such items and keeping
cently confirmed her in office. them until the guilds are forced to come to terms with him just to get their
necessary working papers back.
Several guilds have tried to eliminate Old Salty and thereby win a swift
Regent of the Exchequer end to their problems: he once staggered into the Lord Chancellor’s office

T he Regent of the Exchequer has several major responsibilities. He su-


pervises the city mint and regulates the amount of precious metal in
each coin (gold, silver, copper, and platinum), fights counterfeiting and
with no less than three daggers sticking out of his back (“must have been
dining with friends” was one merchant’s trenchant remark). The Lord
Chancellor quickly let it be known that any guild suspected of involvement
coin clipping, collects taxes, licenses banks and moneylenders, and sees to in any violence against the Regent of Guilds will be so thoroughly inspected
the safety of civic strongrooms and the treasury. His department includes an that all of its members will effectively be put out of business for months,
ample number of clerks and collectors to enable it to fulfill its responsibili- their goods and assets locked away in government vaults all that time. Any-
ties. In addition, he has his own police, the Treasury Defense Force. Its du- one convicted of offering violence to this or any other city Regent will be
ties sometimes overlap with those of the City Watch, but the Watch usually fined 700,000 gold pieces per occurrence and exiled from the city if they
defer to the T.D.F. in such cases—nobody wants to wind up on the bad side can’t pay within a month. All their goods and properties will be confiscated
of the “taxmen,” as they’re colloquially called. Treasury Defense Force offi- until their exile ends and only returned when the fine is paid in full.
cers carry a scalloped gold coin as their badge of office and are often armed
with hand crossbows (dart guns) and belts of sleep-poisoned darts.
The Regent of the Exchequer is Vernon Condor, universally known as Regent of the Harbor
“The Vulture” (LN hm W12). He looks as birdlike as his name suggests,
with a long, beaky nose, black eyes under arched brows, and a completely
bald head. A perennially suspicious man who can almost feel financial de-
T he Regent of the Harbor oversees all harbor operations and proposes
harbor regulations, which must be approved by the Councils. These
operations include operating the city’s lighthouse, patrolling the harbor,
ceit, Condor has magic items in plenty concealed about his person to de- collecting tariffs, inspecting and handling cargo (and arranging for the re-
fend himself against would-be kidnappers and murderers. His diligence (in moval and disposal of spoiled or dangerous cargoes), and fighting piracy and
concert with the powers granted him to confiscate property belonging to smuggling. The Regent commands six subordinate harbormasters, who
tax evaders, until they make proper payment in full) has made him a feared handle daily operations. A small fleet of ships manned by the Harbor Patrol
and hated man among the dishonest—but the honest and hard-pressed find support the harbormasters. Though nominally under the command of the
some comfort in the fact that with The Vulture in office, every copper paid Chief Constable, the Harbor Patrol takes orders primarily from the Regent
in goes where it’s supposed to and not into someone’s pocket. of the Harbor. In time of war, the harbor defenses are supposed to be pro-
Recently The Vulture has become concerned over the Tempest Rose vided by the Ravens Bluff navy and the harbor fleet placed at its disposal;
Merchant House’s coinage of their own money—especially since their unfortunately, the navy was destroyed by suspiciously timed pirates raids
coins (called “roses”) are proving more popular than the coin of the realm just before the recent war and has not yet been rebuilt, although shipbuild-
(called “ravens” from the namesake bird which appears on its front; the ing is currently underway.
back depicts a merchant ship). The chief reason for this is that their gold is One oft-broken regulation states that ships may not conduct any busi-
alloyed with copper to make a harder metal that resists wear (and shaving) ness whatsoever between the hours of dusk and dawn. The frequent viola-
better than the almost-pure gold of the “ravens.” The Regent, wary of tan- tions keep harbormasters and their men quite busy. Another important and
gling with a force like Lady Lauren DeVillars (a woman whose acumen he oft-violated regulation is that any ship, docked or on the water in the har-

66
bor or standing off the city, must have a customs inspection before its crew three years. Currently the post is vacant, but Lord Russell Roland has been
disperses or any cargo is unloaded. sitting in as Acting Speaker.
For many years the Regent of the Harbor was Lord Calvin Longbottle The Advisory Council seemed in danger of being overshadowed by
(LN hm F7), but he recently acceded to the nobility (see page 56). Chan- events with the establishment of the Merchants Council, the election of a
cellor Kothonos, who always disliked Calvin Longbottle, would prefer shift- new Lady Mayor, and the whole upheaval caused by the war and its after-
ing the post to some less inquisitive family but Lady Thoden supported the math. That no longer seems likely to happen, however, since ex-Mayor
appointment of the keeper of the Ravens Bluff lighthouse, Calvin’s half- Charles Oliver O’Kane recently accepted a long-standing invitation to
brother Lord William Longbottle (NG hm R9). As a compromise, Lord join the Council if ever he stepped down as Lord Mayor. O’Kane’s pres-
William has been named Acting Regent while Kothonos and the Lady ence has revitalized the assembly, especially his recent proposal (still under
Mayor watch to see how he does during a trial period, after which the ap- consideration by Lady Amber) that the city’s adventuring community be
pointment will either be made permanent or the job offered to someone else. allowed to elect a representative to the Council from each of the major
character classes.
Lord Magistrate
The Clerical Circle
T he Lord Magistrate is responsible for the city’s justice system, courts, and
prisons. This is a full-time responsibility, requiring many subordinates.
The current Lord Magistrate is Tordon Sureblade (LG hm 11th-level Paladin T he Clerical Circle, made up of representatives from each of the ten
temples that make up the city’s civic religion, began as an advisory
of Torm), who is described in the “Law & Order” chapter (see pages 70-71). body on religious matters. It has evolved into a regular department of the
government with authority over the licensing of new sanctuaries, the prices
Lord Marshal to be charged for casting clerical spells on injured adventurers, and similar
matter; it is detailed in the “Temples & Religion” chapter (see page 26ff).

T he Lord Marshal is empowered to maintain the defense of Ravens


Bluff, both internal and external. He commands the armed forces, in-
cluding the army, navy, and special units. He oversees the city’s knightly or-
The Ministry of Art
ders, which serve to bolster the military forces in time of crisis. Most of the
troops come from the personal armies of the city’s lords; these lords are ex- T his recent addition to the government, dating back only a few years, has
quickly become an important fixture. Most attribute its importance to
pected to serve as officers over their own men or to appoint a Seneschal or the prevalence of magic-wielding adventurers in the city. The Ministry was
Captain to do so. Because command of an army is such a time-consuming founded to advise the Council of Lords and Lord Mayor on all matters arcane,
task, during wartime the Lord Marshal appoints a Field Marshal (currently just as the Clerical Circle addresses all matters religious. From the very start
Lord Charles Blacktree) to assist him and to actually command the army in the Ministry has frequently meddled in issues outside its original brief; mem-
the field. The Lord Marshal is also nominal commander of the City Watch, bers have been known to take precipitous action on problems instead of
though the Chief Constable actually handles this task on a daily basis. merely making recommendations. This is not surprising, considering the inde-
This post is currently vacant. The previous Lord Marshal, eighty-three pendent natures of most wizards, but Lord Mayor O’Kane had to caution the
year old Lord Gaius Varro (LG hm F12) was still a capable and personally Ministry on several occasions against acting without approval. The new Lady
impressive professional warrior despite his advanced age and increasing Mayor and the Merchants Council haven’t yet publicly clashed with the Min-
vagueness. He disappeared during the war, possibly a captive of his traitor- istry, but disputes seem likely in the near future: the Ministry has refused to
ous cousin (Glora Varro, at that time Minister of Wild Magic for the Min- recognize the Merchants Council’s claim to an equal voice in appointing new
istry of Art). There’s currently some debate as to whether a replacement Ministers to replace those lost during the war unless the Merchant Council in
should be named for the Lord Marshal. Many argue that old Varro must be turn allows the Ministry to send a voting representative to their Council. Lady
presumed dead and the rebuilding of the Ravenian military can’t be ne- Thoden, for her part, has kept the Ministry’s representatives at arm’s length
glected any longer. Others, weary of war and anything to do with it, say just and expressed a clear preference for dealing with the Wizards Guild instead.
as vigorously that other concerns must come first and replacing Varro can She is reportedly considering revoking the Ministry’s charter, a move the Mer-
be left until later. Lord Blacktree is known to covet the position but many chants Guild supports (preferring to deal with a Guild rather than yet another
feel him to be temperamentally unsuited for what is essentially an adminis- government department) but which the Advisory Council (urged on by ex-
trative position. For now, the Councils have taken a “wait and see” posi- Mayor O’Kane) strongly opposes.
tion, hoping that Varro will turn up sooner or later. In his absence, Lady All members of the Ministry are residents of Ravens Bluff, though some are
Amber has embarked on a quiet reorganization and recruitment program recent arrivals. Most were members of the Wizards Guild before taking office,
that draws on the Bluff’s vast adventuring population, converting them but the oath of loyalty each takes upon joining the Ministry requires him or her
into a part-time militia that can be called on in times of emergency. Should to put loyalty to the city above loyalty to the Guild and therefore effectively con-
a new threat face the city, Field Marshal Blacktree would be recalled to duty stitutes a resignation from the Wizards Guild. Ministers are theoretically chosen
and put at the head of such troops. for their knowledge of their particular area of magic, but politics plays an impor-
tant role here as in other governmental branches.
The Advisory Council The Ministry consists of one seat for each of the eight major schools of
magic, plus one for each of the four elemental magics, one for wild magic,

T he Advisory Council is composed of retired high-ranking city offi-


cials, nobles who choose to serve on the Council, and anyone ap-
pointed by the Lady Mayor; its size varies, but it tends to be twenty to thirty
and a fourteenth seat for those generalist mages who follow no one school.
Some say this last chair was added to avoid the perils of having thirteen
chairs, as everyone knows that is the tally known as the number of misfor-
strong. The Advisory Council has no policy-making powers; its sole func- tune (said to derive from the thirteen names of Beshaba, Maid of Misfor-
tion is to debate public matters and make recommendations to the Council tune). This fourteenth seat is referred to as the Seat of Wizardry (the thir-
of Lords, the Merchants Council, and the Lady Mayor. Despite its lack of teenth is the Seat of Wild Magic, since many consider wild magic to be un-
power, the Advisory Council has a great deal of prestige; those who serve lucky anyway); none of the other seats are numbered. The fourteen Minis-
on the Council gain a reputation (not always deserved) for being well-con- ters elect one of their number to serve as “First Seat” for a two-year term, and
nected elder statesmen of the city. this person runs the Ministry meetings and serves as the Ministry’s represen-
This Council has varied greatly down the years, pretending to have firm tative to the Council of Lords.
rules and ancient traditions while in truth doing whatever the assembled There is a history of bad blood between the Ministry of Art and the Wiz-
members feel like at the time. The Advisory Council elects its own Lord ards Guild going back to the founding of the former. Not only are the two or-
Speaker to run the meetings and attend Council of Lords meetings. Un- ganizations in direct competition but Ministry members are expected to spy
doubtedly the worst Lord Speaker in recent memory was Charles Frederik upon other wizards in the city, including their Guild counterparts, and to re-
LaVeme Blacktree IV (NG hm F10) a lazy, selfish fop who cared little for his port any abuses of the laws governing spellcasting within city limits (see pages
duties and blatantly played favorites when he bothered to come to meetings 74-75) to the proper authorities at once. Since the Ministry members are
at all. He lost this post a few years back to the active and attractive druidess often then authorized to set things to right, and because it’s often necessary to
Mellisa Eldaren (N hf 7th-level Druid of Silvanus) who served capably for move swiftly and ruthlessly to stamp out magical recklessness, the Ministry’s

67
Divination: formerly held by the man known only as Oracle (a thin,
quiet, shrinkingly soft-spoken NG hm W10 [Diviner]; gone over to the
Guild), this seat is now filled by “Junior Minister” Nuelman the Oracle (a
rich, hawk-nosed ex-adventurer whose business is answering queries for
hire, with the aid of his extensive library, his medallion of ESP, and his crys-
tal ball; N hm W12 [Illusionist]).
Enchantment: formerly held by Cluhurach Fair-Eyed (a blue-eyed gold
elf of great age but surpassing vitality who enjoys assuming an air of great
antiquity and wisdom; NG em W15 [Enchanter]; gone over to the Guild)
and now by Cordwainer (a highly competent magical researcher and alche-
mist whose impatience and bad temper often lands him in difficulties but
whose successes have brought him a crystal ball, a ring of spell turning, a wand
of polymorphing, a ring of protection +5, a robe of protection +5, and a small
host of other enchanted items; CG hm W12).
Illusion: formerly held by Marilene DeVillars (an elegant and politically
astute society lady who is second cousin to Lady Lauren DeVillars; CG hf
W17 [Illusionist]; she left her post, the city, and high society altogether, and
has chosen to dwell in a small cottage near the village of New Hope) and
now by the somewhat testy Grimalkin (a sage of exotica, curiosities, and
“ghost-talk,” with specialties in divination and dweomercraft; the longtime
tutor Lord Roland Russell and Lady Bevis Russell of the noble MacIntyre
family; LN hm W10).
Invocation: Variance Klane (a scar-faced former, War Wizard of Cormyr
who left that realm after a failed romance with a superior, gaining the Bluff
an able military tactician and a fearless battlemage; a senior Minister who
delights in being in a position of authority, no longer an underling, and
never misses a revel if she can help it!; NC hf W16 [Invoker]).
Necromancy: Begoas the Inquisitive (a soft-spoken southerner who
wizards have grown accustomed to taking matters into their own hands. The claims to study necromancy to combat those who use it for evil but is often
two organizations merged during the war, under the overall leadership of disbelieved; a senior Minister whose curiosity about how the human body
Archmage Alcides Van Tighe (the leader of the Guild), but splintered again works is said to know no bounds; CN hm W18 [Necromancer]).
once the crisis abated. Nevertheless, the experience severely weakened the Fire: formerly held by Larraine Blacktree (aunt to Field Marshal Charles
Ministry, as many of its members chose to stay behind and remain “Guilders” Blacktree; a severe, active, and responsible NG hf W15 of some sixty-odd
when the two organizations separated. Today relationships between the two years of age; gone over to the Guild) and now by Azoth Malishar (CG hm
are less strained, largely because the Ministry has been forbidden to spy upon W12 [Fire Elementalist]).
the Guild’s activities (any spying done today is ostensibly “for personal interest Water: formerly held by Sylvia Dawnwatcher (NG hf W14; a devoted
only” and had better be both subtle and sparing). worshiper of Lathander and careful-over-details administrator who grew
The Ministry is also in disarray because of the number of Ministers who tired of complaints that she was promoting the aims and interest of her
chose to stay behind with the Guild, leaving an alarming number of vacancies. faith and went over to the Guild), this seat is temporarily vacant.
None of these can officially be filled until the dispute between the Ministry Earth: formerly held by Old Mag (a grubby, aging woman who deliber-
and the Merchants Council is resolved. In the meantime, their posts are being ately plays the role of the rural hedge-witch and whose apparent age fluctu-
filled by “Junior Ministers” who are supposed to report to the senior Minis- ates; a LN hf W21 of mysterious origins and aims; gone over to the Guild),
ters-a command structure the “Juniors” openly disapprove of and ignore this seat is temporarily vacant.
whenever possible. This has given the Ministry something of the atmosphere Air: formerly held by Indigo Suris (a mysterious southerner—some say
of a club or merchants’ cabal riven by strong rivalries, casting its future effec- he’s from fabled Halruaa, the Land of Mages; many have heard that he’s a
tiveness in doubt. In the meantime, however, it’s providing solid employment fugitive from justice; some say he had a dark connection with former Lord
for adventurers as various Ministers hire agents to spy on the other Ministers Mayor O’Kane—this NG hm W18 went over to the Guild, apparently wel-
and on their Wizards Guild counterparts. A First Seat hasn’t been chosen coming a return to reclusive privacy), this seat is temporarily vacant.
since the recent “junior” appointments were made, and the Ministry seems Wild Magic: formerly held by Glora Varro (now missing and suspected
unable to agree on who should fulfill that role. Seemingly oblivious to the con- of treason against the Bluff; she was tall, thin, deep-voiced, and mercurial of
flict (and, increasingly, to everything else in Faerûn around him, as his senility humor; formerly CN [now CE] hf W19), this seat is currently held by “Ju-
advances), Ambassador Carrague has serenely continued acting as First Seat, nior Minister” Gideon (of whom little is known save that he is handsome,
unaware that his term has long since expired. His descriptions of Ministry pro- young—or appears so—and enjoys being mysterious; CG hm W10).
ceedings and decisions bewilder actual participants in those events, who see Wizardry: Ambassador Carrague (NG hm W19, 123 years of age and in-
rancor and chaos where Carrague sees only business as usual. creasingly absent-minded; the most senior of the “senior” Ministers, and
Seat by seat, the changing situation in the Ministry of Art can be sum- currently acting First Seat; one of the best-known, and most affectionately
marized thus: regarded, citizens of the Bluff).
Abjuration: formerly held by Harasiim the Blue (a charismatic Tur-
mishman whose nickname comes from the blue dots on his forehead and a
blue gem worn at his left ear; NG hm W13 [Abjurer]; gone over to the
Civil Service
Guild); now held by “Junior Minister” Sam Shock (a shy, short, burly,
flame-haired veteran adventurer who’s willing to train and aid good-
aligned adventurers; he loves to devise spells pertaining to lightning; LG
T he city is always looking for qualified men and women to run its bu-
reaucracy. Most minor functionaries gain their positions through an
auction, in which applicants who have been approved by the Deputy
hm W12 [Abjurer]). Mayor are allowed to bid for a job. The winner pays the government for the
Alteration: Emellin of Ravens Bluff (an aged half-elven retired adventuress privilege of holding the post. This system gamers quite a bit of money for the
who despite her assumed appellation has dwelt in the Bluff for only a handful of city, and though there are abuses it guarantees that those who have time and
years; a senior Minister, she finds the authority of an official post comforting some aptitude for government service win jobs in government. It also frees
after a hard, lonely, and rebellious life; NG h-e f W16 [Transmuter]). the upper echelons of civic officials from having. to personally hire every
Conjuration: Alskander of Chessenta (a charismatic orator who is flaw- government worker. The typical government employee is dedicated to the
lessly handsome and muscular, with striking golden-brown eyes, enjoying city and to making his or her own position secure, carefully holding onto
the constant companionship of many Ravenian ladies; a senior Minister; power and working hard to keep out competitors and to win promotion.

68
• The Harbor Patrol is responsible for patrolling the harbor, the docks,

Law & Order and the surrounding district. This branch specializes in fighting
smuggling, capturing pirates, and detecting violations of harbor reg-
ulations. It owns and operates a fleet of small coastal vessels in the
n a city the size of Ravens Bluff, enforcement of law and course of its duties—and at present, these constitute the only navy
provision of justice is a big job. Upon taking office, Lord Ravens Bluff still commands.
Mayor O’Kane began to revise the old feudal court sys- • The officers of the Sewer Brigade fight smuggling and deal with the
tem and the extremely lax City Watch organization he’d unusual monsters that occasionally appear in city middens.
inherited from his predecessors, the Lord Protectors and • The Scout Rangers, attached to the army, work as a branch of the
Lord Treasurers. His aim was to encourage a climate where trade could Watch; their main duties are to patrol and investigate crime in the
prosper. This involved first ensuring the people’s safety and then giving lands immediately surrounding the city, including the estates of the
the government an image of integrity. The lords were initially opposed lords pledged to the city government.
to the changes, fearing a new system would give commoners power over • The I & N (Intelligence and Negotiations) Team is responsible for
them. The Lord Mayor worked to build a system that respected their undercover investigation of ongoing illegal activities (intrigues, es-
historic rights, eventually persuading all but a few lords to agree to sub- pionage, and planning for future crimes) and for negotiations in
mit to the authority of city courts. hostage situations, which are thankfully rare. This team currently
has a healthy but intense rivalry with the Silent Network, pushing
The City Watch themselves to prove they can uncover plots before those “amateurs”
can. Occasionally they even succeed.

T he Watch is the enforcement arm of the legal system, a force of ca-


pable and dedicated officers. Nominally the Watch reports to the
Lord Marshal, but the Chief Constable runs its day-to-day affairs; hence
• The Investigative Unit is a standard deployment of officers to inves-
tigate any crimes that can’t immediately be solved by Guard officers
at a crime scene. This branch conducts long-term investigations
the current Lord Marshal’s extended absence has had no real effect on and searches, leaving the Guard free to patrol and prevent crime on
the Watch’s efficiency or operations. The Watch is divided into nine the streets.
branches, each responsible for different areas of enforcement activity. • The Advanced Specialist Patrol, or ASP, is used only in the most del-
icate and dangerous situations (for example, crimes involving city
• The City Guard is the basic patrol-and-arrest branch. Officers in this lords, guildmasters, ambassadors and their staffs and families, visiting
division work throughout the city. heads of state, and powerful adventuring bands). The officers of this
• The Nightwatch is a special branch that supplements patrols when branch are selected from other branches and serve for only two years,
the Veil spreads across the city. The Veil, legendary in Faerûn, is a resuming their former duties at the end of their terms. Outstanding
thick, impenetrable cloudbank that descends on the eastern coast officers often serve multiple terms—but never consecutively.
of the Dragon Reach twice a year. The intense fog for one tenday in
spring and another in autumn always brings on a marked increase in Any officer of the Watch who has prior experience of a particular
criminal activity. crime investigation (for instance, seeing a suspect or witness and thus
• The Canine Corps (of trained dogs and their Watch-officer handlers) having a fair chance of being able to recognize him or her again) may be
works to detect illegal contraband and help rescue kidnap victims. temporarily borrowed by another branch of the force with the approval
This branch works closely with the Harbor Patrol. of superior officers to “assist in the investigation.” This is the origin of
the old Ravenaar joke of referring to anyone who can’t be found as

69
“gone on assist” (the full phrase is “gone on assist, somewhere that Sureblade embarked on a thorough revision of the criminal code. The
serves bread and beer”). massive work, still not finished, codifies all the current city laws and
City Watch members are stationed at district barracks in six of the their specified punishments in clear, unambiguous language. The first
city’s seven districts: Harbor, Temple, Market, Uptown, Crow’s End, seven volumes are already in use and have streamlined court procedures
and Southside (the exception is the remarkably; three more are promised before the set (simply known
Foreign district, which while among Ravenian judges and legal clerks as “the Codex” or, more famil-
heavily patrolled lacks its own iarly, “Tordon’s Law”) is complete.
barracks). These serve as Today, six district courts dispense “low justice” in the city. Each dis-
bases for daily patrols and trict court is located in a City Watch barracks and overseen by its own
crime investigation; they magistrate. These judges pass sentence for small crimes, chiefly defined
are divided into sleep- as those not important enough to attract the attention of the lords. For
ing areas for the offi- example, a person who murders a criminal, vagabond, or adventurer in
cers, an office (with Crow’s End will face the district magistrate, but the same person would
attached armory) face the High Magistrate if he or she stole the silver from the house of a
where policework is noble or city official. Since the establishment of the Merchants Coun-
conducted, a small cil, the District Judges have been referring more and more crimes com-
jail for holding pris- mitted against merchants to the High Court, pleasing the merchants
oners prior to their and easing their own work load at the same time (although as time goes
first hearing, and a dis- by some merchants are specifically requesting to have their cases de-
trict court. The central cided quickly in the lower courts as the backlog of cases awaiting trial at
office of the Watch is the High Court grows and grows).
located in City Hall. “High justice” is dispensed at the High Court in City Hall. Four
The ASP and Sewer High Magistrates serve on this court, each in turn in regular rotation,
Brigade branches work from and the Lord Magistrate hears the most important cases himself. The
“Central,” as does the Chief crimes for which a character would come before the High Court include
Constable, Rolf “Sunny” Sun- treason, high murder, piracy, rape, and any crime that attracts the at-
river. The Scout Rangers have their tention of the lords for some reason. The High Court also has the op-
own headquarters just outside the city tion to review any case brought to a district court and to call any case
walls. Except for ASP members, Watch officers have ranks similar to away from district courts, although this is rare (Lord Tordon preferring
those in the army. Promotions are based on merit and service. to trust the judgment of his people). Occasionally, however, the High
Court uses this privilege to make an example of a particular crime or
City Watch Ranks criminal. All executions and long-term confinements (for periods of
Watch Rank Minimum Level Rank Cost Monthly Pay more than five years) must be approved by the Lord Magistrate; he re-
Private 1st 1,000 gp 2 gp views all such sentences within twenty-four hours. Such approval is
Corporal 2nd 1,000 gp 5 gp usually forthcoming; only convincing proof that witnesses have com-
Senior Corporal 3rd 2,000 gp 10 gp mitted perjury, evidence has been faked, or compelling new evidence
Sergeant 5th 4,000 gp 15 gp has emerged is sufficient cause for a retrial; Lord Tordon presides over
Watch Sergeant 6th 4,000 gp 25 gp such retrials personally whenever possible. The Lord Magistrate meets
Master Sergeant 6th 8,000 gp 50 gp regularly with the High Magistrates and District Judges to discuss their
Captain 7th 20,000 gp 100 gp current cases, workload, any trends they may have spotted, and other
Note: costs are cumulative; an officer pays 1,000 XP to become a private, matters judicial.
an additional 1,000 upon becoming a corporal, and so forth. PCs cannot join Some persons are immune to prosecution in the courts. Priests of the
at any rank other than Private; the maximum rate of advancement is one civic religion are handed over to the Clerical Circle for judgment; sim-
month per required PC level (thus a Sergeant must serve a minimum of six ilarly, the Wizards Guild punishes minor infractions among its members
months before advancing to Watch Sergeant and another six before becom- itself and most of the trade guilds police themselves in matters relating
ing a Master Sergeant). to their trade, with the offending guildmember punished by his or her
guidemaster. Lords of the city are rarely prosecuted and generally fined
Officers do not hold other city offices. To maintain its image, the rather than imprisoned, except on charges of treason or piracy. Lastly,
Watch polices itself as well; any officer found to be conducting himself City Watch members cannot be tried for crimes relating to their work.
or herself in a manner unbefitting his or her position is dismissed.
Watchmen found guilty of crimes are turned over to the Lord Magis-
trate for trial (the phrase “Watchmen” applies to female as well as male
The Lord Magistrate
Watch officers; while female officers are in a minority, gender is no bar
to advancement within what is sometimes affectionately or sardonically
called “the Patient Service”).
T he widely respected Tordon Sureblade (LG hm 11th-level Paladin
of Torm) grew up in Ravens Bluff and is fiercely dedicated to erad-
icating the capriciousness of lords (or anyone else in a position of ruler-
ship) to provide a fair and safe city for all, with a strong and complete
The Courts system of justice in place. This requires, in his view, that laws be simpli-
fied, comprehensive and yet flexible. Toward this goal, he has devoted

I n the old days, justice was administered by the Lords or their ap-
pointed representatives. The current judiciary system grew up
slowly over the years out of an arbitration court set up by the nobles to
years to a thorough reform of the criminal code; he tirelessly makes new
proposals to the Council of Lords that are rarely refused. The new joint
council system delays this process, but Sureblade is a patient man. He
sort through conflicting claims—initially those relating to finances and believes that a measure of increased power for the merchants is neces-
contracts, but gradually including criminal disputes as well. Decisions sary and even good, so he’s prepared to tolerate the obstacles the current
were based primarily upon custom and precedent, but since enactments “adjustment period” has thrown in his path—and he’s always available
of the Council of Lords affected rulings the judges and clerks of the to soberly explain his reasoning and the necessities (as he sees them) for
courts had to keep track of new laws as they were passed. Eventually the this or that change in the comprehensive legal system he’s been so pa-
layers of regulations became so complex and unwieldy that only the tiently building.
officers of the court could untangle the maze of laws and thus became Tordon is a solemn, reserved man of about fifty-two who avoids small
the de facto interpreters of the law. O’Kane’s reforms were aimed less at talk and takes pride in hiding his emotions. Seemingly tireless and al-
how the courts worked and more at replacing corrupt judges with less ways alert, he’s known to those who’ve fought alongside him in younger
bribable magistrates and reorganizing which courts had authority over days to be fearless in battle and able to make well-considered decisions
which cases. True reform came later, when Lord Magistrate Tordon swiftly in the heat of the fray. On rare occasions, Tordon will let a very
70
plate has thrice saved him from strangling attempts). Those who believe
that his years on the bench have softened him find out too late that
nothing could be farther from the truth; he once defeated three would-
be assassins with his bare hands, ignoring repeated stab wounds until he
had subdued all three assailants and escorted them to the nearest Watch
station, where he turned them over to the astonished Watch Sergeant
on duty.
There are some who think Tordon is “too good to be true.” It was
probably someone with this view that started the rumor among court of-
ficials that the Lord Magistrate secretly reads the most lurid and trashy
chapbook-serial novels, keeping them in boxes in his office prominently
labeled “Court Exhibits/Evidence/Not To Be Removed Or Tampered
With”—and, in fact, no one has ever caught him actually tampering
with them. One imaginative young noble lady insists that Tordon only
scans these salacious serials to keep an eye on his rivals and that he is
really the most prolific author of them all, “Rundigo Ranstorm,” the in-
famous scribe of While Wheloon Watched and the eighty-eight-episode
(and counting) Sorry Sighed The Sylph.

Punishment
U pon conviction, a criminal faces a number of possible punishments.
In the days when the lords dispensed justice, death was the most
common punishment, providing both a vivid “example to others” and a
swift end to any troublemaker’s potential career. Besides, feeding prison-
ers required money the lords felt could be put to better uses than in
keeping criminals alive. Lesser crimes might be punished by maiming
(for example, the removal of a hand) or, for very minor offenses, a few
days in the stocks. Fellow nobles, of course, were either forgiven their
peccadilloes or, if this would cause too great an outcry, simply exiled.
Under the current legal system, which replaced what’s sometimes re-
dry sense of humor briefly show through his polite, urbane “public face.” ferred to as “the bloody Lords’ bloody justice,” execution is reserved for
Deeply religious, Torm often aids the Ravenian temple of Torm with his the most serious offenses. Offenders are more likely to face heavy fines
services and always donates at least a quarter of his pay each month to or imprisonment. Before the city’s prisons were built, prisoners were
the temple for use in helping the poor; he also secretly spends a consid- kept in the lords’ dungeons. These dank cells were the site of many a
erable portion of the rest aiding the wives and children, or widows and timely death of political rivals—timely, that is, for the lords. Bards who
orphans, of those whom he must condemn. Tordon is that rarest sort of had the foolhardiness or misfortune to write ill-considered satires also
paladin: one with a broad and deep tolerance for other faiths. He re- had a habit of disappearing, never to be seen again. The lords are still
serves his passion for the work of his office, working continually and allowed to maintain small dungeons for their own use but may legally
diligently to improve civic laws, fine-tuning this regulation, looking at hold only one of their own retainers there. Trespassers, known fugitives
that clause from all sides, and keeping an eye on how too-clever lords, from justice, and prisoners of war can be detained on an overnight basis
merchants, and officials twist and misuse the letter of the law to win in these private prisons, but anyone who falls into the hands of a sworn
past its spirit. More than once, Tordon has likened himself aloud to a enemy had better hope that someone else knows of his or her location
sailor patching leaks in an old boat under sail in stormy seas, all the to make sure the one-day habeas corpus limit is enforced.
while building a strong new ship down in its hold. All public cells are administered by a Prison Commission, headed by
Tordon remembers the lawlessness and harsh, overreaching authority Commissioner Cleander of Torston. Cleander first entered government
of the nobles that characterized Ravens Bluff in his youth. When other as an advisor in the train of Lord Varius, where he excelled in the art of
youths joined gangs or fled to the countryside, Tordon spent his early flattery. His glib and oily tongue concealed many flaws-including a
years in libraries, learning all he could about history, politics, and reli- dull, plodding mind, rampant greed, and a gross appetite for all plea-
gion. He considers his appointment to the chair of Lord Magistrate a di- sures of the senses. Always quick to take credit for the good work of
rect gift from Torm and long ago decided not to marry or even seek fe- others, he demonstrated only one talent besides base flattery: an aston-
male companionship until he receives a sign from the god to do so. ishingly deft ability to shift blame for his mistakes onto the shoulders of
Some women find him cold or consider his disinterest an insult, but others. How he was chosen as Prison Commissioner almost twenty years
others are glad to find a male friend with whom they can discuss intel- ago is unknown, but upon his appointment the Lord Mayor observed
lectual matters at noisy revels—without a hint of flirtation or the frivo- that Cleander was “the most unscrupulously ambitious man I have ever
lous games of scoring social points in which all too many nobles, so- confirmed in office.” Cleander has no idea that Lord Tordon’s eye has
cially climbing merchants, and civic officials indulge. So far as is known fallen upon him and that the Lord Magistrate intends to reform the
he has no secret vices or hobbies beyond a mastery of chess and the prisons as soon as he finishes reforming the laws; it should make an in-
memorization of heraldic devices and the faces of nobility from every- teresting battle to see these two champions of rectitude and corruption
where in Faerûn that enter Ravens Bluff. His habit of fixing faces in squaring off against each other somewhere down the line.
memory has served many a thief ill when they’ve been brought before
Tordon in court and made claims about their past careers that he knew
to be false. Tordon also makes it his business to gather rumors and intel-
Making Crime Pay
ligence reports on adventuring bands who come to Ravens Bluff and oc-
casionally warns the I & N Team or the ASP of potential dangers they
should beware.
O f the various branches of the legal system, the prisons are easily the
most corrupt. There’s money to be made running a Ravenian prison
if the warden’s got a creative mind, and most of them squeeze as much as
The Lord Magistrate dresses neatly and conservatively at all times they can from both the system and the inmates.
(wearing clothes of somber hue, especially grays and browns), taking By law, the Exchequer pays three silver pieces per prisoner per month
great care over his appearance. He always has weapons concealed about to the warden. However, there’s nothing in the law that says all three sil-
his person save when it would be blasphemous or unlawful to do so, and ver pieces have to be spent on food, and the average warden pockets two
always has armor plates strapped under his clothing to protect vulnera- silver pieces out of every three. Some of the savings are legitimate, such as
ble areas (the gut, groin, kidneys, and throat in particular—his gorget- bulk food purchases, but most come from cutting corners. Stale biscuits,
71
rotted fruit or fish, mealy flour, and maggoty meat or none at all are common fare. From these ingredients
prisoners get two meals a day: a thin gruel served cold every morning and an evening stew (the main meal
of the day; old vegetables and rancid pork fat boiled together). Those who live purely on prison food be-
come undernourished and can’t heal wounds or recover from diseases; such prisoners must save vs. paralyza-
tion at the end of each month of imprisonment or lose one point of Constitution.
There are other ways for a clever or venal warden to profit. Wealthy prisoners can buy their way out of the
hulks or even Ill-Water into the relative comfort of the Compter. This is not a cheap choice; such a transfer
typically costs 5,000 gp or more. Further, all prisoners are encouraged to work while serving their sentence.
For those at the Compter this is usually a trade, while aboard the Golden Ball it is hard labor. The money
earned from prisoners’ work goes to the guards and trustees, who thus have a vested interest in wringing as
much labor out of each inmate as possible. How much they give in turn to the prisoners depends on things
like the prisoner’s clout, the rarity of his or her skills, and how well he or she gets along with the jailers.
Another source of profit is the exit fee. Just serving the time doesn’t get a felon out of prison; he or she
must bribe the guards for his or her release. It looks legal—almost—when cast into the guise of claims to re-
place broken dishes, missed payments for lodging, interest on loans, and the like. The amount of the exit fee
is carefully calculated to bleed an inmate dry; the more useful and profitable the prisoner, the higher the exit
fee is likely to be.
In addition to all these, the jailers have perfected a whole string of petty grasping tricks. There are bribes
for everything. Packages can be smuggled through, unusual visitors allowed in, even faked writs to give a
criminal temporary “leave of the city” can be arranged. All that’s needed is enough gold.

The Prisons
R avens Bluff has three main prisons: the Compter, the Golden Ball, and Ill-Water. None are particularly
pleasant, but prisoners at the Compter suffer more from neglect than active abuse, while the Golden
Ball (and its sister ship, the Lasher) are for violent criminals doing “hard time.” Little is known about condi-
tions inside Ill-Water, as no one who enters ever comes out again; it is reserved for those who are considered
so dangerous for one reason or another that it’s necessary they never see the light of day again.

The Compter
N evin Street Compter (to give it its full name) is a three-story stone shell with a wooden interior. All
windows are fitted with iron bars, those on the ground floor being particularly strong. The stout
wooden doors and walls are sufficient to hold a common prisoner of average skills and determination. Es-
cape is difficult but not impossible. Nevin Street gets the convicts deemed least dangerous by the sentenc-
ing magistrates. There are no special cells for wizards, priests, or master rogues, although naturally adven-
turers imprisoned here are deprived of their spellbooks, holy symbols, and “tools of the trade.” It’s not un-
known for guards to come by and prod a sleeping spellcaster every hour or so, preventing him or her from
getting a decent night’s sleep and rememorizing spells, just in case.
The warden of the Compter makes most of his money by selling better lodgings. Some canny rogues use
their time in the Compter as a vacation or a refuge from enemies, paying for good lodgings and living in
style. There are several levels of accommodations:

• The Lord’s Ward. Here one hardly feels like a prisoner at all. The “cell” consists of several rooms, which
outsiders can freely visit. An inmate can bring in all the comforts of home, including a private servant
to cook and tend to his or her needs. Some prisoners are even joined by their husband or wife and
children. The Lord’s Ward costs 100 gp per tenday.
• When a prisoner can no longer afford the Lord’s Ward, he or she typically steps down to the Knight’s
Ward. No servants are allowed and a cell is a single comfortable room, but guards provide good food
for the prisoner. One visitor is allowed per day, for a small gratuity. The Knight’s Ward costs a mere 50
gp per tenday.
• The next step down is the Common’s Ward. Here a prisoner bunks with six or seven others in a single
room. Meals are poor fare served in a dining hall, but for an extra silver piece per day a prisoner can
buy decent meals. Visitors are limited to once a tenday. The Common’s Ward costs 5 gp per tenday.
• Worst of all is the Hole. Light comes from a lone high window, water from a single greasy bucket. One
hundred bodies are crammed into vaults ten yards on a side. There’s barely space to lie down—if a
prisoner can stand to sleep in straw crawling with lice, fleas, and rats. Some three to ten prisoners in
the Hole die each tenday from heatstroke and suffocation in summer, pneumonia and frostbite in win-
ter, and starvation at any time. No visitors are allowed, and few would have the stomach to make a
visit in any case. The Hole is a decidedly cheerless place.

The warden of the Compter, Gilcrain Vast-Rider, is a short, hulking man with a single thick eyebrow and
customarily slackjawed expression. Gilcrain was a lieutenant in Lord De Sheer’s private army until lamed by
an orcish spear. Unable to pay for proper healing at the time, Gilcrain invested all his savings in this com-
mission, with an eye toward eventually raising the funds he needs. Gilcrain is cold-hearted and efficient but
not evil by nature. His actions are driven by his need to heal himself and to restore the small fortune he’s al-
ready spent. Under Gilcrain’s command are twenty jailers (known as “sticks” to the prisoners), five cooks,
and a fluctuating number of runners, attendants, potboys, and grooms. These all watch over an everchanging
population of over four hundred prisoners, of whom about three-quarters are men, the remainder women.

72
Golden Ball extremely inconvenient. Blackmailers who learn secrets about the lords
and are unfortunate enough to get caught wind up here, as do faithful as-

T he Golden Ball is the largest of two old, worm-eaten ships moored


on the river. The other hulk in the prison fleet is the Lasher, a
galleon seized for unpaid wharf taxes (a third prison ship, the Broad-
sassins who are no longer needed and spies who have delivered their se-
crets, since death is no promise that such secrets will stay buried. In the
past, unwanted spouses and disgraced heirs sometimes wound up here, but
back, was sunk with all hands aboard in the pirate raid that preceded this is no longer the case—although there may still be some living on in
the war). When in port, these ships can be found moored at a sagging unmarked cells from before the practice was discontinued.
wharf just inside the mouth of the river. To the criminal deemed guilty There are persistent (and true) rumors in the Bluff that certain capa-
it doesn’t matter which ship he or she is sent to; a sentence to the hulks ble prisoners are from time to time invited by the Mayor or other pow-
is as good as death. erful city officials to undertake dangerous missions from which they’re
Convict work here is brutally simple: dredging the harbor. Silt car- not expected to return (either through death, or because freedom in a
ried down out of the Vast by the waters of the Fire River continually very remote part of the Realms is their reward, should they survive).
threaten to choke off the harbor channels to ship traffic. Convict labor Some of these missions involve double-crosses, wherein enchantments
is the cheapest way of solving the problem, so each day the prisoners or slow-acting poisons guarantee the death of the prisoner after some
drag iron scoops across the harbor bottom, raising buckets of muck by time has passed, but most are legitimate—if wildly reckless—forays into
the sheer sweating strength of their straining arms and backs. the heart of the jungles of Chult or through newly discovered dimen-
Golden Bull receives common murderers, rapists, arsonists, muggers, sional gateways; voyages to investigate Nimbral, Evermeet, or fabled
highwaymen—men who have killed and robbed their fellow man. The lands beyond; overland expeditions to map new trade routes south to
few women (known as “Tough Tessies”) who come here are thrown in Zakhara or east to Kara-Tur; jaunts below seeking to map routes through
with the men to fend for themselves; most either join into a gang for the Underdark. Spells such as quest and geas are always placed on such
mutual protection or ally themselves with one of the guards or male “walking dead hero” prisoners at the outset of the mission to ensure that
prisoners. All convicts bound for the Golden Ball who can afford to do they at least begin the agreed-upon task and don’t escape to lurk in the
so buy their way into the easier accommodations of Nevin Street. The Vast or another nearby locale, where they might do future harm to
warden is only too happy to arrange such a move . . . for a price. those who imprisoned them or to Ravens Bluff as a whole. There is no
A typical prisoner’s day on the hulks starts before dawn, when drum- known case of a prisoner making his or her way back to the Bluff after
beats awaken the boneweary groaners, signaling a breakfast of cold surviving such a mission, but the people caged here are so dangerous
gruel. Once all the bowls are handed out, bowl collection begins (those that it’s considered prudent to take all possible precautions.
who break, throw away, hide, or otherwise slow the return of their bowls
are treated to a tenday of trying to catch gruel in their cupped hands).
The moment the bowls are all reclaimed, the work begins: endless back-
Changes,
breaking dredging. Any prisoner deemed strong, agile, or dangerous is
neck-manacled to some part of the ship by a long chain; the rest merely
Always Changes
have both ankles shackled together. Unruly prisoners, or those who
scream in pain (usually from trying to work with broken bones), or those
who talk back to guards get fitted with gags made of rotting leather
A s with everything else in Ravens Bluff, there have been recent
and dramatic changes in the administration of justice in the city.
Respected Judge Rupert T. Hangman was recently assassinated; the con-
stuffed into the mouth and held there with metal jawbands. When night troversial prisoner Belanor Fenmarel (Deputy Mayor of the city at the
falls, prisoners get another meal of gruel (warmed if they’re lucky or the time) was killed while in custody; the Lord Marshal has been missing
jailers are feeling charitable). Then they are herded back into the light- since the war and is increasingly presumed to have died in the conflict;
less holds and chained together (by both neck and ankle) to sleep with gangs ran riot in the streets while most of the populace was out beyond
the all-too-wakeful rats and lice. Life on the hulks is savage, ugly, and the wall fighting to defend the city, causing upheaval in the Watch.
brief. There’s no rest or healing here; those unable to work are simply The Commander of the City Watch, Chief Constable Rolf “Sunny”
thrown overboard to drown, weighed down by their shackles. Sunriver, went so far as to tender his resignation over his failure to quell
The warden of the hulk fleet, Stavra Lashon, is a former sea-captain growing gang-related thefts and street violence with the skeleton crew
with a reputation for efficiency marred by the fact that her crews kept of wounded veterans, old men recalled from retirement, and half-
mutinying to protest their harsh treatment (she is secretly a worshipper trained youths at his disposal. Lord Chancellor Kothonos refused to ac-
of Lovitar, goddess of pain). She is happy to have finally found a “crew” cept the resignation, praised Sunriver for the amount of work he has
that can never escape her tender mercies and often whistles as she strolls been able to accomplish, and endorsed Sunriver’s nomination of Cap-
about on deck, coldly eyeing her charges for any misbehavior that might tain Aven Elonis (LG hm F10) to head a special task force investigating
call for a lashing or other punishment. Like most wardens, she has found gang-related violence.
ways to make a profit from her charges. Besides shorting rations (to pun- Raising the subject of who killed Hangman or Fenmarel, and why, re-
ish “insubordination”), she sometimes hires out one or the other of the mains one of the best ways to start a heated argument in Ravens Bluff.
hulks to dredge private piers or tow grounded ships free of the Bar. She It is fair to say that those who may know the truth about Hangman
also exploits an old Ravenaar law: the right of salvage. This legislation is aren’t talking, so those who do have things to say are building entire
brutally simple: the cargo of any wrecked, grounded, or abandoned ship realms on the heated air passing their own tongues—a colorful array of
can be claimed by whoever clears the obstruction. With their equipment contradictory theories regarding dark conspiracies grows with each
and convict labor, the hulks are well-suited to such tasks. Since she can passing month. There are even those who say they have seen the late
claim as salvage any wreck she boards, most merchants find it easier to Judge Hangman stalking through the city like some grim spectre of jus-
buy her aid in salvaging their wares than to risk losing all. It’s only a tice. Rumors aside, what is known is that before his untimely demise
matter of time before somebody sticks a knife in her back; until then, Judge Hangman appointed his clerk, Tury, to the post of Deputy Librar-
she’s the only happy person aboard the prison fleet. ian of the Courts. This official is responsible for judging if citizen con-
cerns and complaints are worthy of Watch investigation, a request for
Ill-Water guild consideration of the matter, or merely instructions to local Watch
patrols to be aware of something and keep an eye on certain potential

I ll-Water is a massive pile of cyclopean stone just offshore of the


most southerly streets of Ravens Bluff. Sealed inside are the most
powerful, savage, cunning, and hated prisoners. There are no cells, no
future problems. The Deputy Librarian also serves to look up laws, past
decisions, and who within civic government should be contacted about
specific matters, for any citizen who approaches him. He is authorized
exercise yards, no mess halls, no kitchens. Guards need not patrol the to charge from 5 sp to 50 gp for this work, the highest rates applying to
halls, and prisoners never see visitors from the outside world. Once put cases where the citizen requires written copies of laws or judgments.
in, no one is ever released. Escape is considered impossible. Hangman appointed his bailiff, a Tyr-worshipping male drow by the
Special criminals end up here. Traitors top the list, sometimes joined name of Deseant, to replace Tury as clerk, but this appointment has not
by powerful, overly ambitious individuals who others found it politic to yet been confirmed by Lord Tordon.
classify as traitors. Another class of Ill-Water prisoners is comprised of the
73
Lawgiver Changes Everburning Oil: Possession 1,000 gp Fine per flask

T he establishment of the Merchant Council and its insistence on


equal standing with the Council of Lords (many observers suspect
that this is in reality a bid for total power, with the nobles’ council
Everburning Oil: Use 5,000 gp Fine per incident and 3 months
Hard Labor

eventually being relegated to the role previously played by the Advisory Assault: An attack where “serious bodily injury” is inflicted on the person
Council) included a specific demand that any new laws, or modifica- attacked, or an attack exhibiting particular depravity or atrocity, or an at-
tions to existing legislation, be approved by majority vote of both coun- tack committed intentionally during the commission of another crime.
cils. The insistence of both bodies on the right to alter proposed laws
brought before them (and the subsequent back-and-forth succession of Conspiracy: A combination of two or more persons to plan a criminal
votes, the exchange of amendments, additional votes, and a certain or unlawful act, or a combination of two or more persons who by con-
amount of brinkmanship on the part of both councils) has meant that certed action accomplish an unlawful purpose.
almost no new laws have been passed. Out of sheer practicality, more Everburning Oil (Possession and Use): The most recent law passed in
power has fallen into the hands of the Lady Mayor and civic officials Ravens Bluff (the first legislation enacted jointly by the Council of Lords
(especially Chancellor Kothonos and Lord Magistrate Tordon) while and the Council of Merchants) officially banned the ownership, use, trans-
debates rage on in the councils. In the wake of a disastrous fire caused in portation, and storage of Everburning Oil (called “Greek Fire” in some wiz-
part by the storage of everburning oil (“Greek fire”), however, the ards’ tomes) within the city walls. Only one merchant is currently allowed
Council of Lords and the Council of Merchants were moved to finally to store and sell the oil, Old Marve, who has a small, purportedly flame-
pass their first joint law, outlawing the ownership, use, transportation, proof shop just inside the North Gate. Old Marve is required to furnish
and storage of everburning oil within the city walls (see below). civic officials with a complete, ongoing record of who purchases the oil.
Possession of the oil within the city walls is now punishable with a 1,000 gp
The Laws of Ravens Bluff fine for each flask in the offender’s possession. Use of the oil in the city will
result in a fine of 5,000 gp and a three month sentence on the Golden Ball.

Crime Punishment Harmful Magic: It is unlawful to cast harmful magic within the city
Treason Life Imprisonment or Execution boundaries. Spells such as cones of cold and fireballs can harm innocent
High Murder Execution people and cause considerable destruction to city and private property.
Murder Execution or 30 years Imprisonment There are varying degrees of harmful magic. For example, a magic missile is
Low Murder 5 years Imprisonment and/or Fine not nearly as damaging as a lightning bolt — unless, of course, the magic mis-
Attempted Murder 10 years Hard Labor sile results in the death or injury of an innocent citizen. The more poten-
Piracy Execution tially harmful or recklessly cast the spell, the larger the fine—for example,
Rape Life Imprisonment (Hard Labor) a spell cast into a crowded street is judged more harshly than if cast in the
Kidnapping 5 to 10 years Hard Labor same street in the depths of a midnight rainstorm when few or no persons
Arson 10 to 20 years Hard Labor are present. Castings that cause injuries or deaths are usually accompa-
Counterfeiting 10 years Hard Labor nied by charges of Assault, Low Murder (a death caused by a person dis-
Bribery 3,000 to 50,000 gp Fine playing a reckless state of mind), Murder, or even High Murder, depend-
Fraud 500 to 2,000 gp Fine ing on the circumstances. Spellcasters who are obviously casting spells to
Assault 20 to 5,000 gp Fine defend the city or protect its officials are not subject to this law. Self-De-
Theft of Mount Fine equal to thrice mount’s value, fense or the protection of a patron the accused is hired to protect is not an
plus 3 months Imprisonment acceptable legal defense against a charge of Harmful Magic.
Theft (Larceny) 1 year Imprisonment A list of damaging spells that can land their casters in trouble in-
Fencing Stolen Goods 1 to 5 years Hard Labor cludes, but is not limited to, Bigby’s clenched fist, Bigby’s crushing hand,
Selling Slaves 1 to 5 years Imprisonment and 1,000 Bigby’s forceful hand, Bigby’s grasping hand, blade barrier, burning hands,
to 5,000 gp Fine chain lightning, chaos, chill touch, cloudkill, cone of cold, creeping doom,
Blackmail 3 to 5 years Imprisonment death fog, death spell, delayed blast fireball, disintegrate, energy drain, ener-
Extortion 3 to 5 years Imprisonment vation, Evard’s black tentacles, explosive runes, feeblemind, finger of death,
Conspiracy Half of related Imprisonment term and fire trap, flume arrow, flame strike, flaming sphere, flesh to stone, ice storm,
full Fine, if applicable incendiary cloud, lightning bolt, magic missile, Melf’s acid arrow, Melf’s
Polymorphing Others 20,000 gp Fine minute meteors, meteor swarm, monster summoning, move earth, phantas-
Magically Influencing Others 1 year Imprisonment and 5,000 gp Fine mal killer, power word, pyrotechnics, ray of enfeeblement, shadow monsters,
Using Harmful Magic 100 to 10,000 gp Fine shutter, stinking cloud, summon swarm, vampiric touch, and, in some cir-
Unlicensed Monster Confiscation of monster and 500 to cumstances, wall of fire, wall of force, wall of ice, wall of iron, wall of
5,000 gp Fine stone, and web.

74
High Murder: The unlawful killing of another “person” (intelligent intent to kill (and not merely to disable, hurt, or drive away). Delibera-
being) with malice aforethought: that is, a premeditated intent to kill tion requires a conscious consideration of the decision to kill (any evi-
plus an element of hatred. No one accused of High Murder is ever re- dence that the location of the murderous attack or the means used was
leased from custody before trial. Malice aforethought is not required in deliberately chosen is, by itself, proof of deliberation). Premeditation re-
the presence of one of the following conditions: quires that the intent to kill be fashioned prior to the killing (any use of
1. A person is guilty of High Murder if he or she knowingly causes the disguise, or any procurement of weapons not directly at hand or not nor-
death of a law enforcement officer or civic official of the rank of Regent mally carried, is clear evidence of premeditation).
or above (this includes all Lords who serve on either the Advisory Coun- 1. A person is guilty of Murder if he or she purposely causes the death of
cil or the Council of Lords or who are heads of noble houses but not other another.
members of their families or—yet—members of the Merchant Council). 2. A person is guilty of Murder if he or she knowingly causes the death
2. A person is guilty of High Murder if he or she knowingly causes the of another before, during, or after the commission of another crime.
death of another by hiring someone to carry out the killing or after hav- 3. A person is guilty of Murder if he or she knowingly causes the death
ing been so hired to kill someone for personal monetary gain. Such per- of an incapacitated foe within the City, even when that foe has been
sons would also likely be charged with Conspiracy. engaged in violent acts (or has offered a threat of violence) against the
3. A person is guilty of High Murder if he or she knowingly causes the accused. For the purposes of this law, “incapacitated” includes foes who
death of another after being sentenced to life imprisonment. are securely bound, chained, or otherwise restrained (being held by an-
Defending oneself from clear and immediate likelihood of death is a de- other person may or may not be judged “secure,” depending on circum-
fense against all degrees of murder. For example, if the accused did not stances; being held by three or more persons, or by a being of great
begin hostilities with an assault, pursue and strike a fleeing opponent, or strength, is usually deemed “secure”), foes who are unconscious, and
strike a disarmed foe, then he or she probably did not knowingly cause foes who are magically prevented from voluntary movement. A charge
death but killed in self-defense in the course of trying to survive. The au- of murder applies not merely to direct attacks but to the creation of sit-
thorities have been known to supplement the testimony of witnesses by re- uations that the accused is judged to have known were likely to prove
sorting to mind-reading spells (cast by random mages called in from the lethal, such as placing an incapacitated foe underwater or in a burning
Ministry of Art) to determine the true intent of an accused just prior to the building, in front of a moving cart or galloping team of horse, under
time of the death, rather than trusting in a slick or eloquent plea or many sacks of grain, or balanced on a high ledge.
testimony.
Polymorphing: It is unlawful to polymorph others. Wizards may not
Lords’ Laws: Certain lesser-known decrees address details of the rights simply go around turning people into toads or frogs or any other manner
and status of nobles, and of their conduct and relations regarding each of wildlife or furniture. This prohibition extends also to priests and per-
other and the city and its officials. Many dusty details of these are lost sons of other professions who have access to magical devices and po-
and forgotten in scrolls locked in this or that noble’s vaults, to be tri- tions that yield the same effects.
umphantly produced only if needed. A few general laws are outlined in The degree of polymorphing typically affects the punishment im-
the chapter on “The Nobility” (see pages 46-47). Most of these laws posed. For example, a wizard who polymorphs someone into a goldfish
only apply outside the city while on the grounds of the noble’s estate. and leaves that goldfish to die for lack of water will also face a charge of
at least Attempted Murder. A wizard who polymorphed someone into a
Low Murder: The killing of another person but without premeditation. bird in order to smuggle him or her out of the city might face Kidnap-
Charges of Low Murder generally apply where the killing was impulsive ping charges. A mage who polymorphs an annoying visitor into a dog
and unplanned or where death is caused by dangerous recklessness will simply be fined.
(berserk rage, drunken carelessness, or a hacking spree of assaults with a Wizards are allowed to polymorph themselves (and/or willing com-
weapon on a succession of persons or property). panions) into any reasonable form with impunity, although wizards who
1. A person is guilty of Low Murder if he or she knowingly causes the polymorph themselves into the forms of monsters within the city limits
death of another. are subject to fines and possible prison terms for violations of the “Un-
2. A person is guilty of Low Murder if he or she causes the death of an- licensed Monster” law. A “Harmful Magic” fine may be levied against
other recklessly under circumstances manifesting an extreme indiffer- any mage who polymorphs himself, herself, or an assistant or accom-
ence to the value of life. plice into the form of a domestic beast, if the presence or actions of the
supposed beast lead others to be injured (in other words, charging along
Magically Influencing Others: It is unlawful to magically influence a hallway in the shape of a stallion, erupting onto a balcony as a
others. Citizens have a right to have their own opinions and to make snarling guard dog, or anything of the like that caused persons to flee
their own decisions. The list of banned spells includes, but is not limited into possible falls or harmful collisions).
to, charm person, confusion, emotion, hypnotic pattern, mass suggestion,
mass charm, and suggestion, as well as magical items such as a ring of Treason: Any person is guilty of treason who communicates, delivers,
human influence or a rod of rulership. If the accused can successfully con- or transmits (or attempts to communicate, deliver, or transmit) any
vince the court that the influencing was performed to prevent the com- document or information relating to the City’s defense to any foreign
mission of a crime, preserve the public peace, prevent harm to property, government, or to any faction or party or military or naval force
or preserve the safety of another person (particularly one whom the ac- thereof, or to any representative, officer, agent, employee, subject, or
cused is responsible for protecting), the sentence may be (and often is) citizen thereof, either directly or indirectly, with intent or reason to be-
reduced to the fine, with no imprisonment. lieve that said information or document is to be used to the injury of
Ravens Bluff or to the advantage of said foreign entity.
Unlicensed Monsters: It is unlawful to bring unlicensed monsters A person is also guilty of treason who causes any civic official above
within the city boundaries (which are considered to extend from the the rank of Regent to be kidnapped, murdered, or confined and tortured
rooftops to the cellars, and to include the waters of the Fire River, Lake or placed under duress by any means, including threats or wounding.
Christina, and Clearwater Harbor). Monsters, from aarakocra to zom- Aiding other persons carrying out treasonous acts—by providing trans-
bies, may not be brought into the city without a license obtained from portation, clothing, funds, or shelter, or opening a secured entry, or act-
city authorities. Permits are only available to those who demonstrate a ing in any way to hamper law enforcement officials acting against such
legitimate need to have such a creature within the city limits. This or- other persons—constitutes treason, so long as this conduct is performed
dinance specifically includes undead, both intelligent and created. knowingly (where a person of reasonable wits and perception would
know, or could logically conclude, that those he or she is aiding were
Murder: The unlawful killing of another person that is willful, deliber- committing, or about to commit, a treasonous act).
ate, and premeditated. Satisfying the condition of Willfulness requires

75
Merchant distribution, and some for sale; the houses thus avoided public resentment
at a “restocking run” for their shop shelves while some in the city were

Houses
homeless and hungry due to war damage). Two large galleys even arrived
carrying stone from the ancient cities of Netheril to rebuild sections of the
city wall and temples destroyed in the fighting.
avens Bluff has always been a city that owed its prosper- Support surged to almost fervent levels, but has since declined some-
ity to trade. It was inevitable that one day the merchants what in the wake of a bitter dispute brewing between the city and the Mer-
who controlled that trade would band together and de- chant Houses over taxes—the civic officials want the merchants to pay
mand a voice in the city government. The recent estab- “their fair share” for the massive reconstruction costs, while the rates sug-
lishment of the Merchants Council—seen by some as gested by the Exchequer have been rejected as “overly oppressive” by the
long overdue and by others as a harbinger of disaster—shows that these Merchants Council. Lady Mayor Thoden is seeking to bring both sides to-
lords of trade are now the equal of the noble lords with whom they have gether to agree on a single rate that will apply to noble and merchant alike.
begun to share control of the city.
The Council Houses
The Rise of the Houses
T here are sixteen seats on the Merchants Council, representing all of

T he merchant houses that form such an important power block in the the foremost Merchant Houses. Brief descriptions of these trading
Bluff today began when clever merchants hit upon the idea of forming organizations follow. The reader should beware that they are involved in
collectives, pooling their wealth to acquire what was beyond the grasp of a swiftly changing business deals, intrigues, and dabblings, with a vigor not
single entrepreneur. These merchant collectives were extremely volatile, seen among the noble families of Ravens Bluff in decades; the information
springing up overnight and sometimes vanishing just as quickly, their funds given here may very soon be out of date.
disappearing along with an absconding treasurer. Still, their collective power Albrath’s House: This house does bulk dying,
proved that the idea would work if only the legal rights and obligations of dyes and sells towels and linen, and provides laun-
each member could be codified into law. The resulting hammer-and-tongs dry services (including, for stiff fees, discreet goods
backroom battles lasted half a year, and there were knifings in alleys as well as and body removals from Ravenian premises). It has
shouting and fist-pounding on guildhall tables before calm began to emerge a solid financial base, is secretive about its acquisi-
from the chaos. The situation was made much worse by several unscrupulous tions (which seem both offshore and few, these
merchants having joined the collectives, attracted by the prospect of getting days), and is affably but underneath ruthlessly run
their hands on large amounts of other people’s money. by its owner and Council representative, the stout
In the end. three merchants who nosed the greatest threat to their fel- and somewhat pompous Embro Albrath—a musta-
lows were forcibly evicted from the city: Ambalest Suljack, a dealer in per- chioed wearer of many gold chains and large rings who is the father of sixteen
fumes and wines from warmer lands along the southerly shores of the Sea daughters. Its symbol is a gem winking on an open human (left) palm.
of Fallen Stars; Traiyiken Trumbold, sponsor of many mining expeditions
into the mountains all around the Vast; and Narbrest Ozondar, of Ozon- Blackblades House: This house is named for its
dar’s Fabled House of Jewels. All three left amid threats, legal actions, and founding and owning family, having nothing to
accusations of having hired agents to rob, beat, or vandalize business rivals do with pirates (as its staff grow all too tired of
(such vandalism was usually performed with a torch and a few bottles of explaining). Its symbol is the badge adopted by
oil). The three didn’t go far: Ozondar opened an office in Calaunt but then its family (though they’ve never been ennobled):
hastily relocated to eastern Sembia; the other two just went up the road to two parallel horizontal scimitars floating one
Tantras, where guilds are an on-again off-again thing, more a dream or on- above the other, the uppermost having its hilt to
paper authority than a reality. the sinister and the lower having its hilt to the
Sobered by the idea that such men might have gained control over dexter. Blackblades is a shipping house, concen-
their businesses, the collectives met together and ratified a code of behav- trating on fast passages across the Reach between Ravens Bluff and various
ior that recognized certain collectives as “merchant houses.” Each such Sembian ports—its slogan is “taking the goods of everyone to every-
house is authorized to operate as a bank, lending and changing money where.” It has grown fast and prospered. Its owner and Council represen-
within strict limits laid down by the Exchequer. Each must strictly follow tative—slim, effete, black-mustachioed, icy-eyed Eldivvyr Blackblades—
all guild regulations and city laws, open its premises to inspection by the spends all profits buying shares in all the other ships plying the Reach that
Watch at all hours without prior notice,\ and report on its doings regularly he can. His goal seems to be owning everything in the water between the
and in detail. Some of the newly founded houses have been more diligent Lis and the Pirate Isles that isn’t already under a pirate flag.
at fulfilling these main tenets than others, but even so a much clearer pic-
ture has emerged of exactly how business is being done in the Bluff (and Bhuklyn’s: This large and wealthy house spe-
with trading partners elsewhere) than ever before. A Merchants Council cializes in ironmongery, selling a wide variety of
was established by the newly founded houses to make sure each follows everyday household goods—pots, pans, plates,
these rules; the only hand that the Council of Lords had in this whole af- trays, hooks, canisters, boxes, chests, and the fa-
fair was to insist that each seat on the Merchants Council be held by a spe- mous “Bhuklyn’s Boxes” (metal-sheathed rodent-
cific representative of a merchant house—in other words, a stable roster of proof cupboards that can be hung on a wall with
folk and not a “faceless and everchanging array” of individuals. There are hooks, stood on the floor, or turned on their
rumors that the four individual Merchant Lords who now hold seats on backs and latched for use as wagonchests). The
the Council of Lords pushed for this stance in order to cement their own Bhuklyn’s symbol (a joined rack of ox-horns) is
positions and importance forever—and were supported in this by Lady everywhere on kitchenware used in Ravenian homes both grand and hum-
Lauren DeVillars, always the merchants’ best friends among the nobles, ble; indeed, the many Bhuklyn’s dealers around the city have taken to
who pointed out that the decree amounted to an acceptance of the legal chanting the saying, “Bhuklyn’s is everywhere.”
existence of the Merchants Council. “Pappa” Aldimo Bhuklyn, the hugely-fat head of the owning family of
The Merchant Houses shrewdly consolidated their newly-recognized the house, bought out the other shareholders of the collective known as
power in the city by winning the support of the common citizenry. They The Raven Moon, transforming it into his own organization. Rather than
donated and imported food, clothing, and finally building materials to the a shop or two, he restructured the business to have many small street deal-
war-tom city with almost embarrassing generosity. At one point the har- ers selling sturdy, attractive, useful everyday things he’d seen on his travels
bor was full of ships bearing their donations, with a few vessels even stand- through Cormyr, Sembia, and Amn. Bhuklyn’s wealth and sales are vast,
ing offshore awaiting docking space as goods of every sort were unloaded but he allows his sellers to keep a larger share of the profit than is usual,
and distributed to the various Merchant Houses (some for free thus reducing his take but increasing their loyalty to his house; a fair trade,

76
he believes. Pappa’s rolling, thunderous laughter is heard often in Coun- buy, and his clients enjoy small but surprisingly steady profits as a result of
cil meetings; he doesn’t take anything too seriously—least of all the popin- his attention—enough to make the difference between “getting by” and
jay antics that go by the term “politics” in the Bluff. “doing alright.”
Ururnst is one of the few Councilors whom other Ravenians would risk
Doumath House: Until recently, this collective their own lives and fortunes without hesitation to aid or protect. His son
was known as Bentbow House. When the much Straevo is a ne’er-do-well who spends most of his time off on “business
respected Emryn Bentbow died, the young and trips” (drinking, gambling, and womanizing in every port on the Sea of
ambitious half-elven woodcarver Ildryn Doumath Fallen Stars, some whisper), but the two Horthlaer daughters have taken to
bought the business, thereby becoming the first re- accompanying their father on his rounds. Some believe that if Straevo will
placement seatholder ever on the Merchants just stay away or meet with some timely accident before his father dies,
Council. Doumath has continued the business Horthlaer House will carry on. Otherwise, it seems likely that the business
that made Bentbow House famous, will die when Ururnst does. Shopkeepers who meet in the street often talk
specializing in making and selling furniture, inlay about the health of Ururnst Horthlaer—and no doubt many prayers go up
work, the procurement and carving of exotic fine woods, and the repair and to the gods on this matter.
refinishing of existing furniture. This last service is priced prohibitively to
prevent all his workers’ time being taken up in repairs rather than the more House of Kuldath: The five Brothers Kuldath are
lucrative work of creating new pieces; it’s meant mainly for restoring prized all bearded, secretive, pushy men from the east
antiques or genuine works of art. Doumath has inherited the good reputa- (lands east of Laothkund, now absorbed into Thay)
tion Bentbow House built up and has been careful to preserve it. The firm who import slave-woven carpets, tapestries, and
still uses the Bentbow Arms: a hunting bow pointing to the dexter, bent as mats by the shipload, warehousing them patiently
if being pulled, but without an arrow, the spread wings of an owl in flight and selling them when the price is right. For ex-
tracing the lines of where the bowstring should be. This emblem is burned ample, when harsh winter weather strikes the city
unobtrusively onto all items turned out by his workshops (grand four-posted each year, small carts carrying the Brothers’ wares
or canopied beds, highly polished tables or all sizes, and elegant armchairs appear in the streets and the Brothers stride up and
are their most popular wares). As someone who worked his way up through down talking loudly about how warm their fabrics can keep folk bundled up
the ranks, Ildryn begrudges time spent away from his carving tools; in them. These are the same men who complain bitterly to the civic author-
dawdling or verbose fellow Councilors who cause meetings to drag on and ities about the danger posed to the entire city from allowing inhabitants of
on are apt to find him sarcastic, his snapping voice interrupting like a whip tenements to light fires in their rooms, direly predicting a major fire beyond
to suggest a faster end to the meeting at hand. the ability of the Red Ravens to control that will sweep the city some day
soon. Aldeemo, Belurith, Narammus, Ospim, and Raethrif aren’t well-liked
Firestorm House: This large and increasingly fa- and keep all their dealings with others on a coldly distant, strictly business
mous concern is run by the youngest member of level. However, they are said to be very affectionate to their wives and mis-
the Merchants Council, the always-busy, always- tresses—whom they keep in luxuriously furnished lodgings all over the city
in-a-hurry Alampago Firestorm. He fidgets impa- and constantly shower with gifts; their many children are also treated with
tiently through every Council meeting but won’t indulgent affection. The brothers take turns sitting in the house Council
let someone else go in his stead—he doesn’t want seat, and all use the same business symbol: A row of five identical faceted
to miss seeing and hearing everything that goes on clear gems sitting on a massive iron anvil.
(always suspecting other Council members of con-
ducting important business beforehand, behind
closed doors at secret locations elsewhere). Alampago wears only the finest
clothes, but they always look rumpled, as if they’d been slept in (which is
often the case). Likewise, his hair is always tousled as he runs from one en-
gagement to another, not trusting his stolidly patient extended family to do
their work properly unsupervised. Folk all around the Inner Sea are begin-
ning to hear of Firestorm House, whose symbol is an upright, spread-fin-
gered human hand outlined in flames—and Alampago is fretting over his
latest department: four family members who devote all their working time
to investing the huge and ever-growing Firestorm profits (largely in Cormyr
and Sembia, but recently spreading to the Vilhon Reach and to the Dales).
Alampago began the firm just selling locks and keys but has rapidly ex-
panded into clockwork toys, music boxes, and wind-up toys with springs
that launch tiny darts or miniature crossbow bolts when they wind down.
He considers these novelty toys and has been genuinely puzzled by the
number and variety of people who have been coming to his shops and buy-
ing one—or two—or a dozen. . .

Horthlaer House: One of the smaller houses,


Horthlaer’s is run by the elderly, easygoing Ururnst
Horthlaer and takes as its symbol his everpresent
accessory: a smoking black (curved wooden and
brass-banded) pipe. Horthlaer represents small, es-
tablished shopkeepers all over the Bluff, specializ-
ing in the fast buying and selling of sideline goods
that aren’t selling so well in one district but might
move better in another. He spends a lot of time
visiting his clients, who look forward to having him drop by for a chat.
Ururnst also brings a little gifts for their spouse or child or parent, some-
thing entirely appropriate that he “just happened to find.” During the visit,
he’ll also show them this or that end-lot, leftover, slightly damaged, or mis-
laid goods that he’s found in ship holds or warehouses up and down both
sides of the Dragon Reach coast, that “just might sell here.” His business in-
stincts are uncanny—he’s almost always right about what Ravenians will
77
House of Whelk: This house is named for its Smokeflower House: The “smokeflower” (which
symbol, a white whelk shell. It is run by Hlastryn looks like a dandelion gone to seed but with
Vhelturl, formerly of Calaunt, who is rumored to smoky-gray leaves) is found in wild places all
be less than scrupulous but has shown no signs around the Sea of Fallen Stars, basking in the heat
during Council meetings of being anything more of sunlight reflected off rocks. It is especially abun-
than rather close-mouthed and politely conserva- dant around Altumbel, where this trading house
tive. The House of Whelk outfits fisherfolk (most originated. Using the smokeflower (superimposed
importantly selling them ropes and netting), buys on a painted red pennant triangle with a short
their catches, and resells the latter as both fresh horizontal top and a long-tapering central down-
fish and spiced fish pastes in wax-sealed clay jars, popular with many folk wards point) as its symbol, it trades almost exclusively between Ravens
seeking a quick meal (spread on toasted slices of bread and washed down Bluff, Tsurlagol, Procampur, and Altumbel; exporting Altumban goods such
with wine or beer). The house is also seeking to get into dockloading and as pine oils, dried moonsteak mushrooms, mint jellies, and squirrel-fur mit-
warehousing work but is encountering stiff opposition from the guilds and tens as well as selling seasonal produce and smoked mutton shipped from
may turn instead to shipbuilding or operating a merchant fleet. farms around Westgate. Recently furs and such things as liqueurs, nuts, and
There are whispers that Vhelturl is backed by investors in Hillsfar and cheeses are becoming regular goods on house shipping lists—and so are
Mulmaster who have their own dark reasons for seeking to control the mysterious stopovers somewhere in the Pirate Isles, where (presumably) the
docks and own a fast, battle-capable fleet of ships operating in the Moonsea small but growing fleet of ships owned by the house trades with pirates. Ru-
and Dragon Reach. One rumor even suggests that Scardale and Harrowdale mors of such activities have begun to circulate in the Bluff, but no one has
will end up one day as fortified dockyards and trading-centers, housing arti- openly confronted or accused any of the Smokeflower shipcaptains and
sans run out of other cities for shady practices. Others maintain that the merchant investors about such doings.
House of Whelk fronts for pirate-loving, Zhentarim concerns. Most Raven- Smokeflower House represents eight or nine captains, thirty-odd mer-
ian merchants scoff at such far-fetched notions—and then stop suddenly chants, and another dozen or so passive investors (mainly elderly, retired
and look thoughtful. Ravenians who’ve invested their savings). The house is run by the Theeir
family. The matron of the family, the stooped and sixtyish Elgalatha, holds
the Council seat while her three daughters (Albra, Sappheera, and Ta-
Nightbird House: Specializing in women’s cloth- latha) run the daily affairs of the house, employing a staff of two dozen
ing and footwear, this well-regarded house is al- agents (most of them burly male ex-adventurers used to danger and dealing
most entirely owned and staffed by women (in- with both thieves and pirates). Smokeflower House is prosperous but not
cluding the small security detail, who own a fifti- spectacularly successful; some civic officials believe money may from time
eth concern in the business, which they tend to to time be diverted out of the coffers and flows to somewhere outside
take out in merchandise). Nightbird House ini- Ravens Bluff.
tially concentrated on imported accessories such
as thigh-high boots, party masks, long gloves, styl-
ish hats, and decorative walking-sticks (from The Storm Dragon House: This new and rela-
Cormyr, Sembia, along the Vilhon Reach, Chessenta, and, increasingly, tively secretive trading house deals in all manner
Turmish). Recently they have moved more to designing and selling tailor- of goods, from hand mirrors to footstools, most of
made garments from gowns to lingerie (the latter have particularly taken them exquisitely made and low-priced. Embroi-
the Bluff by storm—as has their slogan, “making you look better”). The dered silk is offered at ridiculously reasonable
dozen talented tailors and seamstresses on staff are adroit at creating cus- prices, and increasing numbers of Ravenians have
tomized clothing of all types to suit any size or individual whim, and de- made the obvious connection between the mate-
mand has long since outstripped supply; nowadays an appointment is rials and the prices: these are slave-made products,
needed for anything except ready-made items, and the wise schedule their probably from Thay. Some stranger things (from
fittings well before the next revel or “occasion.” Profits are consistently Kara-Tur and Zakhara) are occasionally imported by the storm Dragons,
high, and the board of seven merchants who pooled their resources to cre- and there’s no evidence thus far of their either taking slaves in the Vast or
ate Nightbird House have all become rich as well as extremely well dressed. importing the drugs that certain Thayvian slavemasters have made infa-
Each has hired a designer to work exclusively for the house, all of whom vi- mous. Still, under the guise of checking for such things, Chief Constable
olently disagree over who should become the Nightbird designer. The sym- Sunriver’s men have taken to making random inspections of Storm Dragon
bol of this house is the gray silhouette of a swanlike bird in flight, seen side- shipments and warehouses (they’re really checking to ensure that incoming
on with its wing raised and its long, slender neck ever-so-slightly curved as products aren’t bearing enchantments that will enable Red Wizards to eas-
it points its beak to the dexter. ily teleport hence, magically influence Ravenian owners of the purchased
The High Seat on the house board and its Council seat are both filled items, or unleash damaging spell effects from afar).
by the same woman: Iorla Trablastur. Born a commoner somewhere on The Storm Dragons always act amazed and “outraged, simply outraged”
the Vilhon Reach, she radiates elegance. Tall and shapely, she has ash- when authorities question them or inspect their premises, but it’s so obvi-
blonde hair that hangs to the backs of her knees and wears makeup so ously an act that it’s simply ignored—and soon smoothly ceases, leaving the
skillfully applied as to be almost invisible. Some have complained that formerly protesting house merchants almost smirking. The Storm Dragon
her beauty is too perfect, but these quibblers are few. Believing in adver- personnel are all Thayvian-born and of twenty to thirty years of age. They
tising her ware, Iorla models an endless array of Nightbird originals, go straight to the embassy of Thay for an interview of some sort upon first
changing her apparel as many as twenty times in a day. Far more calculat- arriving in Ravens Bluff, and to a man (there are no women among them)
ing than she appears, she can drink a prodigious amount without losing they seem quiet and utterly self-controlled. The house was founded and is
control of her manner and tongue. She loves to attend revels to show off led by a gray-haired veteran warrior named Rivyan Thalond, who uses the
her designers’ latest creations but only “lets slip” what she means others title Housemaster. Thalond holds the Council seat, though from time to
to know. Uninhibited and lightly friendly in manner, Iorla knows how to time once of his two assistants, Housetalers Elgrith Orinthalas and Toseiyn
make an entrance without seeming to care about it or work at it: heads Dulkrauth will attend in his stead if he is “indisposed” (i.e., away on secret
turn whenever she enters a room. business). Orinthalas is known to be an expert jeweler and something of an
authority on magic; Dulkrauth is a silk buyer and reputedly an expert killer-
by-stealth, always discretely shadowed by the Watch whenever he goes out
into the city streets.

78
The Storm Dragons use as their symbol an open-fanged dragon’s head
facing dexter and biting on a pearl; its long, snakelike, wingless body curves
around to encircle the scene, the tail rising up to support the pearl on its tip.

Strangestars House: This house specializes in far


travel and the exotic goods that can be brought
back from far places (such as Nimbral, Var the
Golden, and the Utter East). In particular, the
various putty-like spiced and flavored edible gar-
nishes made in such places (notably halomonde, an
almond paste; and soabrath, a leekgrass-and-garlic
paste) are solid sellers for Strangestars. One can
also find a wild variety of brass lamps and braziers,
rugs and tents, carved tusk-daggers from slain “desert dogs” (jackals), and
chain-work in their line of imported goods. The house uses a device of a
merchant’s balance-scales (two pans hanging by chains from a T-bar)
flanked on both sides by arcs of stars (three five-pointed stars in each arc).
House affairs are run by democratic vote (in closed, secret sessions) among
the forty-odd young partners (most of them young men with small fortunes
but hitherto no idea of what to do with them). These sessions are run by the
secretary of the house, a tiny but forceful elven woman by the name of Alu-
endalee Strangestars. She usually sits on Council, but sometimes sends one of
her handsome young men in her stead. Aluendalee’s tongue can be razor-
sharp, but she’s seldom out of temper; her biting words usually seem to be de-
livered almost playfully. Strangestars is growing slowly and steadily in wealth,
its success slowed by Aluendalee’s insistence on turning twenty percent of
profits directly back to the many partners, “to throw away as they see fit”—
a decision that pleases her investors very much indeed,

Telsark’s House: Auglustor Telsark is a bald-


headed, agile, handsome man who enjoys cultivat-
ing a mysterious manner, dancing, and swordplay. The Tempest Rose Merchant House: The
An expert with the blade, he seems irresistible to largest, wealthiest, and best-connected of all the
women; since his recent arrival from Reth, scores merchant houses is the Tempest Rose (whose sym-
of Ravenian women have gone to revels with bol is a horizontal black rose, stem to the sinister
him—and left revels with him. Once he was ac- and open flower to the dexter, with three drops of
cused of charming women, and even being a vam- water hanging from its petals and a lightning bolt
pire, but a thorough investigation showed that he bisecting the stem from high dexter to low sinis-
was magic-free, amusing, human, and spectacular of build. Telsark enjoys ter). Officially run by its Chamberlain, the strik-
being the center of attention and making people talk and is given to bold ingly tall and urbane olive merchant Bendro
(even foolish) acts in order to achieve such prominence. When he asked Mundigrar, it’s an open secret in the Bluff that the Rose is owned by Lady
more than eighty lady friends if they’d invest in a venture headed by him, Lauren DeVillars and managed by her as exactingly as if its employees were
they agreed-so enthusiastically that Telsark was able to buy over twenty her domestic staff (as indeed some of them are).
properties in the city and pay back his investors within a year just from the Lady DeVillars has hired landscapers from Cormyr to “set to rights”
proceeds of resales of a few strategic buildings and the rents from the rest. DeVillars lands ravaged by war, freeing her to devote all the time she can
Telsark makes a practice of hiring the unmarried daughters of his lady spare from her duties as the newly restored high priestess of Waukeen to de-
backers to be his staff; thus far over twenty have agreed. Most of them find velop commercial interests, aided in both endeavors by her daughters
Telsark “hilarious” in person and exciting to work for, as the striking adven- Chantel and Bethany (both priestesses of Waukeen in their own right). She
turer jaunts around Hillsfar, Sembia, Westgate, and Telflamm making deals is particularly concerned to block other merchant houses from snapping up
and breaking hearts as he’s always done. Telsark has told his staff to buy jew- the outlying estates of nobles who don’t really want to sell but need short-
elry and clothing that catches their eye but isn’t of the most expensive term money to rebuild or pay off debts. The Tempest Rose has swiftly be-
make; they are to keep samples to wear themselves and buy up the rest for come the principal creditor of Ravenian nobles, owed huge sums secured by
sale by the house in Ravens Bluff and Sembia. vast amounts of property offered as collateral. Lady DeVillars could con-
Telsark never enters the Dales (he has some past history there involving tinue in comfort (if not in quite so high a style as she’s accustomed to) if not
angry husbands) but often sends some of his staff to sell selected wares to a copper of these loans were ever paid back—but if they are, she stands to
Dalefolk. Thus far, their taste has proven unerring; on the first few runs, all recoup literally millions of gold pieces once all the principal and interest
the goods were sold at the first stop, and even with a veritable caravan of are repaid. The Rose thus functions primarily as a bank and has come to be
sixteen wagons on their last trip the Telsark vendors (selling under the so trusted that it now even mints its own money: gold pieces bearing a
name “Hillharp Traders”) were cleaned out in Ashabenford after visiting simple but elegant rose design on one side and Waukeen’s profile in bas-re-
only Essembra first. As they packed the wagons to turn homewards, buyers lief on the other. Some Ravenians have come to prefer these gold pieces to
from Tilverton were buzzing around them, clamoring for shipments of what the official coinage of the city: the “raven” (see page 66). In addition to its
they saw local women bearing away. banking concerns, the Tempest Rose also invests in building construction
Telsark’s had just one setback—the sinking of a ship he’d just bought— (as Lady Lauren wants the city to replace wartime damage as quickly as pos-
and the prow of a submerged ship, surrounded by curling waves, is now the sible). It owns several small concerns that make sailcloth, rope, chests, and
symbol of the house. Auglustor Telsark sits in his own Council seat and has barrels as well as investing in inventions of all sorts (the smaller and more
already been confronted at three Council meetings by an angry nobleman practical the better). Finally, Lady Lauren uses the Merchant House to in-
(a different one each time) demanding Telsark leave his wife alone. He dulge one of her hobbies—that of breeding fine riding horses, able to race
takes such confrontations with calm and quiet humor, and once even took and jump with equal facility. She knows each of her horses by name and vis-
a sobbing nobleman out to a nearby tavern for a quiet talk about domestic its their farm whenever her duties allow.
bliss—after disarming the man twice in a duel that lasted about a minute.

79
Chamberlain Mundigrar sits in the Council seat for this house, but he’s “bounded across the room after them.” Whatever truly occurred to make
been known to hasten to Lady DeVillars for a conference before voting three of the thieves fall to their deaths on the street below also left a gaping
when unexpected matters arise (much to the amusement of his fellow hole in the wall, running almost the entire length of the structure.
Counselors). He’s more kindly in manner than Lady DeVillars tends to be Casheira, questioned about the accuracy of their account, displayed wrin-
but still expects the best performances from the Rose workers under him kled thews and said mildly, “Splendid imaginations the young folk have
that they can give. “How can we do that better next time?“—his inevitable today, hey?”
question—has become a house catchphrase. The diligent attention to de-
tail and smiling enthusiasm of Tempest Rose staffers make it the leading
Merchant House in the Bluff, increasingly the business choice of indepen- Recent House Developments
dent merchants and lone citizens alike.

Vespers: This large and prosperous house deals in


T wo interesting businesses have recently established themselves in the
city—neither has been admitted to the Merchants Council (the orig-
inal sixteen houses are wary of diluting their influence), but each has at-
elegant, expensive, and expensive-looking items tracted interest. The House of the Black Flame officially purchased a large
of all kinds, having established itself as “the pur- warehouse standing near the north gates and announced their grand plan to
veyor to the finest folk” (i.e., the nobles and the establish “the most prominent trading house in the city.” Headed by
most pompous and wealthy of civic officials and Fredrick Truelane, the Black Flame specializes in clothing, foods, and ex-
merchants). Crystal and glassware, silver dishes otic weapons from around the Realms.
and accouterments, and fine wines are the most In contrast, the other new house opened its doors almost secretively.
popular Vespan products. The deftly polite staff of The House of Desires is an establishment directly governed by clergy of
this house (who often moonlight as serving staff Sharess, specializing in the sale of oils, scents, “love potions” (herbal, not
for lords and merchants desiring to impress visitors on special occasions) are magic), and alluring garb of silk, leather, and fine textiles not often seen so
adept at sensing changes in fashion and offering impressionable nobles far north. Although barred from a number of coastal cities around the Inner
things that seem irresistible at the time. Lord Norwood, not the most tact- Sea, this House has been quietly welcomed by the Merchants Council (de-
ful of men, once looked around at a revel hosted by one of his fellow nobles spite some friction on the part of Nightbird House) in the hopes that it will
and snorted “Huh! More Vespers junk! They’ll be sending out a catalogue assist Ravens Bluff in the establishment of permanent trade with some of
next!” the far southern realms in which Sharess’s worship is well established. The
Perhaps two dozen silent partners stand behind the founder and head of Clerical Circle expressed considerable misgivings but found they could not
Vespers, the white-haired old toymaker Queldino Tasamber (once of actually ban the House or close its doors since the priestesses defined their
Athkatla). Queldino carefully trains his staff with the aid of his wife, said to edifice as a business, not a place of worship. This did not prevent accusa-
be a witch of Rashemen—and they all seem to adore her but are careful to tions of payoffs “both sensual and monetary,” but for now the Merchants
obey her utterly, acquiring the same perfect manners and impeccable Council continue to shield this fledgling venture.
grooming. Vespers is always tasteful show and exclusivity, never allowing Another point of controversy among the Ravenian Merchant Houses
any dirt, disarray, or hurry to disturb the smooth veneer. It simply pours has been Whale’s Tail House, a small concern operating out of various ram-
profits back into the pockets of its investors, being perhaps the most shackle buildings on the docks that has been accused of fencing stolen
steadily profitable of the Ravenian Merchant Houses. During the recent goods for Inner Sea pirates and wreck-booty from coastal wreckers (who
war, when many other houses suffered huge setbacks in business, the Ves- lure ships onto rocks by showing lights by night in storms). The house has
pans smoothly shifted to sell beautiful engraved silver armor—as well as declined to respond or indeed make any scheduled report to the Council.
elegant gauntlets for ladies who wanted to signal their readiness for battle The Merchants Council is now considering whether to claim authority
without indulging in any actual discomfort. over nonmember businesses, forcing them to uphold its standards, or to for-
Queldino holds the house Council seat (his wife, Vaerma, has never ward such reports to the civic government.
been seen out in public in the city, save perhaps heavily cowled and after
dark). He designed the house symbol himself: a tall, slender wineglass of the
sort sometimes called a “flute,” with a twinkling, many-pointed star rising
up out of it trailing smoke or stardust. This is usually rendered in silver; if
The Guilds
painted, the background is deep purple at the bottom, darkening to near-
black at the top. he guild is the standard organization for many pro-
fessions and businesses operating in Ravens Bluff—
Wyrmhoard House: Founded, as its name sug- measures of protection (through the strength-of-num-
gests, using wealth seized from a dragon’s hoard by bers and codified rules of conduct) for the small shop-
adventurers, this house uses as its symbol a pile of keeper against ruthless and unscrupulous competition.
gleaming golden coins held in two cupped hands. Most guilds are legal entities chartered by the Council of Lords and the
It sponsors adventurers and exploratory mining Merchants Council (both must ratify the charter for it to take effect). A
expeditions of all kinds and has had a rocky up- guild charter specifies the internal organization of the guild, the authority
and-down financial history as a result (due to of the guildmaster and other officers when dealing with outsiders, taxes and
client deaths rather than to defaults or deceit). obligations owed the city, and guild privileges granted by the government,
Wyrmhoard House is run by an elderly group of re- such as exclusive licenses or monopolies. These charters normally run for
tired adventurers, the Band of the Flaming Sword, who once rode out of ten to twenty years, and (except in extreme and extraordinary circum-
Arrabar, slaying at least two dragons and one fell archmage in over forty- stances) can be revoked only upon expiration. The Lord Magistrate can
odd years of adventuring. They sell adventuring gear, such as climbing suspend a guild’s charter for up to ten days if the guild has flagrantly vio-
ropes, packs, tents, grapples, dome-huts made of metal shields that can be lated some civil ordinance, but early revocation of a charter requires a ma-
firmly attached together, and so on. Their profits go towards the purchase of jority vote of both Councils. All guilds in Ravens Bluff are officially less
building after building in the city as they seek a more stable income than thirty years old, but their members have been loosely organized in
(through rents) in their old age. The Flaming Swords move into each new their various professions for as long as anyone can remember.
acquisition, refurbish it, and then rent it out and move on. Certain mem- The Regent of the Guilds (see page 66) is the government watchdog
bers of the band are rumored to possess magical weapons, but the over, and liaison to, all city guilds. By law, he has review and veto power
spokesman for the house, Council seat holder and retired warrior Baeren- over the official policies of all guilds and the responsibility to ensure that
don Tulsnarr, denies any ownership of magic on the part of any of the sur- each guild honors its charter obligations. Should a guild not live up to its
viving members of the band—according to Baerendon, the Flaming Sword charter terms and obligations, the Regent can recommend revocation of its
from which the group took its name fell into a chasm thirty years ago with charter (more often, he or she levies fines and suspends certain guild mer-
its owner, paladin of Tyr Taendel Warryth. Thieves who recently slipped cantile privileges until the guild mends its ways). The Regent is grossly over
into the bedchamber of the Band’s other retired warrior, Casheira worked and sometimes unable to fully attend to his or her duties, especially
Archulgelt, swear she turned into a wyvern in front of their eyes and since many guilds strive to evade the Regent’s authority as much as possible.

80
Guilds train apprentices in their trades, establish quality standards for
products, set standard prices, market their members’ product, discourage
Armorers Guild
non-guild competition, and try to protect their members and privileges from Guildmaster: Lord Rethryn Hawkynfleur (LN hm F15)
government harassment (which certain guilds define as any interference or Liaison Officers: Guildmarshal Bordryn “Blackbuckler” Saern (NG hm F5)
even scrutiny). Guilds are supposedly self-policing; any member who acts and Seneschess [Treasurer] Cortyara Phindelstal (CG hf F2)
against a guild’s best interests risks severe punishment. Some guilds main- Headquarters: Manyshields Keep, Manycoins Way, Temple District.
tain a small force of mercenaries for protection and intimidation, but most
reply on their burlier members when physical persuasion is required. For years the Bluff’s armorers have plodded along, content to sell their
Internal organization differs from guild to guild, but each is headed by a wares to a seemingly endless stream of adventurers. Increasingly, though,
guildmaster elected from among senior guild members. The guildmaster folk are turning to magical bracers (items whose profits lie in enchantments
acts as official spokesman in court and before the two Councils and Lady administered by the Wizards Guild) and other means of body protection,
Mayor; he or she often sets guild policy as well. A guildmaster needs to be a eschewing the expensive, heavy, custom-fitted full armors that this guild
shrewd politician to control his or her guild and maintain good relations takes pride in making. Business has been slowly falling off for almost a
with the civic government, since the interests of the members and the gov- decade now, offset only by a fad for fake armor on the part of wealthy mer-
ernment often differ. Guilds have great political influence in the Bluff be- chants with pretensions to nobility and pretty ladies who want to look dar-
cause of their wealth and power. The people elected as guildmasters tend to ing at parties. The war created a sudden scramble for their services, of
be among the most ingenious and astute individuals in Ravens Bluff. course, but this proved to be a short-term demand that has subsided as
Several types of guilds operate in the Bluff. The most plentiful of these quickly as it began now that the war is over. The Armorers are worried that
are the Craft Guilds, which concern themselves with a single industry. their trade may dwindle to almost nothing, leaving them with only the oc-
There is a guild for all the major crafts practiced in Ravens Bluff: the Ar- casional “replace this vambrace” order. They’ve tried to counter the popu-
morers Guild; the Brotherhood of Wool Carders and Weavers; the Builders larity of mobile, personal magical wards by spreading rumors about such
Guild; the Cartmans Guild; the Chandlers Guild; the Coopers Council; magics exploding, or causing users to spontaneously combust, or even sub-
the Fellowship of Herders and Butchers; the Fellowship of Jewelers, Gold- tly eating away at the wearer’s flesh until his or her skin simply sloughs off
smiths, and Whitesmiths; the Fishmongers Association; the Guild of Black- in a moments of exertion or intimacy, leaving a bloody remnant that looks
smiths and Wheelwrights; the Guild of Fine Carvers and Furniture Makers; like a living skeleton!
the Leatherworkers and Tanners Guild; and the Stonemasons Guild. Meanwhile, some guildmembers craft slender and stylish gauntlets and
Thieves’ Guilds aren’t guilds in a conventional sense, but they do tend stomachers for ladies, while others rail against catering to the whims of
to organize themselves along the same lines. Naturally, they don’t bother fashion, however beautiful the creations, arguing that this short-term gain
with legal requirements. The last successful Ravens Bluff Thieves Guild, could lead to the long-term doom of their trade. These traditionalists labor
the Four Ravens, was suppressed some forty years ago; while persistent to replace the stockpile of armor of all types expended during the war (the
rumor maintains that it survives to the present day (see page 17), if so it has guild donated them to equip the army and is currently negotiating a pay-
gone underground and works behind the scene in subtle ways, being careful ment schedule with the Lady Mayor’s office). The aged guildmaster, a re-
not to attract too much notice. A new would-be Thieves Guild tends to tired warrior of great accomplishment, seems more interested on being seen
spring up in the Bluff about every other year or so (organized by some am- squiring increasingly younger and more beautiful ladies to revels, not in set-
bitious adventurer who sees the Bluff as an ideal place to set up shop), only tling the growing rifts among the membership. Not surprisingly, the junior
to be broken up by Chief Constable Sunriver’s City Watch within a few officers (the Guildmarshal and the Seneschess) are swiftly gaining influ-
months. The closest thing Ravens Bluff has to an official Thieves Guild is ence as they deal with the daily concerns of members, despite their fierce
the Silent Network, sometimes ironically called “a guild for thieves and disagreements about almost everything. Gruff Sir Blackbuckler takes the
spies,” which concentrates on rogues’ known information-gathering skills position that “what’s good enough for our great-grandparents is good
rather than their larcenous ones. enough for you”; Cortyara has a fiery temper and a nimble tongue and uses
Another sort of guild, the Collective, is represented in the city by the both to argue that unless the guild learns how to make lighter, more flexi-
Merchants Guild. Unlike the craft guilds, which actually make things, this ble armors they will become an anachronism.
organization is concerned with the importation, transportation, exporta- All in all, “unsettled” is the best word to describe this still-wealthy guild,
tion, and sale of goods and raw materials. Most of its members sell from entrenched (in more than one sense) within the small but defensible keep
small shops scattered throughout the city or work behind the scenes mov- that serves as their headquarters.
ing large quantities of products to and from the Bluff. Much of the city’s
current wealth comes from these peoples’ incessant efforts.
The last type of guild represented in the Bluff is the Professional Guild,
Brotherhood of Wool
whose members provide services rather than goods. The Cartman’s Guild,
the Guild of Clerks and Scribes, the Launderers Guild, the Sages Guild,
Carders and Weavers
mercenary companies, and adventuring fellowships such as the Fellowship Guildmaster: Boldo “Manyplumes” Farchild (CN hm F3)
of the Sacred Feather are examples of this type of guild. Most of the ser- Liaison Officers: Master Buyer Geldiir Lostriver (LN hm F5) and
vice-providers in the Bluff are not organized into guilds (for example, there Weftspeaker Essarla Hollydar (CG hf T4)
is no “Butlers and Barmaidens Guild”); only those whose loyalty to their Headquarters: Brathkelpt House (named after the founding guildmaster,
profession comes before that to their employer. but more commonly called “The Loomspider” thanks to its sculpted
All recognized guilds in Ravens Bluff have their own coat of arms and facade), corner of DeVillars Ride and Dragonscale Street, Temple District.
badge (the latter usually being a simplified echo or “detail” of the former).
The coat of arms is rarely seen beyond guild banners at their headquarters, The grossly fat master of this guild has been a figure of fun in Ravens Bluff
though the richest guilds have coaches emblazoned with it for carrying for three decades, but his childlike face and lisping naive remarks conceal a
guild officials to court and to meetings. It’s recently become fashionable for keen and calculating mind that has been steadily repositioning his guild to
guild—-particularly when they’re disputing something but haven’t yet keep costs low and wares selling by maintaining a low profile of everyday
come to cold exchanges in court or swords in the streets—to arrange for a necessity for most goods and high-fashion tapestries and cloaks to offset the
private meeting at one of the country inns or mansions-for-hire in the influx of silks and other exotic fabrics from the southern shores of the Sea of
countryside upriver from the city, where bodyguards and mages with shield- Fallen Stars. The guild acts ruthlessly (but very stealthily) under his direc-
ing spells can better ensure privacy while the two guilds work out their dif- tion to control any supplies of needles, thread, and reliable dyes reaching
ferences. The system works very well; so frequent have these meetings be- the Bluff, stationing buyers on the docks to deal with unexpected ship car-
come that some ordinary guildmembers now grumble that their officers de- goes that might allow common folk (or un-guilded merchants) to get their
liberately foment dissension just for the pleasure of their leisurely retreats. hands on substantial amounts of what guildmembers call “the necessities.”
Be advised that the overview that follows, while accurate so far as it As a result, such goods may be available across the city, but not in bulk—
goes, describes a situation that could change overnight as new guilds and never of the finest quality. The guild offers added features for its wares
struggle to organize and old guilds stagger through their death-throes. for those able and willing to pay, such as opaque damp-resistant inner

81
linings or cloaks lined with metal pellets that could become deadly con- habits as before prosperity came their way. A few, however, have “discov-
cealed weapons. The Brotherhood once had a quiet arrangement with sev- ered” their wealth. These Builders throw money at any problems that con-
eral minor mages of the city to cast bogus fire-resistance enchantments on front them, embracing fashion like envious peacocks, angling for invita-
their wares (“for an extra fee”) until the Wizards Guild stepped in and put a tions to the most prestigious revels, and taking up expensive hobbies and
stop to the practice. sports (such as spearhunting sharks from griffonback, or playing the Game
Certain guildmembers offer secret pockets and the like, but others dis- of Masks—see page 91).
miss such touches as “flashy nonsense.” The guild contains a hard core of In fact, the builders are so busy that they can’t adequately police the
so-called “Old Masters” (perhaps two members in ten, not all of them old honesty of their tenants and the safety of their various properties, so cheat-
nor particularly masterful) who disdain finished goods of any sort, dealing ing is rampant and the wealthiest builders have taken to hiring bands of ad-
only in bolts of woven cloth or bales of dyed and spun wool, mainly for sale venturers to guard their families, buildings, and investments, to spy on ri-
in the Dales, Sembia, Procampur, Melvaunt, Thentia, and Tsurlagol. vals, or even to scout new possible building sites. This hired muscle gives
“Good honest weave” is the touchstone of an Old Master, and these guilds- them a weapon to threaten business rivals, confers status (“more swords an-
men (for they are almost exclusively male) deal in durable, everyday tex- swer my bidding than you can muster”), and allows commoners to unoffi-
tiles produced swiftly, at low cost, and in great volume. Many a merchant cially assemble private armies to rival those openly and legally maintained
selling nondescript cloth in upland Amn or along the Vilhon Reach has a by the lords. However, since the courts have found the builders financially
wagon loaded with bolts of cloth that came—through several owners along responsible for the misdeeds of their hireling adventurers, even extracurric-
the way—from Ravens Bluff. ular raids and rowdiness that befell without the builder’s knowledge or per-
Guildmaster Boldo has skillfully steered the guild into embracing mission, adventurers who go on a real rampage can expect to find that their
changing fashions and advances in trade and the handling of wares without sponsor has gone swiftly to the city authorities in the midst of any fray he or
overly annoying the Old Masters or causing a split between younger, ea- she can’t reach to stop and unemployed them by legally witnessed and at-
gerly innovative members and their more traditional brethren. This task tested declaration.
hasn’t been made easier by the guild’s old and crotchety Master Buyer, who All three officers of this guild are in full agreement, each belonging to
can spot inferior dye, minor variances in quality, or substitutions of mater- the “old school” of hard work and simple living. Guildmaster Baylar firmly
ial from a city mile away but “doesn’t hold overmuch” with change or the believes that his guild will still be here thriving long after the current boom
“passing notions of emptyheads” (fashion), preferring “good, honest cloth.” is over; what really matters is not what airs his fellows give themselves or
Geldiir Lostriver prowls around the city, talking nonstop in his thick voice; how they spend their money but how well they do their work. In his eyes, so
he seems to know everyone, see everything, and forget nothing—little long as the buildings are sound the guild’s reputation is safe.
changes in how a house is decorated. who burns their lamps late, and so on.
Uptown is his prowl, because buyers live there and sellers of the dyes, raw
wool, and the like pass through there. He’s the up-front eyes of the guild,
Cartmans Guild
poking his warty nose openly into all the passing business he can. Childmaster: Rhauldolo “Fists” Clauthgylt (LN hm F8)
The other important officer of the guild is rather better at finding out Liaison Officers: Purser Kleller “Cold and Thin” Belsklul (LN hm F1) and
things folk would fain keep hidden. The Weftspeaker is a young imp of a Cartcaptain Borth “Merry” Mrimmer (CG hm F4)
lass who loves to climb things—in particular, houses belonging to others. Headquarters: Carters Hall, Skulls Street and DeVillars Ride, Temple
She spends many nights clinging to corbels and cornices aloft in the dark, District.
peering in windows to see (she says) who’s using what cloth in their fur-
nishings. Some suspect she sells information on other topics to the Silent Also profiting from the ongoing building boom, the carters of Ravens Bluff
Network and other clients on the side, but her able tongue and deft argu- have always made handsome money; in a city built on trade, their services
ments serve the guild well in court, and she’s popular with members and are vital. Never allowed to restrict the city to only guild conveyances,
clients alike. Some Old Masters have taken to calling her “the Weftspider” they’ve managed to make their services swift, easy, and prevalent enough to
for her skulking habits, but they take care not to criticize her in public—so keep most shopkeepers from bothering to purchase carts of their own
far. The rifts in this guild aren’t healing, though all involved seem to be (those who keep rental stalls, or who must often go outside the city to get
taking care not to let them erupt into open struggles for control or break- their wares, often rent guild vehicles for years at a time). The familiar gold-
aways into new guilds that of necessity will command far less power than on-green lion’s paw badge of the Guild is seen on carts stopped outside
one united guild. The tensions are causing guildmembers to visit back and most businesses in the Bluff twice or thrice a day; the carters perform the
forth with each other often—so much so that Intelligence & Negotiations essential loading-and-unloading-with-a-minimum-of-loss-or-breakage
team members of the Watch are beginning to take an interest in the Broth- work deftly, always employing at least one youth to keep watch over their
erhood, reasoning that an agent of the Red Wizards, say, or the Zhentarim, carts to guard against theft.
Cult of the Dragon, an organized slaving group among the pirates, or even Guildmembers work long hours and make much use of herbal baths to
interests in Calaunt or Mulmaster could find such frequent to-and-fro trips soothe aching muscles; most have tubs fitted with harnesses to keep ex-
great cover for passing messages and spying. hausted users from falling asleep and drowning in the soothing warmth.
The work is backbreaking, and most guildmembers aim to retire early,
Builders Guild keeping lesser incomes rolling in through ownership of guild carts (and a
resulting split on all fees earned through use of that cart). The guild main-
Guildmaster: Baylar Ghalimauphrae (CN hm F3) tains all of its carts in top condition, rebuilding and replacing long before
Liaison Officers: Tender Witness Joslin Huntamar (NG hm T4) and such work becomes necessary rather than after expensive and possibly dan-
Hiremaster Laudaloss Mree (LN hm F2) gerous collapses. A stable of extra carts is kept ready, safe from the weather
Headquarters: The Hall of Five Arches (“Tall Hall”), Moorland Ride, in indoor storage, to handle emergencies (such as moving wares away from
Uptown District. fires). The guild prides itself on the honesty and skill of its members; unlike
the (non-guilded) dockloaders, carters must serve apprenticeships, being
The booming business this guild currently enjoys (see page 10) leaves it trained in gentle handling and safe storage of goods (and having their hon-
with only the concerns sudden prosperity brings: where to find more esty covertly tested along the way) before full admittance to the guild. Ad-
skilled workers, how to find time enough to sleep (full, extensive meals are venturers and other newcomers to the city can’t just hire on to help load
now brought to worksites), where to hide or invest all the money guild- and unload carts; guildmembers do not consider their work an unskilled vo-
members are bringing in. From menial laborers, the Builders have risen to cation. Very few carters are female or small of build, though their lookouts
the status of lords-to-be or at the least investors who can end up sharing in are often both. Widows of carters often join the guild, either owning or op-
the profits of a dozen or more small businesses they’ve sponsored. Some are erating their own carts. On the surface, this guild is more democratic than
even building shops and taking a percentage (10% to 20%) of the profits most, with long and heated arguments in the Carters’ Council to determine
of businesses who locate in the buildings, though they haven’t invested a guild policy; actually, the deft guild officers almost always ignore these de-
copper in the firms who become their tenants. Most Builders have been bates, viewing them as a harmless exercise that enable Carters to get angry
too busy and successful to change their ways; they live in the same dirty at each other rather than their leaders.
clothes as always, work with their hands, and keep the same friends and

82
Chandlers Guild blood instead). His followers have accepted these restrictions and reforms
because Peldrin has greatly increased their business. He led the guild into
Guildmaster: Guildmistress Raethra “Old Mother Coins” Glindara the “handcask” business (“holds more than a tankard” proved a slogan few
(LN hf F2) carousing adventurers could resist). He introduced Ravenians to the con-
Liaison Officers: Guild Scribe Jaulonta Bluree (NG hf F1), Guild Factor cept of storing even small amounts of bulk dry goods in casks rather than
Berhurlt Memblin (LN hm F6), Deputy Guild Factor Sarsip Delmer coffers. He’s encouraged the development of tight-sealed removable lids,
(CN half-m T2), and sixteen Officers of the Knot (inspectors) rather than just the traditional bung-and-spigot openings. By encouraging
Headquarters: Lamplit Hall, Nightlamp Street, Crow’s End his coopers to make their casks more versatile, he has popularized the prod-
uct beyond their dreams.
This guild represents both makers and vendors of cordage, canvas for sails, This isn’t to say the Coopers Guild is spotlessly honest. In fact, one of its
plank oils, soap, and paints. Many members keep shops that sell a variety of most valuable and expensive services (outstripping even the fees charged
other goods as well as guild-governed wares; others include suppliers who for providing large numbers of matched, new barrels on short notice) is the
dwell well inland from the Bluff but keep agents in the city and want the shufflecask service. For the right price, the guild will undertake (without
protection of collective trade representation. This guild was literally forced guarantees) to do its utmost to keep a single barrel from being inspected by
into being, early in the existence of the city, by local merchants tired of the authorities. They never resort to magical means to do so, preferring the
caulking that gave way at sea, shoddy ropes and sails that failed when fac- old-fashioned approach of a combination of substitutions, stealthy ship-
ing their first storm, paints laced with spoiled beer, pig swill, and less savory ping, distractions (the famous “flaming barrel” spontaneous fire now alerts
liquids, and similar chronic unreliabilities amongst the goods now adminis- authorities to seize and examine every barrel within reach), and haystack-
tered by this guild. A sailor’s life can depend on a rope not breaking or a sail hiding (putting the barrel among hundreds of similar ones). Naturally, they
not ripping like rotted cloth, and the Bluff depends on its merchant ship- will only undertake such a commission if the proffered bribe is a hefty one
ping, making this guild crucial to the city’s financial health. and they think there’s a good chance of getting away with it.
Quality inspection remains the backbone of Chandlers Guild operations,
and the affixing of the guild mark (a seal depicting a circle of rope surround-
ing a ship under sail, always accompanied by knotted cords whose secret
Diviners Guild
knots are sealed in pitch so they can be broken open, inspected, and retied Guildmasters (an elected triad): Saldo Presto (LN hm W16 [Diviner]),
only by guild officers) is serious guild business, not to be undertaken by non- Aberdleen Krestner (CG gm W12 [Diviner]), and Rial Potjian
officers. Guildmembers undertake to sell only guild-certified goods that have (LN hm W10 [Diviner])
passed inspection but are of course free to sell carry other lines as well; Liaison Officers: None (the Guildmasters fill this function)
candles, lanterns, lamp oil, and wicks are an unofficial guild sideline sold by Headquarters: Seekers’ Guildhall, Fire Lane, Uptown District.
almost every chandler’s shop in the Bluff. Guildmembers are entitled to pur-
chase guilded wares at a 40% discount from fellow guildmembers. The Diviners Guild is the last of the independent magical guilds; the others
Guild officers can lay their hands on astonishing amounts of guilded have all long since been absorbed into the Wizards Guild. Membership in
wares in a hurry, saving a desperate (or just lazy and overly wealthy) client “the Dreamheads” (as they are sometimes derisively called) is dwindling,
hours of shopping. The guild sponsors the development of new and under pressure from the large and mighty Wizards Guild, the Ministry of
stronger sails, cables of traditional hemp interwoven with strands of wire, Art, and business competition from the Silent Network and other informa-
and similar innovations. “Ever safer, ever stronger” is the guild motto, and tion-gathering professionals.
its officers mean this literally. There are plans afoot to reinforce ship hulls Formerly in the business of selling scrolls (each containing a single div-
with bands of cable so they can better resist winter ice and thus extend the ination spell), the Diviners Guild discontinued this practice under intense
sailing season a few tendays earlier and later; to make ropes and sails both pressure from the Wizards Guild (this pressure usually took the form of sev-
lighter and stronger; to make fireproof versions of basic guild wares—-but all eral uncomfortable months as a rat, frog, or toadstool). Eventually the Di-
of these schemes are old now and progressing slowly. viners agreed to restrict their operations to casting divination spells upon
request. They are allowed to use magical devices, such as crystal balls, but
Coopers Guild not to sell such items. From time to time when pressed by mounting debts
the Diviners quietly sell off scrying devices from their dwindling hoard to
Guildmaster: Mallowbar “Twocasks” Peldrin (NE hm T7) buyers in distant cities such as Arrabar, Telflamm, Westgate, Suzail, and
Liaison Officers: Barrelmaster Halbaeros Cornfell (LN hm F3) and Deputy Selgaunt. Only a handful of such foreign sales have ever occurred, and sim-
Barrelmaster Oszbil Smarven (LN hm F1) ilar items have tended to appear in Wizards Guild hands shortly thereafter,
Headquarters: The Cask of Casks, Cove Street, Crow’s End. leading several Diviners to darkly suspect that the Wizards Guild know far
too much about their business. This makes a few Diviners angry; it makes
The Coopers Guild once had a fairly shady reputation for aiding and abet- far more of them very, very nervous.
ting smuggling of all kinds. Double-thick barrels could conceal all manner The Diviners still secretly sell potions concerned with divination to cer-
of small goods, including liquids, between the inner and outer walls. False tain highly-placed officials in the civic government—for use in spying on
bottoms (and hollows within apparent knotholes) were handy places to the Wizards Guild. In return for this silent service to the city, the guild has
stow away small but valuable items among an otherwise innocent cargo. A been guaranteed Ministry of Art protection against any Wizards Guild at-
decade ago several guildmembers were even implicated in the Black Fists tempts to absorb or destroy the Diviners. This promise hasn’t discouraged
slaving scandal, wherein folk who had been captured throughout the Vast, the Wizards Guild in their ongoing attempts, especially given the current
the High Country, and the Moonsea lands were drugged, gagged, and disarray within the Ministry. Recently, however, the Dean of Divination’s
tightly bound, then transported in large casks with cunningly hidden air- friendly overtures have been accepted warily but with relief; at the very
holes; such unfortunates were then delivered into pirates’ hands for sale at least, his attempts to entice Diviners into merging with the Wizards Guild
distant slave markets. As a result of such incidents, today regular inspec- willingly marks some breathing room. It’s said that one of the triad of
tions by the Harbor Patrol and Canine Corps check all casks and barrels, Guildmasters, Rial Potjian, now favors merging with the Wizards Guild.
both large and small, to prevent kidnapping, slaving, and smuggling; all The second Guildmaster, Aberdleen Krestner, opposes any change in the
guildmembers are required to cooperate fully with the authorities. Diviners’ independent status and is rumored to be behind a recent string of
The legendarily fat and rowdy Guildmaster of the Coopers, “Twocasks” killings of a number of Wizards Guild mages. The third Guildmaster, Saldo
Peldrin, has done wonders in the last few years to rehabilitate his guild’s Presto. is cultivating a friendship with the well-beloved head of the Min-
reputation. Besides requiring all guildmembers to cooperate fully with the istry of Art, the old mage Ambassador Carrague, to smooth the way for the
authorities in any investigation, he abolished the unsavory custom Diviners to be incorporated within the Ministry of Art. If the Diviners
(brought from old Unther and Mulhorand to barrelmakers around the Sea Guild does not disintegrate under this three-way pressure, as seems likely, it
of Fallen Stars) of anointing the insides of casks with a daub of blood from will have to find a new champion.
a murdered slave in order to “prevent leakages” (today they use animal

83
Fellowship of Bards, own guild as powerful as possible. Thanks to his network of informants,
bribe-handling agents, and daring contacts in the mountains, raids
Performers, and (mounted by brigands, orcs, and hobgoblins) seem to always strike at cattle
drives run by farmers or non-guild drovers, largely leaving guild livestock
Artists movements unmolested. There are always a few independent bands raiding
on their own, of course, but their attacks on guild holdings merely serve to
Guildmaster: Colin O’Lyre (N hm B12) quell accusations about the guild “fixing” raids.
Liaison Officers: None in particular Haerowmere may surprise those who never expect to see him outside his
Headquarters: The Guildhouse, comer of Raven Way and Moorland Ride, room again—Goad Cammath recently brought word to Haerowmere of a
Temple District. magical belt worn by a legless merchant from Saerloon that allows the man
to float weightless and fly about at will. Though he dreams of acquiring
This guild is described in more detail in its own chapter (see pages 32-35). such an item, and will spend or do almost anything to get one, the Boar-
Its chief concerns are with aiding and supporting its members (who have belly suspects Cammath may just be cruelly teasing him or trying to win his
less certain incomes than guilded workers of most other professions) and support for some as-yet-unrevealed scheme. What, he wonders, if Cam-
with promoting music and theatrical performances (and to a lesser extent math is after the mastership, and the belt can be made to explode from
dancing, juggling, mimicry, and oratory) as something all folk should enjoy, afar? If only he had some guileless adventurer, first to fetch the device for
whatever their wealth or status. Such views may falter in the face of hunger him and then to test it . . . .
or great hardship, but guildmembers concentrate on giving their audiences
what will please, not “art for art’s sake” or “strikingly bold personal state-
ments.” For many hard-working folk in the Bluff, performances are a
Fellowship of
welcome delight, and the guild is succeeding in putting the arts in the
minds of folk as something they need, not a foolish luxury.
Jewelers, Goldsmiths,
The guild is hard at work on instilling in the wealthiest merchants and
the nobility the idea of great status gained by sponsoring musicians, poets,
and Whitesmiths
writers, and thespians. Such sponsorship typically takes the form of com- Guildmaster: Albeirmyr Twilintar (NG hm F1)
missions—e.g., “write me some love verses I can use tonight” or “I need Liaison Officers: Master Buyer Hamlyn Halbaerkh (LN hm F7) and
grand promenade music when I step out to my gates to meet this important Mistress of the Vaults Mrassala Borveir (CG hf W5)
guest, then unobtrusive relaxing music later during the business negotia- Headquarters: The Hall of Wonders, DeVillars Ride, Temple District.
tions.” The Guildmaster dreads the possibility that some outlander or non-
guild citizen of the Bluff may become inspired to write or perform satirical This guild tends to be paranoid, secretive, and prissy, with members meet-
verses that make fun of Ravenaar nobles or the civic government, creating ing at feasts where genteel courtesies rule. Every member has bodyguards,
a backlash of ill-feeling against bards. Therefore, guildmembers are forbid- both overt and hidden, and by long-standing arrangement with the civic
den to directly and obviously lampoon or ridicule local figures—and the authorities all members are allowed to keep one monster to guard their
guild will move swiftly against any visitors who indulge in such dangerous vaults (most keep several of the same species, trusting that any Watch offi-
practices (to the extremes of kidnapping, beating senseless, and exiling cer can be deceived into thinking, for example, that this owlbear is the
them from the city). same one that he or she was shown earlier). Fellowship members are known
to use elaborate chains of keys, secret phrases, poisoned catches, and hid-
Fellowship of Herders den hiding-places to keep their gems and precious metals safe. Their guild-
hall is designed not just as a meeting-place and a showcase for beautiful
and Butchers jewelry (though it is both of these things) but a shielded-from-scrying rein-
forced fortress where guildmembers can work in safety should their shops,
Guildmaster: Caliglath “Boarbelly” Haerowmere (CN hm F3) persons, or homes become imperiled by thieves, creditors, or rivals. The
Liaison Officers: Head Goad “Roarer” Belgort Blaerick (CN hm F5) and Hall of Wonders is in truth guarded not just by the caryatid columns one
two assistants, Goads Lexandur Cammath (LN hm T1) and “Hooker” can see flanking its doors but by the iron golem that can step forth from ei-
Mazkrath Bearbold (NE hm F2) ther side of the massive iron front door, several gargoyle golems that perch
Headquarters: Hogs Head Hall, Vesper Way and Manycoins Way, on stair-posts on the two grand staircases that rise up out of the entry hall,
Uptown District. and unspecified guardians within the interior rooms.
A skyship once brought pirates to the roof of the Hall, where they at-
The guildmaster is a huge mountain of a man, grotesquely muscled and tempted to break in, but some sort of magic was unleashed by the jewelers
standing well over seven feet in height (though few have ever seen him that turned the huge vessel to rock crystal, which promptly shattered. This
standing up; he tends to spend his days reclining on a inclined couch lined incident is vividly told and retold in the taverns of the Bluff, for not a few
with a bulky cascade of cushions and pillows). Legend insists he’s devoured folk have realized that such a magic could allow the jewelers of the Fellow-
an entire boar at one sitting more than once; a guild joke now taken seri- ship to gain themselves huge fortunes in gemstone material at a single stroke.
ously in some quarters whispers that the officers of the guild who answer to If an enchantment can turn an entire ship to rock crystal, why not twist it a
him are just waiting for the Boarbelly to reach the right size before they trifle and turn a stone castle into a huge block of ruby? It’s doubtful that any
butcher him and serve out the results at a special guild feast! successful spell modification of this sort has been or can be made, but Rave-
In truth, Guildmaster Haerowmere’s bark is much worse than his bite; nians have got the great, miserly wealth of the Fellowship fixed in their
frustrated and lonely, he essentially spends his life in one room. Few ladies heads, and no amount of denying it is likely to change their views. It doesn’t
are interested in such a gross monster of a man, and he’s having increasing help things that certain Fellowship members have been quietly buying up
difficulty in simply walking (his gasps and wheezes when so doing are quite buildings (swiftly, and with no haggling about the asked price) on specific
alarming). Unable to adequately defend himself, he trusts two magical streets, whenever properties become available. Actually, this is because the
rings he wears to protect him from thieves. One is an ironguard ring (see Fellowship recently discovered an old underground tunnel beneath their
page 97), the other a ring of spell storing. While his body is immobile, building which they wish blocked permanently and are seeking to buy up the
though, Haerowmere’s ambition ranges far and wide. Through his guild, other buildings it may access in order to bury their cellars in tons of rubble.
Haerowmere is trying to become the absent, unknown ruler of the Vast, After all, it’s impossible to be too careful when guarding a vaultful of gold-
manipulating stock supplies to keep prices of edible beasts high and his smiths’ gold, whitesmiths’ silver and platinum, and jewelers’ gems.

84
Fellowship of the Fishmongers
Sable Feather Association
Guildmaster: Sir Therus Baldwin (LG hm Pal 14) Guildmaster: Master Leif Alltbeir (CN hm F8)
[Life Lord] Liaison Officer: Mistress Kira Alltbeir
Liaison Officers: Randellen Baldwin (CN hf F5)
(CN hm W11), Lady Chanell Melandor Baldwin Headquarters: Shining Scales Hall (“The Fish-
(LG hf Pal 7) house”), Black Visor Street, Crow’s End.
Headquarters: Sable Gates (the Baldwin family
estate), Sable Lane, Crow’s End. Known for their fierce independence—one mag-
istrate termed it “habitual coarse and willful law-
Founded to honor the memory of Sir Therus’s lessness,” and the phrase has stuck, because the
dragon-slain wife, Chantell, the Fellowship un- Fishmongers are proud of it, and everyone else
dertakes adventuring commissions that further agrees it catches the truth all too well—the Fish-
the aims of the church of Tyr. It enjoyed the sup- mongers formed a union a decade back to collec-
port of the Prelate of Ravens Bluff, the late Sirrus tively vandalize the nets of boats from elsewhere
Melandor (Chantell’s brother), who died in the who dared to fish off the mouth of the Fire River
war. “Sir Baldwin” (as Therus likes to be called) or who put into Ravens Bluff and tried to sell fish
almost perished in the battle; he survived but lost directly to the public rather than to local fish-
his right leg, chopped off at the knee. Since his mongers. The “fishstink folk” soon earned a repu-
recovery he has thrown himself into Fellowship tation for rioting and brawling. When they set
work more than ever, devoting his keen mind and out to intimidate they decide at the outset to
lifetime of experience to using it as a tool for fur- “Never Give In, Never Give Up” (now the guild
thering Tyr’s will. He’s now turned command in motto). Watch officers who tried to arrest or re-
the field over to his son Randellen (an accom- strain one guildmember would be jumped by all,
plished mage) and his new daughter-in-law, Lady and anyone who crossed the Fishmongers could
Chanell (a fellow paladin of Tyr, Sirrus’s adopted expect to be doused with fishguts and harbor
daughter and Therus’s former squire). During the refuse either on the street or in bed (through a
recent strife the Fellowship did their utmost to bedchamber window, in the middle of the
protect civic officials and buildings and to pre- night—the daily fish-tossing at the market giving
serve the rule of law as much as possible. In grati- the average fishmonger frighteningly accurate
tude, the city formally recognized the Fellowship aim). Dead fish might find their way into the
as a guild when the war ended, despite resistance stateliest manor or judge’s chamber, hidden where

from certain nobles and merchants who had


been stung in the past by the Baldwins’ habit of
shattering the best-hidden slaving deals, illicit
investments, and disloyal dealings. The Fellow-
ship is a successful force for good in the Bluff
and beyond, and the newly married Chanell
and Randellen clearly enjoy their status as
beloved local heroes among Ravenaar com-
moners, who delight in their exploits just as cit-
izens of other cities take pride in the deeds of
local sports teams.
Members of the Fellowship don’t have or use
guild titles, but the three Baldwins are its un-
questioned leaders. Sir Baldwin plans their mis-
sions, Randellen decides all matters relating to
magic, and Lady Chanell acts as envoy. The
Fellowship hires adventurers on a mission-by-
mission basis, and Sir Baldwin’s sponsorship of
just but impoverished causes has prevented any
more mercenary adventurers’ guild from taking
hold in the Bluff (although he tries to keep it
quiet, it’s well known that Sir Baldwin himself
pays the fees of those who cannot afford jus-
tice). All three Baldwins are very good judges of
character and are careful to admit only law-
abiding persons of proven morals and loyalty
into the Fellowship as permanent members, so
this organization remains among the smallest of
the guilds.

85
their position while at the same time being perfectly willing to roll up the
sleeves of their expensive clothes and toss fish with the best of them. At 50,
Leif is slowing down a bit (he limps a bit due to an old “fishing injury”) but
has lost none of his zest; Kira is 47 but still trim and fit, easily looking a
decade younger. Their daughter Sheila, now 27, married an adventurer and
their son Eric, 24, is now first mate to a pirate. Their youngest child, Kathra
(“Kat”), 10, finds her parents’ boisterousness rather embarrassing, to their
vast amusement; having inherited her mother’s darkish good looks, she
solemnly plans to marry into royalty (or at least nobility) when she grows up.
During the Alltbeirs’ freewheeling reign the Fishmongers have capably
worked out a means of running fresh fish to kitchens throughout the city in
brine-basin handcarts but have otherwise introduced few innovations. With
their rights guaranteed, they spend much of their time enjoying internal
feuds and brawls. It’s hard to find a fishmonger in the Bluff who can’t throw
a squid or flounder hard, far, and accurately: “a fish in the face” is universal
Ravenaar slang for news or situations that astonish, startle, or dumbfound.

Guild of Blacksmiths
and Wheelwrights
Guildmaster: Beldros “Stonehand” Winterthorn (LN hm F7)
Liaison Officers: Forgemaster Sunter Riventree (CG hm F5) and Master
Wright Nurnos Gaulkond (NG hm F4)
Headquarters: Anvil Hall, corner of Fire Lane and Manycoins Way,
Temple District.

Although its prosperity (as the chief source of wagon- and cartwheels in
the city) is almost guaranteed, this guild has always worried about getting
the supplies it needs—in particular, good iron and quality ash wood (for
steaming into the curved wheel-rims). It has secured a steady supply of ash
by planting and tending coppices upriver from the Bluff (coppices that suf-
fered sadly in the recent war), but its iron comes from mines in the Earth-
fast mountains that are often imperiled by goblinkin raids. Coppiced ash
they would not be found until the stench filled the building. One fastidious also yields admirable spearhafts and building poles, so theft is always a
noble lady who tried to have “those stinking lowlifes” outlawed from “the, problem despite walls and guards.
better parts of town” awoke screaming one night when she discovered that Since constantly guarding the resources upon which it depends would
her luxurious bed had been quietly and deftly filled with live, glistening eels leave guildmembers with no time to go about their proper work, the guild
that were now writhing and slithering all around her! Never ones to let an hires adventurers to stand guard on their tree-groves and to accompany
opportunity pass, recently the Association has decided to accept the many supply wagons out of the mountains. It constantly sponsors forays into the
requests they get to work such pranks for hire—in other words, humiliating mountains to find new mineral wealth (the prospectors always being
nobility and the wealthiest and most pretentious merchant and adventurer escorted by adventurers, who are instructed to defend them at all times
upstarts at the behest of paying clients. The recent appearance of a snor- while on the surface and to hunt down monsters and brigands of all sorts in
ing—and buck-naked—Lord Palraedinor, neatly laid out on his own bed in the lands around once the prospectors go underground). In almost all cases,
the middle of Manycoins Way one morning without any disturbances prospecting is done by entering old, abandoned dwarven delves and dig-
among his bodyguards or household servants, serves as evidence of how ef- ging or prying at the walls to uncover secondary veins of ore that the
fective the Association can be. dwarves didn’t consider worth their while. When such veins are discov-
In the early days of the Association, Lord Mayor O’Kane attended an open ered, the prospectors return to gather manpower and mount a proper expe-
meeting of the Fishmongers and hammered out some firm promises of law- dition to reopen the mine.
abiding behavior on the part of guildmembers in return for guarantees of fair The guild keeps itself very busy seeing to the maintenance of its cop-
treatment and guild rights. Now, anyone can fish for personal consumption pices and mines. It has several smelting-yards in the countryside, where raw
but no person can sell or publicly barter fish or any other seafood, from clams ore is melt in furnaces and the molten iron poured into molds hollowed out
to seaweed, unless they are a member of the Association or are selling it to a of the ground; the resultant “pigs” (huge ingots) of raw iron are brought to
guildmember (at prices set by mutual agreement between the Association and Anvil Hall in the Bluff for storage and fair distribution among guildmem-
the Regent of Guilds; such prices are very low but steady, never changing bers. These pigs represent a valuable resource and thus not for sale to non-
without public proclamation). The Fishmongers have generally kept their end members, except by approval of the Guildmaster—who has only given it
of the deal but have become noticeably more raucous since the new mayor thrice, each time to the Wizards Guild for component use in magical
took office, insisting that their agreement was a private one with “our friend, experiments; the unspecified price is believed to have included certain
Charles Oliver O’Kane” and that Lady Thoden must negotiate a new one. magical protections for the ash-grove.
They’ve invited her to attend any of their monthly meetings, but so far she Guild secrets include ways of making certain alloys, of mounting wheel-
has not found time for it on her busy schedule (or nerved herself to face an au- rims, and of hardening anvils to reduce brittleness. The work produced by
dience prepared to toss fish if they don’t like what they hear, depending on this guild is of outstanding quality and vital to the city’s mercantile success;
whom you ask). members take care to make and maintain a plentiful on-hand supply of
The Fishmongers are capably guided by the husband-wife team Leif and horseshoes, hinges, hasps, lockplates, axle-pins, door-corners, and other
Kira Alltbeir. Retired pirates who turned to life on land when they noticed useful items in steady demand, while taking in large profits for such special-
how many of their mates wound up on the gallows (a part of their life they ordered items as metal-sheathed doors and iron strongboxes. Of course
prefer to keep quiet about), Kira’s beauty drew customers into their fish shop there’s always a market for replacement wheels (demand is particularly
and distracted them from Leif’s everpresent thumb on the scale. Their casual high in spring and fall when bad roads take their toll on laden wagons).
charm, enjoyment of life, and sheer gusto made them popular with their fel- Rush orders for wheels of particular sizes and construction can cost as much
low fishmongers. They were at the forefront of efforts to organize the guild as 50 gp or more, ten times the usual price.
and a popular choice to head up the new Association. They’ve kept the loy- Guildmembers are currently trying to perfect “flowmetal” (wherein very
alty of their fellow fishmongers by frankly reveling in the newfound wealth of thin sheets of metal are hammered onto an item and then heated so as to

86
°or intended to deceive (rather than merely controversial or disputed) is
not overly damage the sheathed item yet fuse the sheets together into a
always two to three times as expensive as a straightforward risk-free job. Dis-
continuous covering). They’re also working on new ways of plating one
honest scribes asked to create a document that is clearly illegal (such as a
metal with another, so that armor can be made lighter and yet stronger and
blackmail or ransom note, or a treasonous declaration) will ask as much as
more durable at the same time. There have been some spectacular failures;
they think they can get for running such a risk (not only criminal Conspir-
one member who called on the services of a wizard to make a special suit of
acy charges—see page 74—but expulsion from the guild).
enchanted armor ended up with shrapnel armor that exploded when struck
Members of this guild are, of course, the Bluff’s resident experts in dishon-
in certain ways, killing the wearer as well as several others who were stand-
est accounting, paper shuffling, and tax evasion of both legal and illegal sorts.
ing nearby. Unfortunately, he was wearing it himself for the final test while
In the days “before the Little Vulture took the roost,” under his predecessor
the wizard completed the enchantments, so the process by which they ar-
Buljack “Happy Jack” Krothtor (who is still wanted by the Ravenaar authori-
rived at exploding armor is now lost.
ties and may well be living in the city behind a more-or-less permanent dis-
Guild of Clerks guise), it wasn’t uncommon for large and wealthy clients to be overcharged so
that the poor and the desperate could be given lower rates—but under Rhen-
and Scribes dalar, a copper piece is a copper piece to noble and pauper alike.

Guildmaster: Rhendalar “The Little Vulture” Unstruuvel (LN hm F1)


Liaison Officers: Learned Master Baerlkrom Eselravatar (CG hm F6) and
Guild of Fine Carvers
Master of Scrolls Dundarvar Olostin (NG hm F3)
Headquarters: Crossed Quills House, comer of Raven Way and DeVillars
and Furniture Makers
Ride, Temple District. Guildmaster: Orvin “Old Oak” Aridgemen (CG hm F4)
Liaison Officers: Mistress of Woods Calathra Candlemorn (CG hf F2) and
The master of this guild, like the Regent of the Exchequer, gained his nick- Mistress of Blades Jalarra Saraeda (CN hf T5)
name from the bird they both resemble (given their dispositions, long noses, Headquarters: Bolynstars Hall, Evensong Ride, Uptown District.
and bald heads). The head of the scribes is a fussy, prissy man who holds
grudges, sees slights where none were intended, and frets over details. No one This guild occupies the former mansion of its founding guildmaster, the late
who is late in guild fee payments can expect to remain a member in good and much-lamented Arkithil Bolynstars, whose chief delight in life was the
standing; no client reported as being troublesome or late in payment for guild construction of elaborate secret drawers and compartments in the elegant
work can expect to have future assignments accepted without payment in ad- fine furniture for which he was famous. His hobby killed him, in the end: a
vance. Rhendalar refers to himself as being “merely careful — very careful, as thieving wizard, baffled by the secrets of how to get at Arkithil’s collection of
any good clerk or scribe must be.” Others, even fellow members of the guild, magical rings (which she knew to be somewhere inside one of three ornate
tend to refer to him in terms closer to acute pains in nether regions. Particu- desks), tried a triggering spell to awaken the rings and so reveal their loca-
larly long-suffering is the guild’s own keeper of accounts and records, the tion. Unfortunately, the spell activated all the rings simultaneously, causing a
Master of Scrolls, who must maintain an atmosphere of respectful enthusiasm wild magic effect that destroyed the wizard, the desks, and the sleeping
while retrieving obscure decades-old references in a matter of minutes. The Arkithil, who was wearing two of the rings at the time. All that was left of
guildmaster is the sort of man who sends for a particular ledger, promptly sends the unfortunate guildmaster was a fine mist of blood staining his bedchamber
it back, and then demands it a few hours later—and then again, and then floor and walls. The stains have been left untouched and are solemnly dis-
again, as many as a dozen times in a workday, waiting just long enough for one played to aspiring apprentices as a warning not to delve too deeply into the
of the clerks who work under the Master of Scrolls to shelve it back in its making of clever compartments and secret spaces. Enthusiasts seeking such
rightful place before demanding it again. Rhendalar’s chief opponent in the features are politely advised that a buyer offering enough coins can find many
guild is the guild’s external envoy and representative, the mellow-voiced, fine pieces of Bolynstars work in private hands in Ravens Bluff, Sembia, and
charismatic Learned Master, who would cheerfully feed the Little Vulture to even Cormyr. His mark was a three-petaled flower with a four-pointed spin-
the harbor gulls, piece by piece, over a period of about a month or so. The dle-star (that is, a star device with long vertical axis and shorter horizontal
Learned Master is driven to distraction by Rhendalar’s open lack of trust and axis) set into the two gaps between the leaves.
friendship towards guildmembers, loyal clients, and indeed everyone else in As the Bolynstars line died with Arkithil, the guild has now taken this
the world, and by the guildmaster’s endless looking for insults (“Insults, he device for its own, displaying it in honey-brown upon a chestnut-brown
wants, does he? I’ll show him six cold, sharp feet of an insult, somewhere he field. The guild is currently enjoying new popularity and prosperity, thanks
won’t like it, I will!“). The guild keeps much of its business by Learned Master to its vivacious and energetic “Two Mistresses.” The current guildmaster is
Baerlkrom’s charming manner and soft-voiced apologies for the Little Vul- a conservative, tradition-loving man. He realized that his set ways could
ture’s coldly insolent ragings, and by Baerlkrom’s covert encouragement of slowly drag his beloved guild down into poverty, so when two young and
what he calls “shadow work” on the part of guildmembers irked by Rhendalar’s energetic women inherited carving and cabinetry firms from fathers who’d
habit of dispensing large commissions among the membership on the basis of been guildmembers and came to Orvin with some sharp complaints, he
whom he likes most at the moment. made them guild officers and let them do as they pleased. For two years
Shadow work is increasingly becoming the backbone of the real profits they fought each other like spitting cats, disagreeing on just about every-
taken home by guildmembers. The charter of this guild specifically prohibits thing except the need for change—until a night when they met to settle
its members or hirelings undertaking forgery or any creative work that could everything once and for all, drew daggers on each other, and ended up
reasonably be mistaken for the work of someone else (that is, falsely “dis- falling off their rented boat into the harbor. Neither could swim, but some-
covering” a lost ledger, will, deed, or other document they had in fact just how they helped each other back into the boat, shrieking in utter terror,
created to resemble work from a known source or author—they are, how- and found friendship along the gasping way. Orvin nursed them back to
ever, allowed to produce copies of existing originals). Of course, certain health like a doting father, and they agreed to split the guild work: Calathra
guildmembers will undertake forbidden work, at ten times the usual fee for takes charge of procuring raw materials and watching for trends and short-
the amount and type of work (and with a minimum price of 100 gp, which ages, Jalarra supervises the details of tools and working techniques (her
applies even to a scrap of scrawled note or an incomplete fragment suppos- title, “Mistress of Blades,” refers to woodcarving knives, not daggers), and
edly tom off something larger). In fact, any work in which the client dic- Orvin sees to civic liaison work, advertising and negotiations, and matters
tates the appearance (the style of script used, the inks or pen or paper used, of recruitment and guild discipline.
and so on) is at least three times as expensive as a simple freehand effort, The latest guild ideas, enthusiastically promoted by the Two Mistresses,
wherein the desired message text is dictated to or scribbled down for a guild- include padded hat boxes for ladies and ornately-carved thighstrap docu-
member who can then decide on the appropriate presentation and layout. ment cases for merchants, fitted with quill slides, secure inkbottle compart-
Any work done by a guildmember who knows the written missive to be false ments. and scroll caddies (with an unobtrusive knife slot or coin drawer for
those requesting these extras).

87
Launderers Guild monetary shortfalls he’s engineered are ever discovered. In the meantime,
she serves as a welcome, decorative, friendly addition to the guildhall, pop
Guildmaster: Mistress Pentethra Narnath (CG hf W8)
Liaison Officers: Lady Envoy (negotiations and payments) Shalragha ular with members and visitors but clearly not a power within the guild.
Ember (NG hf F2) and Lady of the Baskets (deliveries) Amandee Bollard Guildmembers know that something’s going on; their guild fees are high
(CG hf F1) for seemingly little in return, and guild business is done in whispered confi-
dences passed on from one member to another. For all that, the recent war
Headquarters: Mornbright House, Nightlamp Street or Rhabie Promenade
(two entrances), Crow’s End. has created a high demand for replacement swordbelts, gloves, reins,
leather armor, and boots, in addition to the steady demand for shoe and
The fat, cheerful, always-merrily-bustling-about mistress of this guild can’t boot repair and new footwear. There’s also more call for leather upholstery
abide dirt—especially on bodies, clothing, and linens; she takes a positive and tack (many horses have been slain by three years of harsh winters, orc
raids, and the recent war, and new mounts are often of different sizes than
delight in banishing stains and grime. For some years this widowed mage
the old). The plague of rats recently engineered by the guildmaster (em-
lived in Saerloon and made ends meet by using her spells to clean up after
huge revels thrown by the wealthiest of that city’s merchants. Growing ploying three young Thayvian wizards proud of the rat-summoning spells
tired of being sneered at by haughty folk who somehow couldn’t find the they’d devised) has also inflated demand: rats gnaw on leather when they
coins to pay her on time or in full, Pentethra finally lost her temper. In a can’t easily get anything else. Orndather knows he dare not do that again,
spectacular rampage, she put back all the filth she’d removed from a however: the three magelings vanished, and shortly thereafter someone left
twenty-towered mansion. Her deadbeat client promptly sent mercenaries three dead rats at the guildmaster’s own front door—each of them clad in
to slay her, so she used the most powerful magic she had, changed to red wizards, robes. Someone knows.
wyvern-shape, and fled to Ravens Bluff. Changing her name to that of a For the first time in years, Orndather is feeling the cold creep of real fear
long-dead magical tutor, she looked around her new home, found real filth down his back. He’s doubled his bodyguards and sent out spies to every tav-
on all sides, and set to work. The increasingly prosperous but overworked ern and backalley meeting in the Bluff, to listen and ask about any news of
Ravenians loved her for it, and her business grew by leaps and bounds. One the Leatherworkers or about wizards having anything to do with rats.
day two sour-faced launderers came to her apartment to complain she was Those who have reported back have found nothing. . . but then again, two
doing them out of a living, and she insisted on accompanying them back to of the spies have gone missing.
explain herself to their fellows. She found a room full of exhausted, surly,
scalded women and men. On the spot she conceived and laid before them Merchants Guild
a plan that would see everyone work less, share equally in all fees taken in Guildmaster: None at present; Council Secretary Andeamus Druthfyre
(thus eliminating the need for rivalries), and still get fed if they fell sick. (NG hm F1) unofficially fills this post as guild representative but lacks
Some snorted she was addled or soap-drunk, but enough felt the fire of Guildmaster authority
hope that they made her guildmaster on the spot. She’s never looked back, Liaison Officers: Councilors (nine in number, listed in roughly descending
and those willing to work hard and plunge their arms into near-boiling order of influence): the importer Haeribare Oumrath (a Calishite CN hm
water have never wanted for employ since—fetching, washing, hanging, F4), the warehouse landlord Dlaerstil Fendree (a LN hm F7 much-scarred
folding, pressing, or delivering laundry. Only guild officers handle funds, retired Cormyrean soldier), the importer and bulk-goods barterer (and sus-
and Pentethra herself handles all training. Anyone who wants a bath can pected slaver) Algalor Hanabar (NE hm T6), the stall- and crate-maker
get one at the guildhouse at any time (2 coppers to non-members but free Olorpus Khaldyn (a grossly fat Chessentan CN hm F6), the caravan-spon-
to members; the member invariably choose cool baths over the hot ones), sor Nolbeth Durncrown (a handsome and sweet-voiced NG hm B3 who
and the guild is becoming popular with everyone except perfume-sellers, seldom escapes the notice of ladies, wherever he goes), the short-cargo
though it will always lack the importance of some other professions. Few in shipper Donadel Flurwaender (a gruff, hairy, surly, and racist CE hm F4
Ravens Bluff know or care about Pentethra’s past; she rarely refers to it her- dealer in goods too small to fill a ship but too bulky to profitably be carried
self but did use her real surname for the guild headquarters. overland), curios broker Balamaerthos Valaguth (a smooth-tongued NE
hm T9 who imports and passes on job-lots of all sorts of exotic goods from
Leatherworkers and distant ports), bulk exporter and caravan assembler Alaundalo Phaermyl
(CG hm F2, an effeminate but astonishingly successful investor), and trin-
Tanners Guild kets and lamp oil seller Belbedeera Shouth (a hard-as-nails, brassy-voiced,
and broadly-built NG hf F3 known in the streets of the city as “the Queen
Guildmaster: Ilbert Orndather (NE hm T3) of the Stalls”)
Liaison Officers: Master Buyer Handelmer Forthgil (LN hm F7) and Guild Headquarters: The Cup of Coins, comer of Broken Bit Lane and Dalton
Clerk Audatha Lhandaerlos (NG hf F1) Drive, Uptown District.
Headquarters: Sternbound Hall, Unicorn Lane, Crow’s End
Based in a former tavern that wouldn’t admit merchants (subsequently tri-
This guild has always been an intrigue-riddled, discontented collection of umphantly seized by guildmembers in lieu of unpaid debts, rebuilt, and re-
warring factions. Years ago it absorbed the Cobblers Guild in what was for named), the Merchants Guild has risen with the speed and splendor of a
all practical purposes a swords-point takeover, and the bad blood from that spring flower from nothingness to great power—only to be passed by in the
battle has never run out of the crumbling old converted warehouse that the last year or so. Under its able (and only) guildmaster, Arvin Kothonos, the
guild now calls home. The last guildmaster, Orskos Sternbound, was assas- fledgling Merchants Guild championed those traditionally ignored by
sinated in his chair at the Hall late one night—by a disaffected guildmem- guilds: importers, caravan merchants, exporters, bulk sellers of raw goods,
ber, according to the official story (most guildmembers have their doubts), and small-stall street- and market-vendors. These are the buyers and sell-
setting off a vicious power struggle. The winner was a ruthless bullyboy who ers, both on the street comers and behind the scenes, who keep supplies
knew how to toady to certain now-dead nobles. He enriched both himself flowing to, from, and through the city. They’re never viewed as a close-knit
and the guild by using the least scrupulous guildmembers as a gang of hired or even allied group of merchants, nor do they personally produce goods,
muscle willing to kidnap or destroy property for his noble patrons. Many a but they do make a lot of coins in their work and are essential to the flow of
guildmember was killed in such work, and the few who went on “special as- trade in the region, the prosperity of the civic coffers, and the folk in the
signments” and still survive would never now dare to breathe a word of streets.
their former careers to anyone, those who did having met with “accidents” The guild consists of hard-working, busy folk who lack the time or energy
shortly afterwards. to attend many guild gatherings. Instead, they elect a governing Council of
Guildmaster Orndather is less bold in his crimes these days, affecting Ten and use one of the two dozen pageboys employed by the guild to send
the air of a wise and smiling old man as he sits among his everpresent body- complaints, news, and suggestions to individual Councilors, trusting these
guards, working out tax fiddles and new and ever-slicker ways of embezzling exalted figures to oversee guild policy and tactics in their many closed-door
guild funds. His Master Buyer is a retired warrior he rescued from poverty meetings (any guildmember may freely attend, but his or her staff may not,
and ill-healed wounds long ago, unshakably loyal. Guild Clerk Audatha— nor any other non-member—not even civic officials or leaders). The Coun-
young, pretty, and naive—is being positioned to be the scapegoat if the cil of Ten sets minimum prices, decides export and import quotas, assigns

88
another. This is the real business of the guild, though outsiders assume its pri-
guild-controlled stall spaces in the bazaar, and disciplines guildmembers mary function is to provide a “house sage” on the premises. Each member
who violate guild rules; they also oversee guild-sponsored projects and de- takes turns being available to answer the queries of passersby in exchange for
vise the necessary tactics to crush unwanted opposition. stiff fees (which are divided between the sage and the guild, freeing the guild
In theory, the guildmaster chairs and is the final member of the Council from having to charge any sort of membership fee to maintain the level of
of Ten, but since the appointment of Kothonos to the civic post of Lord luxury it offers its members). The price is typically 25 to 50 gp per simple an-
Chancellor the Council has been without a leader. Not surprisingly, the in-
swer (for example, a name, location, or amount) that the sage knows without
dividual interests of its Councilors threaten to tear the guild apart. The looking it up and 100 gp for an extensive but straightforward answer (for ex-
Council Secretary has inherited all the grunge work but none of the deci- ample, a list of names, genealogical relationships, brief account and dating of
sion-making responsibility; he acts as the guild’s liaison but cannot commit a single historical event, identification of a time period or race or nationality
the guild to courses of action without Council approval—which has never from a name alone, and so forth) or for any question that requires research.
yet been forthcoming. A strong new leader who’s not one of the present Complex questions are referred to the ranking guild expert on the particular
Councilors is needed (if any one of the sitting Councilors were to take the
topic, who will make a private appointment with the customer (answers to
chair, at least three of the others would quit guild, Council, and all on the such questions will cost anywhere from 100 to 1000 gp per day, depending on
spot in protest, taking their factions with them). The guild is being over- the intrinsic value of the information).
taken by the new civic body, the Merchants Council; several Guild Coun- Few folk know that the guildmaster is dead; most believe a rumor (started
cilors who hunger for power are clawing to claim seats. Those who sit in and spread by the guild sages) that she’s suffering from a wasting disease
the Cup of Coins may soon see their guild collapse or dwindle down into a which leaves her weak and in seclusion. Havaratha doesn’t bother to hide
thief-watch collective serving only street and stall vendors, with the her condition from fellow guildmembers, but she deems it prudent to stay
wealthy behind-the-scenes bulk shippers deserting its ranks for the Mer- out of sight of envoys from other guilds or civic officials, communicating en-
chants Council (or places in the unofficial, low-profile ring of backers and tirely by dictated messages. Havaratha runs the guild even more efficiently
lobbyists that will inevitably form behind the Merchants Council). now than she did in life, free of the need to sleep, the extremes of emotion
In the meantime, the shy, quiet Council Secretary is trying to keep the
that govern living folk, and personal ambitions; if her manner has grown
guild running at least as an information-sharing network among its mem- brusque, the sages affect not to notice. She chairs all important meetings
bers, whilst important decisions on member discipline, guild-sponsored fes-
and covertly checks on the doings of guildmembers about whose honesty
tivals, and the like are continually deferred. Secretary Druthfyre made one she harbors suspicions; such forays (always employing invisibility when the
tentative overture to the former Lord Mayor, Charles Oliver O’Kane, hop- darkness of night can’t cloak her, arriving and departing via two sewer
ing to entice him into the guildmaster’s chair, but O’Kane remained po- routes that allow her to enter or leave the immediate vicinity of the House
litely evasive. Increasing street-snatch crimes have driven Secretary Druth-
underground) are the only times she leaves Oldover House.
fyre to hire adventurers to serve as guild “stall safety enforcers” in recent Besides Guildmaster Havaratha, Oldover House has at least two other
months, but the Watch has taken a dim view of this, and (as the Coun- guardians. The most important is Orthryn Calavadaver, the tall, dignified,
cilors argue and no guildmaster steps forward to snarl at the Lady Mayor to white-haired House Steward. Usually seen gliding tirelessly along the halls
“get her dogs—er, Watch—in line”) the legal status of these guild enforcers like a butler with his rod of stewardship in hand (this black rod functions just
remains in doubt.
like a rod of rulership, save that its enchantments are embedded in the walls
Sages Guild of Oldover House; it is powerless when removed from the building),
Calavadaver has politely escorted any number of would-be sneak thieves
Guildmaster: Lady Havaratha Delmaer (in life, a LN hf W9; now a LE empty-handed from the premises. A watchghost also lurks in the guild li-
flameskull, AC 3, MV Fly 21 (A), 22 hp, THAC0 15, casts 1 spell per round: brary, jealously guarding the books, scrolls, and maps of the guild from fire,
dispel invisibility, dispel magic, Evard’s black tentacles, invisibility, magic missile, gnawing worms and insects, and intruders.
spell reflection (returns all spells cast at the skull during the following round The guild performs additional, important, and secret services for mem-
back at their casters) or tongues; regenerates 1 hp per round and will reassem- bers only. Any member can request guild assistance in providing disguises or
ble after being destroyed unless doused in holy water or affected by dispel a hideaway (concealed living quarters, useful for evading angry clients or
magic, exorcise, or remove curse; has all undead spell immunities plus immunity importune creditors). The guild also does discreet banking for its members
to mind-control spells, cold, fire, electrical, and heat-related attacks of all (either vault storage of funds and valuables or the active investing of same)
sorts; has 88% magic resistance; can’t be turned in the House—otherwise and will arrange third-party acquisitions of old books or other information.
turns as a lich; SZ S; ML 20 in House, 14 outside; XP 2,000; MC Annual #1) Finally, for sages who are down on their luck, the guild will pay in ready coin
Liaison Officers: House Steward Orthryn Calavadaver (LG hm W2) for the loan of any interesting tome not already in their library; an exact
Headquarters: Oldover House, corner of Hawk Passage and Manycoins copy of the book is made and the original returned to its owner.
Way, Temple District.

More of a private club than a true guild, the headquarters of this small con-
The Silent Network
gregation of sages provides a place for the aged men and women who make Guildmaster: Unknown
up its membership to smoke, sleep, dine, drink, relax, and even live (when on Liaison Officers: Deputy Guildmaster Lady Kassandra Minstrelwish (NG
hard times). It occupies a tall, four-story stone city mansion (sporting bal- half-f T10), Recruitment Officer Martin (NG hm B6), Information Officer
conies but lacking grounds) that once belonged to the now-extinct wealthy Snaggly (NG dm F5/T6), and Purchasing Officer (identity unknown)
merchant family of Thaaler; the house was renamed to honor the first great Headquarters: None known; the Deputy Guildmaster can usually be found
sage to dwell in Ravens Bluff, the long-dead Nunclaer Oldover, who mas- at her husband’s place of business, the Crescent Moon Inn, Rhabie Prome-
tered human history like no other has before or since. nade, Temple District.
Oldover House sees many strange goings-on. There are the occasional ex-
tremely odd visitor come to trade information, like goods bartered in a mar- This “guild for thieves and spies” is more fully described in its own chapter
ket, late into the night: past guests have included a lillend, an illithid, a tief- (see pages 35-37). A spying organization run for an unknown master, the
ling, a former sage who had become a lich, a doppleganger, a gold dragon (in Silent Network seems to often freely share the information it gathers with
human form, of course), an alu-fiend, an erinyes who was in town recruiting senior civic officials, as if in support of ongoing good government. In turn,
for the Blood War, any number of lycanthropes, a wolfwere, a rakshasa, yuan- the Watch never tries to identify Network members nor hamper surveil-
ti, and once even a medusa—all quietly arriving under a promise of safe lance activities it can identify as Network-run. There were grumblings in
conduct, of course. On other nights, a good feast is served up (with a com- some civic chambers about the paltry and useless information gathered by
fortable bed to follow it) to a visiting minstrel or peddler, in exchange for all the Network about the recent war, but such arguments are countered vig-
the news he or she can furnish. Some nights see trivia-contests, wherein the orously by the Deputy Guildmaster with the view that the Network gathers
prizes hazarded are secrets or copied-out pages of rare and dusty lore. Others what it is commissioned to learn and nothing more—and that, war or no
see urgent conclaves. wherein members debate on what information to di- war, civic officials would have a far greater problem with an organization of
vulge or withhold on a particular sensitive matter that has come up—con- spies that looked where it wanted, acting without restriction or responsible
cocting a “house line” prevents customers from playing one sage off against guidance. “Think of the scandals,” she said, and that phrase has quickly be-

89
come a standard warning in the government, applying to many other (who have shared in the prosperity). For the most part, the Stonemasons
things than the Silent Network. have not been so affected; they work at their best pace to build permanent
There is growing concern among both civic officials and the nobility, buildings they expect will be standing two centuries hence—the current
however, over the continuing mystery about who runs the Network. “How flood of orders is certainly welcome, but more for the chance it gives them
can we hold accountable someone we can’t find?” one of the Regents pub- to remake Ravens Bluff in stone than in the incidental wealth it brings into
licly complained. Surprisingly enough, the Merchants Council came to the their coffers. They have, however, been much annoyed that the Cartmans
Network’s defense, citing a long precedent of anonymity in some business Guild has refused to increase their allocation of carts and wagons to carry
negotiations and arguing that this “guild” be left alone unless the Network stone from the Stonemason warehouse to the various building sites and the
begins to use violence in its operations or otherwise act in an irresponsible carters’ firm refusal to allow the Stonemasons to arrange other means of
manner. “A hunger for control may be what drives governments,” one transport. The carters recently staged a slowdown to emphasize their point,
Councilor said in a rebuttal speech to the Regent, “but that hunger should driving the frustrated Masters to their wits’ end. Any day now they’re going
never strangle the daily work of a legitimate, guilded business organiza- to explode, which will take the carters entirely by surprise (they view the
tion.” Members of the Network continue to say nothing of such politics whole dispute as “business as usual” and have no idea of the depths of the
and to go about their business as usual—though some merchants have Stonemasons’ feelings).
noted a rise in rumors about the less savory doings of certain nobles . . . To make matters worse, the Stonemasons recently obtained evidence
rumors that are all turning out to be true. that the Cartmans Guild was acting in collusion with the Builders Guilds to
slow all stonework so that more of the new construction would be of wood
Stonemasons Guild than of stone. Unknown to the Masters, this information is wholly false,
fabricated by the rather shady adventurers they hired to investigate the
Guildmaster: Olberth Hammargar (LN hm F10)
matter. Not having any evidence that would stand up in court, the Masters
Liaison Officers: Senior Master Ilmer Melpert (NG hm F6), Cutter-At-
are muttering among themselves about what best to do next. Creating a
Large [ombudsman and envoy] Morblan Sharaksan (CN hm F4), and Chief
real cart shortage by a theft-and-bum campaign is a popular suggestion, as is
Delver Waxshn Hebron (LN dm F7)
the spreading rumors of a fantastic magical treasure hidden in the timbers of
Headquarters: Stonelion House, comer of Hawk Passage and Moorland
a cart or wagon somewhere in Ravens Bluff. It’s also been agreed that ad-
Ride, Temple District.
venturers will be hired to do any dirty work involved, so the Masters can
spread their massive hands in injured innocence if any angry accusations
The Masters (as full members of this guild all prefer to be called, regardless
are made. The Masters are slow to anger, but they’re roused now, and some-
of their guild rank or actual accomplishments) tend to favor massive and
thing will be done before the next winter comes.
practical work over stylish, although recently they have begun to work
sweeping curves into many a comer where wall and roof meet. The guild
has been very successful in promoting all-stone building methods for the
Wizards Guild
exteriors of all houses, using the fire-safety argument tellingly by demon- Guildmaster: Archmage Alcides Von Tighe (LN hm W18 [Invoker])
strations that plainly showed the following: stone block buildings burn Liaison Officers: Deans (ten in number) Dean of Abjuration Sebastian Sil-
within, where all the timbers are, and collapse in on themselves, whereas verlocke (LG hm W15 [Abjurer]), Dean of Alteration Martin MacGreggor
wooden structures spit fire in all directions and send flames racing horizon- (NG hm W16 [Transmuter]), Dean of Conjuration/Summoning Jerrod Kor-
tally to any touching or adjacent buildings well before they are themselves bandor (LN hm W12 [Conjurer]), Dean of Divination Micah Starfire (CG
destroyed. It’s just fair fortune and happenstance that the Stonemasons em W15 [Diviner]), Dean of the Elements Angelica Nereid (CN hf W15
benefit personally from all the stones and slates that take the place of tim- [Water Elementalist Wizard]), Dean of Enchantment and Charm Lady Be-
bered upper floors and shake roofs . . . linda Moonglow (CG ef W15 [Enchantress]), Dean of Illusion Uldiznae
In the current vigorous push for rebuilding, the guild has been aided by Rockfall (NG gm W16 [Illusionist]), Dean of Invocation and Evocation
the steadily increasing cost of property within the city walls. After surviv- Lady Penelope Norwood (CN hf W16 [Invoker]), Dean of Necromancy
ing the fierce winter cold and any number of orc, wolf, and brigand raids, Terrance Trent (LN hm W18 [Necromancer]), Dean of Wizardry Lady
the tent city outside the north walls was forcibly dismantled earlier this Delshandra Sinaran (NG ef W15 [Mage])
year when bands of thieves began using it as a base for raids into the city. Headquarters: The High House of Magic, MacIntyre Path,
The final battles of the war, which most citizens watched from the walls, Uptown District.
vividly showed how much safer it was inside the city than outside those
same walls, making it unlikely that the tent city will be rebuilt anytime This guild, and the personalities that guide it, are described in more detail in
soon. The resultant crowding has led to small one-story cottages being torn its own chapter (see page 19ff). It has traditionally worked as a means of com-
down in favor of taller structures everywhere in the Bluff. Among the no- munication between the mages of the Bluff and as a collective to prevent per-
bility and particularly the wealthiest merchants, games of competing archi- secution of mages by the authorities, individual nobles or priests, and thugs. It
tecture have even begun. Everyone has to have more floors and larger tur- seeks to better the lives of all its members by sharing news of opportunities
rets than their rivals, so the Stonemasons are constantly adding founda- and by keeping public opinion as favorable as possible towards magecraft. To
tion-stones, buttresses, and outlying pillars to support extended floors and these ends, mages have worked together to foil, slay, or have arrested thieves
garden decks, gables, and so on. Delays in new construction due to rebuild- and nobles who tried to prey upon them and have also tried to destroy inde-
ing necessitated by war-damage (starting with damaged temples and civic pendent mages’ organizations—so successfully that only one such organiza-
buildings) has caused impatient and wealthy clients to start offering double tion (the Diviners Guild) survives today in the Bluff, though some members
or triple payments to queue-jump. The stonemasons responded by hiring mutter darkly that the Thayvian embassy might as well be considered a rival
on workers at a great rate, taking in coins at an even faster rate. wizards guild. A more direct challenge is the Ministry of Art, which the guild
In order to meet this demand, the Stonemasons naturally needs a reli- dismisses as “a nest of tame magelings chirping at the Mayor’s beck and call”
able supply of stone. This they get from a quarry in the mountains just but nevertheless view as a direct threat to their authority, to be undermined by
south of the city under the control of their Delvers Guild associates. For- every means in their power. So far the guild seems to be winning its quiet little
merly a separate guild of quarrymen composed almost entirely of dwarves, war with the Ministry, which suffered a number of defections to the guild in
the Delvers united with the Stonemasons some years ago into what has recent months, but the struggle is far from over. More than anything else,
proved to be a mutually beneficial association: the Delvers (who kept their though, the guild fears that some of the non-guild wizard adventurers will
old name for their branch of the operation) harvest the stone from the enlist in the service of this noble or that merchant lord; preventing the for-
mountain and roughly shape it. Sledges then carry the stone blocks down mation of private cadres of spellcasters is something the Wizards Guild takes
the mountain and to the Stonemason’s warehouse in the Southside Dis- very seriously.
trict, where the stone is cut into proper lengths and shapes, dressed, and Other current guild concerns include smooth accommodation with the
transported to the worksite. Like the Builders and the Stonemasons in the new Lady Mayor and Merchants Council, the suppression of any shop that
city, the Delvers have expanded their operations to keep up with demand. tries to openly sell magical items, the recent prevalence of drifting wild
The Stonemasons are much amused with the way wealth earned in the magic and dead magic zones in the city, and the mounting evidence that
current boom has gone to the heads of many members of the Builders Guild somewhere in or under Ravens Bluff is a source of great magical energy—a

90
Since peace returned to the Bluff, new Game threads have been started.
source unknown to all guildmembers (if their testimony can be believed)
The most popular centers on the belief that Gondegal, the so-called “Lost
yet so potent that it attracts the strange beasts known as disenchanters from
King” of Cormyr, secretly married a hitherto unknown descendant of the
all over Faerûn. Perhaps ancient, buried Sarbreen still has the tattered rem-
kings of Westgate and had offspring: the “Night Princess.” This mysterious
nants of the magical standing stones known as a “mythal” somewhere in its
human sorceress claims rightful rule over all Cormyr, Westgate, and the
underground corridors? Or perhaps, some whisper, the living city is begin-
shorelands it dominates; she poses as a normal citizen of Ravens Bluff by
ning to wake up after all these years . . . .
day and plots to retake what is “rightfully hers” by night. Supported by a se-
cretive cult that commits murders and deals in lucrative contraband. the

The Game
sinister Night Princess is moving steadily closer to seizing open rule over
both her rightful territories. According to the Game, the “Cult of the Night
Princess” numbers several prominent Ravenaar citizens among its members

of Masks
but both it and she are being manipulated from behind the scenes by some
darker power—perhaps a lich. Since this Game thread started, disquieting
rumors have begun to spread through the taverns of the Bluff; some citizens
fear all of this may be just too close to reality for anyone’s comfort. Oddly
riginally established as a way to keep restless adventurers enough, some of the monsters featuring in this Game—floating zombie tor-
from doing real damage in the city (or leaving town for sos that swing blades and hover as guardians where key clues lie hidden—
good, when winter orc raids or some other threat might have been seen in places which the Watch had not been told were part of
soon make them a necessity), the Game of Masks has al- the official Game events. Perhaps some prankster is simply confusing the
ways been played by bored thrill-seekers among the no- issue, or perhaps the “Night Princess” story ran too close to some actual se-
bles and the wealthier merchants (most recently by members of the cret someone doesn’t want to come out.
Builders and Stonemasons Guilds). Less worrisome to Game organizers and Ravenaar citizens is the second
Simply put, the Game of Masks is an ongoing puzzle, or “treasure hunt,” or series current Game plot: the Saga of Lord Manymirrors, one of the light, farcical
of conspiracy plots, with treasure rewards for successful solvers—“a kind of parlor bedroom-scandals-among-the-nobles frolics that are a favorite staple of
game that got out of hand,” as one critic put it. Originally devised and hosted by the Game-watchers and less adventuresome players. The fictitious Lord
late sensualite Lady Tassandra Raphael, the Game is now administered jointly by Manymirrors is a fat, pompous fop who discovers that his wife has not only
young priests and priestesses from the city temples of Tempus and of Tymora. Cryp- been unfaithful to him but that her lovers include (gasp!) commoners in
tic verses, found at revels put on by various nobles who enjoy the Game as unfold- need of money. Naturally, she’s been supplying them with coin out of the
ing entertainment, lead participants through challenges (including battling mon- Manymirrors vault, nearly emptying it in the process. Unfortunately, the
sters legally brought in for the purpose) to solve mysteries and puzzles of the “who Lord is a banker for a perpetually drunken group of Tantran wine merchants
murdered the knight” and “who stole the jewels” type. Mock murders and disguised who now need some of their funds and have come staggering into the city
malefactor feature heavily in these games; to avoid problems with the Watch, its to claim it. Players in this Game (loyal retainers of Lord Manymirrors) have
officers are informed of the plot beforehand, lest their constables mistake these fake to quickly find the missing money while Lord Manymirrors makes delaying
crimes for the real thing. Participants collect “Masks” (large, ornate, gilded playing excuses to gain them time, taking the Tantrans on a tavern crawl that de-
cards) hidden at the “crime scenes” to prove that the finder has solved a clue or part scends from the city’s finest wineries to its lowest dives. The money is
of a mystery. stashed in a variety of bedchambers across the city where Lady Manymirrors
Anyone can participate in the Game of Masks, upon payment of a 25 gp joining keeps rendezvouses with her lovers, each rented in her husband’s name—to
fee plus a monthly 6 gp membership fee. Those who miss a single month’s payment gain entrance, the Gamers must pretend to be Lord Manymirrors and win
can simply make it up by a double payment the next month, but those who lapse their way past skeptical doorwardens. Just to complicate matters, some lady
more than one month in payments must pay the joining fee again. Most of the play- pirates are also after the loot; masquerading as lingerie models displaying
ers consider it worth it, though; winning just one treasure can cover the costs of fees their wares as they visit Ravens Bluff, these ladies try to steal the coins be-
for a decade or more. Past treasures have always included minor magical items (usu- fore the Game players can get them back into the Manymirrors vaults.
ally healing potions, but sometimes glow-at-a-touch “endless candles” that can be What’s more, Lady Manymirrors has boasted of her lovers’ ardor to her
used as room lighting in a dwelling or other small useful items) in addition to a bag noble lady friends, a succession of whom arrive, dressed in a wild exaggera-
of coins and some attractive piece of jewelry tion of fashionable costumes (hats crowned with small cartloads of fruit,
There have always been rumors that various sinister individuals and trains that have to trundle along behind the wearer on carts, and so on) and
groups use the Game as cover for illicit activities, and certainly real crimes try to throw themselves into the arms of the false Lord Manymirrors. As a
have been committed at Game events and revels or alongside Game play, final complication, Gamers who collect all the Mask tokens representing
ranging from picked pockets to rumors (never proven) of kidnappings and the various treasure stashes must return them to the Manymirrors vault,
even murders. These suspicions have kept members of the Advanced Spe- talking their ways past a riddling, poetry-reciting, tipsy “beholder” (actually
cialist Patrol of the City Watch and other organizations (such as the Silent an illusion, though a real wand of paralyzatiom stops players who try to rush
Network) playing the Game since its inception—leading in turn to many through it) who guards the vault doors.
small merchants and other citizens muttering darkly about “irresponsible The organizers of these games keep their identity a great secret to avoid
vandals” and “tax money sponsoring folk playing at children’s’ games.” cheating (a band of thieves once bribed several of the actors and actresses
The recent war disrupted a particularly complicated Game plot thread playing parts in the game in order to find out where the final treasure was
centered on a deaf-mute aasimon and a wily alu-fiend (and their various un- and then made off with it). It is known, however, that the Fellowship of
witting agents and shapechanging minions) who had come to the city, each Bards is heavily involved, and that the Players of the Ravens Bluff Play-
seeking for a hidden artifact stashed in some cellar or closet that could house fill many of the roles. Once or twice the plot has strayed perilously
allow its wielder to rule a kingdom of monsters (just what type—illithids, close to some current event in the city or parodied a public figure too obvi-
fiends, beholders, grell—participants could not agree). Each, naturally, ously; perhaps this accounts for Lady Amber Lynn Thoden’s known distaste
sought to prevent the other from gaining the artifact and planted spies for the event, But many of those who have participated come back year
among the other’s agents. Many proclaimed it the best Game ever, and after year, sometimes assuming the same persona each time. A great deal of
more than one Game player became convinced that the plot was real or harmless fun goes on at these Games, and they seem likely to continue for
that at least there was—and presumably still is—a potent artifact of some years to come.
sort hidden somewhere in or under the city, and that a lot of mysterious and
covert groups are after it.

91
Monsters of
Ravens Bluff
ome may turn to this chapter expecting to find details of
some of the more dastardly human villains active in the
city at the mouth of the Fire River, or the pirates, slavers,
and smugglers who visit it, but no; herein we look at the
outwardly monstrous (to human eyes).
Orcs, other goblinkin, and occasionally worse things have always come
raiding down out of the Earthfast Mountains to the south of the city; in
harsh winters, wolf packs can often be heard howling out in the snows. All
Ravenaar know of such dangers, and in peacetime, the armies of Ravens
Bluff are trained, equipped, and deployed to intercept such incursions and to
safeguard travelers along the roads in the vicinity. Aquatic monsters of vari-
ous sorts—when the Veil comes ashore to cloak the city, in particular—have
also proven to be persistent problems. Few citizens haven’t heard of lizard
man or even wereshark raids along the docks, and such menaces as real
sharks, intelligent octopi, and even mud-men are all too frequent in the
coastal waters and along the shores and riverbanks near Ravens Bluff, too.
Paranoid citizens insist that drow lurk, listening, in every shadowed comer
of every cellar and alleyway in the city—held in check only because of vari-
ous slimy wet-clawed monsters wriggling up every sewerpipe and cistern over-
flow to clutch at law-abiding (and other) citizens and drag them down. In
truth, there have been very rare drow forays, but these are far rarer than visi-
tations from the sea, and most Ravenians can live out their lives in the cer-
tain knowledge that they’ll never see anything more fearsome than hand-
sized rats, mice, spiders, and the occasional harmless snake in their cellars.
Squirrels and similar furred scampering creatures soon learn that to venture
too close to Ravens Bluff is usually to end up spitted over a fire in a hungry
someone or other’s hearth-comer. Larger woodland beasts spend too much
time scampering away from hunters’ arrows and spears to menace folk in the
streets of the city. It’s true that in earlier times it was a common lark among
bored soldiers to let a goaded boar loose in the evening streets and watch the
fun as citizens fled frantically in all directions, but such practices are so
frowned on nowadays that they’ve practically faded into legend.
Until recently, Ravens Bluff has rarely had much trouble with dopple-
gangers and other creatures able to shift their shapes, or with mind flayers,
beholders, and the like. It’s thought that these cunning predators avoid
such a concentration of adventurers, and of magic that can divine their true
natures—or merely blast them into component parts—when so many other
cities offer safer pickings. The events of the last few months suggest this is
no longer the case; sightings of exotic monsters of all sorts is on the rise,
drawn perhaps by the chaos of the recent war or a belief that amid such a
shifting population it’s easier to pass unnoticed. It’s now clear that a num-
ber of dopplegangers and yuan-ti have been infiltrating the city for some
time, and that illithid in particular have been quietly phasing out and in as
it suited their purposes.
Some sages suggest that this increased activity is the result of such crea-
tures being drawn to the city by its ambient magical field, which there is good
evidence is increasing in intensity of late. Others believe that the rumors that
Warlord Myrkyssa Jelan sought some relic or artifact hidden within or be-
neath the city has, not unnaturally, brought others (even, it is whispered, rak-
shasa and ogre magi) who would like to investigate the truth or otherwise of
the story and claim any such item for themselves. Still others maintain that
the lost gates under the city have become active while most citizens’ atten-
tion was elsewhere and that many a strange and dark creature has slipped
through to spy out the lay of the land before deciding whether to reclaim ter-
ritory that were theirs long ago (see “Lost Sarbreen,” page 8). Finally, some
stoutly assert that all the rumors are just that: rumors and no more.

92
Eormennoth
®, TM & © 1998 TSR, Inc. All Rights Reserved.

CLIMATE/TERRAIN: The treasury vault beneath Ravens Bluff


FREQUENCY: Unique individual
ORGANIZATION: Solitary at present but still looking
ACTIVITY CYCLE: Any
DIET: Almost anything (prefers seafood
and pearls)
INTELLIGENCE: Exceptional (16)
TREASURE: H, S, T22
ALIGNMENT LG
NO. APPEARING: 1
ARMOR CLASS: -6
MOVEMENT: 9, fly 30 (C), swim 12
HIT DICE: 18
THAC0: 0
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1d8+8/1d8+8/4d6+8 (claw/claw/bite)
SPECIAL ATTACKS: Tail slap (2d8+16 plus stun), kick
(1d8+8 plus
knockdown), wing buffet (1d8+8/1d8+8
plus knockdown), breath weapon (light-
ning stroke 100 feet long), fear aura
(30-yard radius), weather summoning,
spells
SPECIAL DEFENSES: ESP, polymorph self (thrice per day),
breath weapon (repulsion cloud 20 feet
long, 30 feet wide, & 30 feet high), im-
mune to electricity, wall of fog (once per
day), sense intruder in lair (80-foot
range), spells
MAGIC RESISTANCE: 35%
SIZE: G (78-foot body plus 70-foot tail)
Amber Lynn Thoden, who has not yet had leisure to deal with such
MORALE: Fanatic (17)
pending but low-priority concerns. Eormennoth, for his part, remains blissfully
XP VALUE: 20,000
unaware that anyone finds anything wrong with his scrupulous guardian-
ship of the vault. He’s always been curious about the lives and deeds of the
Few citizens know Ravens Bluff has a resident dragon, but the chief entertaining humans of the city and loves to listen to gossip. Since his op-
guard of the city treasury (and occupant of the vaults) is the bronze dragon portunities for interesting talk are limited in the vault, he sometimes slips
Eormennoth (Old Male Bronze; standard dragon abilities for his type and away for a bit. He loves the smells, sights, and sounds of the sea, both in
age include create food and water, speak with animals, water breathing, and dragon form and polymorphed into the shape of a ship’s cat handing around
airy water as well as the powers listed above; carries ready the wizard spells the docks. He also enjoys watching people, and any idle person or animal in
charm person, ventriloquism, invisibility, magic mouth, sepia snake sigil and the Ravens Bluff (particularly within sight of the water) might just be a dragon
priest spell command, all of which he can cast at 16th level of ability). This in disguise. Over the years, as his trust in the city administration has grown,
vigilant guardian raises the alarm over any unauthorized withdrawals—that he’s felt increasingly comfortable about leaving the main vault where he
is, any which are not accompanied by a certified writ specifying the amount customarily lies at his ease and “taking the air” or going for a quick swim.
down to the last coin. Eormennoth has been on duty for over fifty years, Some of these flights have been his first extended jaunts away from
preventing “shrinkage” of treasury funds through both outright thefts and Ravens Bluff in half a century. Eormennoth has decided it’s time to raise a
illicit borrowings by city officials (it’s the Regent of the Exchequer’s job to family, and although female bronze dragons have proven rarer in the lands
prevent misappropriations once monies leave this room), around than he’d thought they would be, he is a wyrm of looks, sophistica-
Eormennoth (whose name means “immense treasure” in the tongue of tion, and treasure. As word of his availability spreads, the city may well
his kind) began his local career as a ravager of pirates and was used in that soon be invaded by a dozen or more female bronze dragons of all ages, vying
capacity by the then-newly-installed Lord Mayor O’Kane. For decades he’s for the attention of the “Wyrm In The Vault.” When Eormennoth chooses
been the guardian of the vault, having been originally promised a rather a bride, the civic government will face a real monetary crisis. Like most
generous rate of pay of ten gold pieces a day by the Lord Treasurer of that dragons his age, the guardian of the treasury will soon become irritated by
day, who reckoned that a payment deferred until after he left office was his mate’s constant hints that she deserves—nay, needs—more treasure.
someone else’s problem. While that may not sound like much to anyone Once their eggs are laid, he may well persuade her to depart—with a suit-
with thousands of coins at his or her command, Eormennoth is patient. able division of their joint property, of course, plus a generous gift—money
Every day the dragon diligently counts out his share and moves it to his side that “the Vulture” regards as the rightful property of the government.
of the vault. As the years have gone by, his stack has grown to impressive Moreover, when the eggs hatch, Eormennoth will have successors. The
dimensions (over 180,000 gp) while the city’s pile has visibly diminished. problem that so many generations of Ravenaar officials hoped would even-
Vernon Condor, the current Regent of the Exchequer, has estimated that tually just “go away” will magnify when the post of vault-guardian becomes
the share Eormennoth has claimed will eventually bankrupt the city. He a hereditary one. As a good father, the incumbent guardian will of course gift
suggested some time back to Mayor O’Kane that they “re-negotiate” the each of his offspring with some coins as “seed money” to begin their own
dragon’s contract to include “room and board” as well as imposing a one- hoards. Moreover, young dragons of any type will defend themselves if at-
time “dragon tax” amounting to at least 50% of Eormennoth’s share should tacked, overreact if frightened, and generally be rambunctious in the ex-
he decide to leave a city so suddenly inhospitable. O’Kane, for his part, pre- treme, placing the property and citizens of the city at risk for a long, long
pared for the negotiations by procuring a cube of force and a long sword, +2 time. And any large-scale battle with dragons may attract the attention of
dragonslayer (LN-aligned and attuned to bronze dragons, dealing triple other, less benevolent wyrms—or anyone else who sees an opportunity to
damage and having a +4 combat bonus against them) in case the dragon take advantage of mayhem and destruction to plunder or launch attacks on
decided to exact payment in the form of property damage or otherwise Ravens Bluff. The often-humiliated pirates, for instance, who’d like nothing
kicked at the proffered settlement. more than a chance for revenge on the city and its great winged warrior. . .
Fortunately, perhaps, the matter never came to a crisis; although
Eormennoth was (falsely) announced dead some years ago, the war and
other disasters distracted O’Kane until the mayoral mantle passed to Lady

93
Dragger
®, TM & © 1998 TSR, Inc. All Rights Reserved.

CLIMATE/TERRAIN: Any (caverns or subterranean)


FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivorous
INTELLIGENCE: Low (5)
TREASURE: Q
ALIGNMENT: Neutral
NO. APPEARING: 1d6
ARMOR CLASS: 0
MOVEMENT: 12, burrow 9
HIT DICE: 2-6
THAC0: 19 (2 HD)
17 (3 & 4 HD)
15 (5 & 6 HD)
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3d4 per round (digestive juices)
SPECIAL ATTACKS: Swallow whole
SPECIAL DEFENSES: Immune to most spells, half-damage from
edged and piercing weapons
MAGIC RESISTANCE: Nil
SIZE: L (8-12 feet in diameter)
MORALE: Fearless (20)
XP VALUE: 2 Hit Dice: 975
3 Hit Dice: 1,400
4 Hit Dice: 2,000
5 Hit Dice: 3,000
6 Hit Dice: 4,000

Draggers are usually encountered in natural caverns, though many are


to be found in the underways of Ravens Bluff, where they have been the duration, immobilizing the creature if it is submerged in stone at the
doom of more than a few smugglers down the years. Like their cousins the time (if only partially submerged, it can force itself out of the stone in 1
galeb duhr, draggers resemble boulders, with a single pair of appendages round at the cost of 2d4+2 hit points abrasion damage); stone shape can be
acting as both hands and feet and with huge mouths that seem mere fis- used to force a dragger’s jaws through one involuntary movement and then
sures in rock when closed. Draggers are natives of the Plane of Elemental hold it in the new position for the spell duration (in other words, to either
Earth and are able to propel themselves through stone. hold the jaws shut or to force the dragger to open wide and disgorge a swal-
lowed victim); and transmute rock to mud fully heals the creature (they oth-
Combat: A dragger typically “floats” in a section of floor, camouflaging erwise heal 1 lost hit point per day, as many other creatures do).
itself through its ability to create hallucinatory terrain at will in a ten-foot-
square area centered on itself. Anything stepping upon the hidden dragger Habitat/Society: Draggers are solitary, sexless hunters. When they reach
risks being swallowed by the creature’s gaping maw (such a target is consid- an unstable size (i.e., above 6 HD) through diligent devouring, they split to
ered to be AC 10, exclusive of Dexterity bonuses). If the initial attack fails, form two to four smaller (2 HD) draggers, expelling all previously ingested
the dragger will submerge beneath the ground to a place of safety, returning gems in the process. The new individuals may stay together for a time but
to the same spot 2d4 turns later. Should the attack succeed, the dragger’s as they grow they move apart to find their own hunting grounds. They have
target will have one or more appendages (usually feet) trapped in the crea- no social interaction but never fight each other; if two draggers encounter
ture’s jaws. On the following round, the dragger will momentarily loosen its each other in an area heavily trafficked by prey they may feed side by side
grip as it attempts to swallow the victim. A successful saving throw vs. par- for a time, but otherwise they’ll always instinctively move apart. Draggers
alyzation indicates that the prey manages to wriggle free at this time; each have been known to go dormant for long periods of time, hiding inside
being helping the victim adds a +1 bonus to the roll. Should the save be solid rock and ignoring food nearby; no good reasons for this behavior has
unsuccessful, the prey is sucked into the dragger’s gullet. On the next yet been offered.
round, the dragger sinks into the ground to enjoy its meal safe from harm.
Should the creature be slain before it withdraws, captured prey can be Ecology: Draggers are carnivores, eating all manner of birds, reptiles,
freed in 14 rounds but suffers 3d4 hit points of damage per round from the and mammals. They ignore most plants, devouring only ambulatory sorts,
dragger’s corrosive digestive juices. Draggers can digest virtually anything but avidly swallow fungi. They otherwise place no value judgments on
except gems (their treasure, if any, consists of gems carried by previously food: edible is edible, and a dragger won’t choose a larger or more formida-
swallowed victims). ble meal over a lesser (or vice versa). Regardless of the size of prey it eats, a
Draggers can be struck by any sort of weapon, although edged and pierc- dragger will try to devour prey only once every three hours or so, ignoring
ing weapons do only half damage. Spells don’t affect draggers, except as fol- other possible targets after one try (successful or not). They are capable of
lows: magic missile inflicts normal damage; move earth causes the dragger to going months if not years between meals.
immediately depart for 14 turns, first releasing any prey not already swal-
lowed; stone to flesh lowers a dragger’s Armor Class to 10 for the spell

94
Greater Raven
®, TM & © 1998 TSR, Inc. All Rights Reserved.

CLIMATE/TERRAIN: Any
FREQUENCY: Uncommon
ORGANIZATION: Solitary, mated pair, or flock
ACTIVITY CYCLE: Any
DIET: Omnivore, Carrion-eater
INTELLIGENCE: Very (11-12)
TREASURE: Nil
ALIGNMENT: Neutral, chaotic neutral, or neutral evil
NO. APPEARING: 1
ARMOR CLASS: 7
MOVEMENT: 6, fly 12 (A)
HIT DICE: 1
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d2 (peck)
SPECIAL ATTACKS: Curse
SPECIAL DEFENSES: Immune to charm
MAGIC RESISTANCE: 50%
SIZE: S (4-foot wingspan)
MORALE: Fearless (20)
XP VALUE: 120

Many believe (correctly) that Ravens Bluff is named for these avians,
who dwell almost exclusively in the area. These large, glossy black birds are
locally renowned for their ability to speak and foretell the future. In Ravens
Bluff, these birds can be found just about anywhere (as can normal crows
and ravens).

Combat: Greater ravens love to single out and accompany an intelli-


gent, active being, such as an adventurer. Some beings so favored find the
raven’s presence irritating and toss a stone in the bird’s general direction.
This may (70% chance) drive the creature off; otherwise it decides the Most greater ravens, however, speak little—and when such close-
being is going to be truly interesting to watch and determines to stay, re- mouthed individuals do, it’s usually to offer some sort of poetic prophecy of
maining for d100 days (or even permanently if the “host” provides enough what the future holds. Raven prophecies almost always entail woe to those
entertainment). addressed, whether insignificant or catastrophic.
These Ravens are easy to kill but have the power to curse their slayers. On rare occasions, a lone greater raven has been known to attach itself
Such curses will always be in the form of a rhyming prophecy foretelling to a neutral or evil wizard, becoming a familiar of sorts (although none of
some kind of punishment or misfortune to the offender or someone close to the usual benefits derive from the relationship). The bird will perform a
him or her. A greater raven slain by a crossbow bolt, for example, might type of commune spell up to thirteen times a year, whenever its “master” de-
with its final breath tell its slayer: “As my blood is drunk by the sires. Queried formally on these occasions with respect to plans or events,
ground/Yours likewise soon will be found.” Typical prophecies foretell the the raven will offer cryptic advice (in its harsh, cackling voice) on the best
receiving of a grievous wound, being slain, or being bested in battle or a course of action to rake or about the intentions of an enemy. In like man-
swindle. They often warn of the impending loss of some prized possession, ner, the raven can be asked to foretell the future. Those seeking such ad-
such as a mage’s favorite wand or a warrior’s enchanted dagger. Even if the vice should be certain they want to hear the answer, for, as has been noted,
raven is tom apart, crisped to ashes, or otherwise rendered incapable of raven prophecies almost always foretell someone—quite possibly the
speech, the curse will be heard as clearly audible, hauntingly chanted “master”—meeting harm or ill luck.
words issuing from the empty air near the site of its death. Magical silence
can prevent the prophecy’s being heard but not the curse from taking Ecology: Greater ravens devour small rodents, the eggs of other birds,
effect. small birds, carrion of all sorts, insects, lizards, berries, flowers, and growing
shoots. They also have a liking for wax (even strongly-scented candle wax),
Habitat/Society: Greater ravens are usually solitary when encountered, butter, and cheese (the more strongly flavored and moldy the better). Given
but mated pairs may also be seen, and flocks of up to forty birds have been the opportunity, they’ll sample any food eaten by humans, preferring salty
reported. Such flocks are highly territorial and may swarm intruders, caus- viands to all other materials. Greater ravens can hold bones in their craw for
ing results similar to a double-strength summon insects spell (damage is ei- long periods, spitting them out polished clean whenever they desire (usually
ther 4 or 8 points, depending on whether the targets defend themselves; to make a point or impression on someone to whom they’re speaking).
the attack penalty is -4, and the Armor Class penalty is +4).
For reasons of their own, greater ravens are fond of attaching themselves “Well,” quote the raven, “you could wait—” He tossed his head and spat
to individuals or adventuring band to observe their doings. They fly from something thoughtfully onto a rock at Glauren’s feet. Something small, white,
tree to tree or rock to rock (or balcony to balcony) to perch with a good and gleaming. A bone. “—forever.”
view and watch, keeping a curious eye on the object of their interest. Not Glauren stared down at the bone, and then, slowly, back up at the raven. He
surprisingly, these creatures tend to be shunned as bringers of bad luck, swallowed.
though they rarely harm anyone directly. Instead, greater ravens seem to The raven cocked its head to one side. One dark eye met his squarely and
derive some satisfaction from watching the troubles of others. Some de- knowingly for a moment—then feathers flapped, and it was gone.
light in continually uttering sarcastic comments, though they rarely make Glauren looked down at the bone with a chill. The bird, he knew, would be
actual jokes; others enjoy hinting at secrets their host wants kept secret. back.

95
Greater Sea Hag
®, TM & © 1998 TSR, Inc. All Rights Reserved.

CLIMATE/TERRAIN: Any aquatic


FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Very (11-12)
TREASURE: B, C, Y
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: 5
MOVEMENT: Swim 15
HIT DICE: 2-8
THAC0: 19 (2 HD)
17 (3 & 4 HD)
15 (5 & 6 HD)
13 (7 & 8 HD)
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d4+6 (dagger or claw)
or 1d6+6 (short sword)
SPECIAL ATTACKS: Ogre strength (+3 to attack rolls,
+6 damage), charm gaze, ghastly
visage, spells
SPECIAL DEFENSES: Change self, immune to charms, spells
MAGIC RESISTANCE: 50%
SIZE: M (3 foot tall plus 3-foot tail)
MORALE: Champion (15)
XP VALUE: 2 Hit Dice: 975
3 Hit Dice: 1,400
4 Hit Dice: 2,000
5 Hit Dice: 3,000
6 Hit Dice: 4,000
7 Hit Dice: 5,000 3rd level: blink, clairaudience, clairvoyance, dispel magic, haste, hold person,
8 Hit Dice: 6,000 lightning bolt, monster summoning I, protection from normal missiles, slow, spec-
tral force, suggestion, tongues.
4th level: charm monster, confusion, curse, dimension door, emotion, enerva-
One of the most dreaded denizens of the deep, greater sea hags are fortu- tion, Evard’s black tentacles, improved invisibility, minor globe of invulnerability,
nately rare. They are thought by some to have descended from twisted servi- monster summoning II, phantasmal killer, plant growth, polymorph other, poly-
tor creations of Olhydra, princess of evil water creatures and ruler over the morph self, shout, wizard eye.
Plane of Elemental Water (which in turn argues that lesser sea hags, and per- *spell from PLAYER’S OPTION: Spells & Magic.
haps all other hags, are merely degenerate descendants of greater sea hags). **spell from Of Ships and the Sea.
They appear as wrinkled, withered old crones with seaweed-green hair that A rare few greater sea hags are psionic wild talents. Such individuals al-
covers their green-scaled bodies, iron-like claws, and fiery red eyes. Some ways have unpredictable powers, not the abilities exhibited by a being who
can’t be distinguished from lesser sea hags, but others are noticeably larger has developed personal psionic abilities in the usual manner.
and more charismatic. If they must battle an opponent directly (something they tend to avoid),
greater sea hags use daggers or short swords. When making any physical at-
Combat: Though they lack the death gaze power of their lesser km, greater tack, their great strength (18/00) allows them a +3 bonus to the attack roll
sea hags can work a powerful charm three times a day by making eye contact and a +6 damage bonus.
with an intelligent creature. Those so charmed remain in this state until the
hag is killed or the charm is magically dispelled; victims do not get additional Habitat/Society: Greater sea hags usually lair in undersea caves filled with
saves as time passes. Greater sea hags are themselves immune to all charm, the spoils they have salvaged from sunken vessels; sometimes they claim cap-
suggestion, and other mind-influencing magics or psionics. tain’s cabins of those ships if the chambers are lavish enough. Much of their
A greater sea hag can cast change self so as to resemble any sea creature, time is spent grinding salt through the use of magical rock-crushing devices;
usually choosing one as beautiful as she is ugly, such as a mermaid or nereid. greater sea hags derive essential sustenance from sea salt. When not grinding
This disguise is often used to deceive seafarers into following a dangerous salt or hunting prey, greater sea hags seek to enrich their treasure hoards,
course—onto rocks, reefs, or other hazards—and causing their vessels to be often with the help of charmed helpers or evil aquatic creatures. They take
wrecked. The hag then seizes any sunken treasure and devours the drowned pride in knowing their undersea surroundings well and can often spot con-
seamen at will. The true appearance of a greater sea hag is so ghastly that cealed or magically disguised intruders or newly-arrived items by the change
anyone viewing it must make a saving throw vs. spell or lose half his or her in familiar seafloor topography. On the other hand, greater sea hags won’t
Strength for 1d6 turns. hesitate to boldly strike forth into new territories, making long forays into
Greater sea hags are most greatly feared, however, for their magic use. strange seas. The waters of the Fire River, flowing out into the Sea of Fallen
They possess the spellcasting abilities of mages equal in level to their own Stars, seem to attract greater sea hags. In general, they favor regions having
Hit Dice. The following spells are ones typically used by greater sea hags, al- “interesting” sea bottoms, such as reefs, underwater crags and rifts, and ship
though they may know any spells of appropriate level listed in the Player’s graveyards adorned with lots of wrecks.
Handbook. DMs interesting in underwater spellcasting may wish to consult
the appropriate chapter in DMGR9, Of Ships and the Sea. Ecology: Greater sea hags are thankfully rare and seldom reproduce, being
1st level: audible glamer, dancing lights, enlarge, expeditious retreat,* magic jealous and suspicious of all other life. They sometimes dwell with their lesser
missile, phantasmal force, protection from good, shield, shocking grasp, sleep, kin but never seem to take part in coveys. They can live for as long as a thou-
taunt, tears of the crocodile,** ventriloquism. sand years and speak the tongues of sea elves, their own language, and annis
2nd level: blindness, blur, darkness 15’ radius, detect good, ESP, invisibility, (the hag languages). Danger and strong foes seem to attract them, and they
know alignment, levitate, locate object, mirror image, ray of enfeeblement, shatter, serve as the ultimate predator of human-sized or smaller opponents. Most
stinking cloud, web. sharks avoid sea hags, having learned the bite of their fell magic.

96
The Magic of
locale but can (if properly timed) be used to avoid an attack passing
through the starting point.
Baerult also reportedly sold “doubled” rings of this type, marked on in

Ravens Bluff
the inside by a small diamond mark. These provide two identical dimension
door effects, crumbling as the second is used; any amount of time can pass
between the two usages of such a doubled ring.

he City of Adventurers often seems a-crawl with magic Ring of Helmed Horrors
of all sorts, flashing and lurking and bursting into life on XP Value 3,000 GP Value 30,000
all sides. Only in the last few years, in fact, have the in-
famous “magic shops” of the Bluff disappeared (most of Many nobles and wealthy merchants of Ravens Bluff purchased these
them, such as the large and successful Chemcheaux, rings in the past; the source of supply has apparently ended with the de-
obliterated in a series of mysterious explosions that hint at some sort of be- struction of Chemcheaux. Today the daringly acquisitive must dare noble
hind-the-scenes struggle). No summary of the magic at work in Ravens mansions and even burial crypts to gain such a ring. A ring of helmed horrors
Bluff can ever be complete or up to date; what appears here are unusual takes the form of a plain brass fingerband; its powers are activated by silent
magic items common or important enough in recent times in the Bluff to be act of will. It has 20 charges when new and can be recharged by those few
listed by type. wizards who know the correct spell to use (the ranks of the sufficiently
learned include at least two members of the Ravens Bluff Wizards Guild).
Ironguard Ring Any attempt to awaken a ring power that requires more charges than re-
XP Value 500 GP Value 5,000 main within the ring destroys the item and calls forth a (randomly chosen)
“Doubled” ring: lesser power instead.
XP Value 500 GP Value: 7,500 Use of a single ring charge causes a helmed horror to appear within ten
feet of the ring-wearer at the end of the same round, at a spot chosen by the
These plain brass rings have been seen elsewhere in the Realms but have ring-wearer. The horror obeys its summoner’s mental commands (typically
become very popular in Ravens Bluff since the recent war, being sold in to fight specific targets or to carry certain items) until it is destroyed, 2 turns
back alleys there by the mysterious Baerult Blackmask (who has so far pass, or its summoner wills it to disappear (whichever happens first). If a
eluded Wizards Guild retribution, although most believe it’s only a matter solid body or item occupies the space where the ring-wearer desires the hor-
of time . . .). The wearer can activate the ring by silent effort of will, pro- ror to appear, it will materialize (piece by piece, if need be) above the cho-
tecting himself or herself as if by the fifth-level ironguard wizard spell for 1 sen spot and feather fall down into it. The ring can be used in this way up to
turn. During that period, all metal items pass harmlessly through the pro- three times per day—whether in three consecutive rounds or eight hours
tected being as if his or her body were empty air; even metal worn or carried apart makes no difference.
by the ring-wearer falls through him or her (except for the ring, of course). The most potent ability of such a ring costs 7 charges, makes the ring go
Enchanted metal items can inflict damage upon the ring-weaver equal to dormant for an entire day, and affects all horrors (regardless of type or ori-
their magical bonuses, and enchanted metal barriers (including blade bar- gin) within 70 feet; any horror within that radius is instantly paralyzed for
rier) are impassable to him or her. At the end of ten minutes, the protection six days. Any horror entering the area of effect after it is awakened is also
ends and the ring crumbles to useless dust. paralyzed (but only until the six days is up; it doesn’t receive its own six-day
There is an important difference between the spell (described in Pages sentence). This effect can be ended instantly by the casting of a dispel magic
from the Mages and Wizard’s Spell Compendium, Vol II) and the effects of this but will survive the destruction of the ring that created it.
ring: when an ironguard spell expires, the being it protects is killed instantly The helmed horrors created by this sort of ring are empty, animated suits
if his or her body occupies the same space as a large or sharp piece of metal. of armor that are AC 2; MV 12, fly 12 (E); HD 4+12; THAC0 12; #AT 1;
By contrast, when the protection created by this ring ends, any metal is Dmg 1d8 (long sword) or 1d4 (weaponless); SD immune to all enchant-
forcibly (and harmlessly) expelled from the ring-wearer’s body; if the metal ment/charm spells and to fireball, heat metal, and lightning bolt, automatic
is fixed and immobile, the ring-wearer is instead safely whisked to the near- feather fall, infravision (120’ range), detect invisible (120’ range), can reat-
est metal-free location. tach dismembered limbs upon contact, healed by magic missiles; SZ M (6
Baerult also reportedly sold “doubled” rings of this sort, marked on the feet tall); ML fearless (20); Int high (14) but can’t communicate telepathi-
inside by a small diamond shape. These provide two identical protective ef- cally back to the ring-wearer or with anyone else; AL N; XP 2,000.
fects, crumbling at the expiration of the second. Any amount of time can
pass between the two usages of such a ring. Ring of Nine Lives
XP Value 6,000 GP Value 60,000
Ring of Dimensional Darting
XP Value 500 GP Value 5,000 This ring takes the form of a slim band of apparently unbreakable ivory,
“Doubled” ring: carved at one point into the snarling face of a cat. At least two such rings
XP Value 500 GP Value: 7,500 exist. One is in the keeping of Storm Silverhand, somewhere in Shadowdale
(it formerly belonged to her sister, Syluné). The other was discovered a
These plain brass rings have become very popular in Ravens Bluff since decade ago in catacombs somewhere north of Waterdeep. Its finder, a priest-
the recent war, being made or at least sold locally by the black-market mage ess of Chauntea by the name of Catherine Crowne, brought it to Ravens
Baerult Blackmask. The wearer can activate them instantly by silent effort Bluff. Catherine’s ring was examined by at least one (anonymous) Ravenaar
of will, affecting himself or herself as if the fourth-level wizard spell dimen- mage, and if rumor within the Wizards Guild can be believed, most of the se-
sion door had been cast on him or her. The following exceptions apply: (a) crets of the long and expensive process of making such a ring were divined by
no living material can be taken along on the trip, (b) no recovery time is him. He certainly determined that Catherine’s ring dated to ancient times.
necessary once the trip is made, and (c) if a solid body occupies the desired A ring of nine lives helps to preserve its wearer’s life. When its wearer
destination, the ring’s power is wasted and fails (no dimensional transloca- would otherwise be brought to zero hit points or less, the ring automatically
tion occurs, and the ring-wearer suffers no damage or exile to the Astral expends a charge and negates all damage to the wearer, removing forever
Plane). The maximum range of the jump is 90 yards from the spot where all effects of diseases, poisons, and curses; restoring damaged organs; and
the ring is activated, and the ring crumbles to dust after a single jump. healing wounds (though not restoring severed limbs—in such cases,
If a secret command word (not graven on the ring but told by Baerult smooth stumps are created and all loss of blood ceases). In cases of spells or
personally to the initial purchaser) is uttered as the power of the ring is other effects that would cause death because the ring wearer has failed a
called upon, a ring of dimensional darting can be used to bounce the ring- saving throw, the ring allows the wearer to treat the saving throw as suc-
wearer from the starting spot to a desired location and then two seconds cessful, again at the cost of a charge. However, the ring can’t function more
later to whisk him or her back safely to the starting point. This power is typ- than once in any given round; if the wearer still takes enough damage from
ically used to snatch an item or hurl a weapon in the momentarily-visited a successful save that he or she dies, the ring cannot save him or her.

97
Archveult’s store of magic said to lie hidden there, no word has come of it. A Tear of the Dragon is known to possess certain magical qualities. Its
Archveult devised many spells and was known to own powerful magic touch heals insanity and damage to the mind, disease (including curses
staves, rings, and more strange and mysterious things of Art. Nor is it such as lycanthropy and mummy rot), banishes scarring and disfigurement,
known where Muaralygrym took refuge and met his end, with his stolen ends charms, feeblemindedness, and other mental influences and compulsions
hoard of Tears. (including geas and quest magics). It also heals 2d12 lost hit points, if a
touched being is damaged. These powers work with each contact, for every
The Tears being. A Tear can also, once every tenday, act as a potion of vitality on a
It is not known what magical powers the dragon Tlanchass commanded, or being touched by it. Finally, it can act as a commune spell, allowing the one
even what became of her, though Elminster has hinted rather strongly that touching it to contact his or her deity and receive 1d4+1 answers; this
she went to Evermeet, where she may yet dwell. No other dragon has cre- power can only work once per year for any given being. Azuth is also said to
ated what she did, in her grief—and it is highly likely that no other dragon have told the Magister that any creature who carries such a stone is pro-
alive in the Realms today can, or word of it would have spread over all the tected against life energy draining and possession of any sort (such as attack
lands. What is certain (because Azuth, Lord of Spells, once showed one to by the user of a magic jar spell) and against shock (i.e., a System Shock sur-
a later Magister) is that at least some of her Tears have survived and are as vival rolls would automatically succeed), but so far as is known this has
beautiful and as valuable as the tales say. never been put to the test.
A Tear of the Dragon is a hand-sized, teardrop-shaped, silky-smooth clear It is thought that there were once seventy-odd Tears; no one knows how
stone—or some other substance so hard that no known force can mark it, many survive. Many companies of adventurers, down the years since the
let alone shatter it. It gathers available light and stores it within itself, so as Grief of Tlanchass, have searched ail over the Vast for traces of the Lost
to emit a soft, mint-green faerie fire at all times. If struck or dropped, it gives Hoard and the Tears of the Dragon, with apparent lack of success. If any
forth a ringing sound so sad that the strong and stem wizard who heard it have found either, they have not made public the fact.
(and knew nothing, then, of the tale of Tlanchass) was moved to tears. A
Tear is literally priceless—and there are archmages and rulers of the Realms
who will stop at nothing to possess one.

100
The Walking the traveler be forewarned. Many Ravenians (myself included) know little
of what stands in this district of the city; we’re not encouraged to wander

Tour
and explore, and embassy guards here are seldom forthcoming with building
identifications when asked (the most common reply to my queries was the
flat question, always delivered with a hard stare, “And why do you want to
know?“). No inns here, and no place to purchase food or drink—except for
hose new to Ravens Bluff often find it easy to get around the occasional party thrown by someone too mean to let refreshments flow
in but difficult to know well; adventurers who have lived for free.
here for years often don’t know the names of major Entering the district from the city proper, we pass through these ornate
streets or what’s on the opposite side of the block from bronze openwork gates depicting mermaids, hippocampi, and schools of fish
their favorite shop or tavern. The lack of street signs is sporting together. Directly ahead stands Ring Park (F1), the tiny circle of
partly to blame here, as is the Ravenaar habit of renaming streets from time duskwood trees enclosed by Daren’s Ring. Its shady benches are supposed to
to time, with some people adopting the new name and others keeping the be for visitors to sit and chat upon— but are always occupied by Watch offi-
old. Even more confusing, sometimes an adventurer will nickname a street cers dining on hotbreads washed down with flasks of brandy. The tiny dol-
and the new name will catch on among his or her fellow adventurers, while phin fountain at the heart of the park, a gift from the now-extinct Selmer
longtime residents will continue to use the original name for the same elven family, is one of the few clean, free, and easily reached sources of
street. The best way to find out where something is has always been simply drinking water in the city.
to ask around: it’s a small enough town that sooner or later you’ll run into On the south side of Fireleap Lane, just inside the gates, stands the
somebody—a friend of a friend—who knows the spot you mean. Until re- small, tastefully carved stone tower abode of Hark the Herald (F2). The
cently no accurate building-by-building survey of the Bluff had ever been seaflower plantings about it are the work of the Onder halfling family, in
undertaken (Lady Amber commissioned the first in order to evaluate war memory of Jaraera Onder, who lies buried in an unmarked grave hereabouts
damage and plan for reconstruction). Civic officials have been notoriously after she fell defending her children against orcs before any city stood here.
reluctant to make available maps, street plans, sewer diagrams, or similar Passing around the ring southwesterly, but taking the first lane southeast
graphic depictions of Ravens Bluff, lest they be used in the planning of back towards the wall of the city proper, we end up walking along the outer
thefts, ambushes, and getaways. The new mayor, Lady Amber Lynn Tho- wall, in a pleasantly shaded lane of shadowtop trees pruned into an overar-
den, has recently issued an official decree that divides the city into seven ching canopy. On the first cross lane running due west stand, side by side,
districts and twenty-two neighborhoods. She also approved the renaming of the large square towers that are home to the half-elven adventuring wizard
many streets (some actually reversions to older names no longer in common Loki Spellsinger (F3) and to Anna Geden (F4), respectively. Both are sur-
use). While this has greatly simplified the planning of Watch patrols, prop- rounded by tall, close-bar, wrought-iron fences surmounted by alternating
erty tax schedules, building permits, and the like, not everybody has ac- spearpoints and grinning imp-heads, but Geden’s tower is the more inter-
cepted the “newfangled” names as yet (for example, Crow’s End is now esting, sporting huge hanging baskets of trailing plants and moss beside
smaller than it used. to be, much to the annoyance of some long-time resi- most of its narrow shuttered windows. These hang from huge iron brackets,
dents who find they no longer live there, their houses now being on the and not a winter passes without at least one of them falling and shatter-
other side of the invisible border). ing—with unfortunate consequences for any Watch officers who happen to
To orient new visitors properly, it’s best to have a guide. Accordingly, be dozing nearby!
Raraerdo Moonspring, nephew of Lady Lauren DeVillars and self-pro- The frowning, many-pillared stone pile that stands at the comer of the
claimed man-about-town, has volunteered his services to give newcomers a next crosslane, with its mock battlements and scowling gargoyle down-
walking tour of the city. Readers of this chapter are warned that all opinions spouts (rumors would have it that these gargoyles being real, monstrous
and comments contained herein are his. guardians—perhaps there’s some truth to the rumors in this case) is the Em-
bassy of Zhentil Keep (F5). Its guards have been known to strike first and
Foreign District apologize later; tarry not overlong to admire the gloomily dreary architec-
ture. Just to the west along the same lane stands the palatial, many-lamped

A lso, less politely, referred to as “Outlander Town” or “the Outlander


District,” this walled-off little slice of the city is the cleanest, qui-
etest, most eerily lifeless part of Ravens Bluff—unless one considers everp-
manor that is the Embassy of Amn (F6). Much of its splendor comes from
the huge plates of mirror-polished copper that stand behind every lamp-
tree; the sea air eats at these daily, and teams of liveried servants are forever
resent Watch patrols and private guards to be “life.” Folk who keep to Fire- buffing and sanding these splendid-looking embellishments of impractical-
leap Lane or Daren’s Ring (which bisects the Lane at the center of the dis- ity. The greedy or desperate onlooker should know that their coin-be-
trict) will be watched attentively by various armed authorities, but no decked surcoats aren’t sewn with real coins at all but rather with gilded cir-
more. Anyone who ventures into the nameless lanes that snake outwards clets of coarse iron.
from the Ring through the neat topiary plantings and carpetlike lawns, A bit further down, the lane running along the city wall passes the small
however, will instantly be challenged as to their rightful business here. Se- but pleasantly balconied square stone tower home of Talin Brewmaster
curity is the reason for the existence of this walled enclave—and security (F7) before abruptly turning west. A sidelane looping to the south offers an
certainly rules over all else here. approach to the much-visited Embassy of Procampur (F8), host to an al-
This is hardly surprising, given that such traditionally aggressive and un- most desperate flurry of revels throughout each year. Its wooded gardens are
friendly powers as Mulmaster and Thay have embassies in this district—let lit by small ruby- and emerald-hued lamps every dry evening, providing a

101
102
103
place for guests (almost always merchants or experienced adventurers loop of laneway from where the Procampan embassy stands. Along this inner
thinking to relocate) a place to stroll, chat, and make deals of all sorts— way stands the grandest building in the district, the high-domed Embassy of
some of which they even intend to honor in the morning. Chessenta (F22), a slippery-floored palace of gleaming pink-veined marble.
Passing westwards, a short yew-flanked spur lane leads to the small, The interior of the dome is painted in a scene of winged men and women
rather plain round tower abode of the elven-adventurer Sir Kile the Ox chasing each other around a deep blue sky amid swirling flocks of ravens and
(F9), standing hard by the impressive, many-windowed stone Cormyr doves. The gardens behind the embassy consist of a series of arched wicker
House (F10). The walls of this embassy of the Forest Kingdom are adorned bowers that lead almost to the back hedge of the solid square tower that is
with tall sculpted shields, and it sports a rear terrace where wines often flow home to Rogan the Confused (F23). Diagonally across from Rogan’s tower—
into goblets like water. yes, over there—crouches the forbidding-looking Embassy of Mulmaster
The lane continues northwards, flanking the western wall of the district (F24), whose stone walls are surmounted by small cupolas that hold alert
now, past the small but tasteful stone house of Gideon Sagson (F11), a guards both day and night. Don’t like the place myself; it’s never been known
gnome whose illusions have won him something of a reputation; its large to host a party in all the years since its building.
stone yardposts are surmounted by stone balls that seem to be a favorite The only recent construction in the neighborhood that I can think of is
perch for the city’s ravens. After a few blocks the way turns northeast again the renovation of a small, quaint manor house not far from the Ring. A
to link up once more with the Ring. In its final block the lane passes be- necromancer used to live here, but his dreary gloom-and-doom decor is all
tween the sinister, seemingly-unguarded Embassy of Thay (F12) on the gone now, thank goodness, replaced by an impressive collection of delicate
west (with its domed central hall and three-story wings—even the ravens white pillars adorned with spiraling vines. It’s now the home of the gnome
avoid this place, no doubt sensing the legendary warding magics said to slay illusionist Delila Rosebud (F25), who took up residence here after her
intruders at a single over-reckless step) and the rather more welcoming Em- nearby tower home burned to the ground—a lot of that going around now,
bassy of Impiltur (F13) on the east (with its ornate gate framed by rearing isn’t there? I suppose the Red Ravens can only do so much, but still it does
stone horses which the ravens seem to particularly like). make you wonder why we pay them. Mustn’t grumble, I suppose . . .
Leaving the Ring and going due north, on the westernmost of the two I have to admit that there are quite a few large and impressive buildings
lanes, we immediately pass the Embassy of Tantras (F14), a mock castle in this district whose owners are a total mystery to me. Keep to themselves,
that is in truth a defensible fortress, in case the traditional rivalry between don’t you know. Still, while I have no idea who they are, I’ll guarantee that
the Bluff and its northern neighbor ever breaks into open hostility. Aerial the expense and difficulty of obtaining such a residence ensures that any
steeds sometimes land here on the rooftop in the dead of night, in the clan- one living here is wealthy and powerful. If you’re planning to just drop by
destine arrivals that so anger the City Watch. I’ve heard it’s no accident unannounced for a visit sometime, be warned that griffon-riders (of the
that the statue in the center of the ring-shaped lane leading to what the lo- Griffon Guard, no less!) fly over this district at frequent but deliberately
cals call “the Tantran Castle” is the Watchful Defender (F15). This finely random intervals. And they’re always peering at the grounds below for any
carved, twelve-foot-tall granite statue of a Watch officer stands on his sign of folk lurking, hurrying, or carrying anything unusual. Trouble here
plinth-ostensibly gazing out to sea at pirates but in actuality glaring at the reflects badly on the Bluff’s reputation abroad, so they take any intruders
very doors of the Tantran building. He’s been dubbed “Simon” by the local very seriously. To my mind, this may be the safest district of the city but it
bards and is said to bear all sorts of interesting scrying and divination en- certainly feels more unfriendly than the most dingy and dangerous dock-
chantments that the Ministry of Art refuses to discuss. side alleys. Watch your step here.
The main north lane runs arrow-straight from the Ring until it reaches
the front of the many-turreted Waterdeep House (F16), which some mis-
guided builder thought would impress onlookers by aping the look of many Harbor District
tall city buildings thrust together into a forest of sky-stabbing ostentation.
Those who visit this embassy can find an ample supply of small, round
Seaglimpse
rooms, but the novelty of climbing endless corkscrew flights of stone stairs
M
any folks who’ve lived here all their lives never see this neighbor-
inside each of the towers gets old very quickly. Still, the lure of the deal hood, lying as it does tucked away outside the city wall, along a
(and the beauty of the lovely ladies who represent Waterdeep as agents mud-and-gravel wagonroad known as “the Front.” Storms blow onshore
here) keeps a steady stream of visitors coming and going through its pearl- here, waves pounding the land and carrying off anything that isn’t securely
inlaid front doors; I can’t recall a quiet night here. fastened down. Ships docked hereabouts are often cross-chained to more
Sidestepping along the front of the Waterdhavian embassy, the lane than one wharf to prevent their being torn free, driven ashore, and
strikes out again due north, only to turn tight comers at the north end of wrecked. Sailors and longshoremen make up most of the folk we’re likely to
the walled district and pass between the imposing Embassy of Sembia meet here in Seaglimpse, aside from the occasional Watch patrol. Be
(F17) and the home of Elvira of Startree (F18). Elvira moved into this warned that in addition to the uniformed patrols the Watch also has under-
ornamental-spired crimson stone mansion, formerly owned by the notori- cover spies here, usually in the guise of “old salts,” to keep smuggling and il-
ous late Deputy Mayor Belanor Fenmarel, after her own house (which had licit dealings of all sorts to a minimum. I’m told the relative privacy of
adjoined the Sembian residence on the northmost turn of the lane) was de- Seaglimpse used to lead to such abuses as open slave-auctioning (with the
stroyed in a mysterious and spectacular magical fire. From here the lane unfortunate “wares” chained on display) and the repacking and false rela-
turns southeast to run along the city wall. At its corner with a cross lane beling of cargoes in plain public view on the docks. No more!
stands the compact but imposing stone house of Daren of Selune (F19), its There’s not much reason for a casual visitor to come down from the for-
grand carved portico of the moon wreathed in stars surmounting four floors tified Seatower breakwater into Seaglimpse, unless you happen to like brac-
of round-windowed splendor. ing seabreezes. I do—I find the smell of dead fish and rotting seaweed less
Here, as you see, the lane turns southwest to pass a thick clump of trees strong here than in other waterfront locations around the Bluff, because of
that conceals a Watchpost (and public privy facilities—a very civilized fea- the scouring action of the waves.
ture, I’ve always thought) and rejoins the Ring. In doing so it passes along The breakwater, by the way, has been called many things (not all of
the front of another mock castle, this one sporting conical scarlet tile-and- them polite), but the name that seems to have stuck is Sundaroon’s
spire roofs and an air of overgilded hauteur, with copper and gold trim ap- Seatower (HSG1), derived from its location on the site of the former pirate
pearing everywhere. I know it looks like a hideous party cake or child’s toy, haunt of Sundaroon’s Wharf. This long, narrow castle housed much of the
but is in fact the Calaglara, or embassy of Calimshan (F20). on-duty Ravenian navy in the past—er, back when we had a navy, that is—
Between the two lanes on the north side of the Ring stands the rather and will again, I’m sure, when the navy is eventually rebuilt. In the mean-
modest Embassy of Turmish (F21), with its low-railed rooftop garden stud- time, it’s still home to a griffon landing pad, a long canvas-shrouded row of
ded with impressive statues of heroic men and women wrestling with pery- heavy catapults, and interior arsenals of the oil-soaked fire-shot and chain-
ton and manticores. Like its Procampan counterpart, this converted manor linked stone balls that these fearsome anti-pirate weapons can hurl. I’ve
house often hosts parties thrown by merchant alliances who pay hand- often heard folk who live or work on the docks refer to this place as “the
somely for the privilege of using such an impressive venue. Seawall,” but drylanders never seem to use the name.
Let’s go back for a moment to the southern end of this district. It’s easy, Setting out north along the Front from the Seatower, we immediately
among the grand walls and gates and stands of trees, to miss this little lane— come to a tangle of nameless lanes leading off to the east and a cluster of
see it there?—winding its way through the interior of district, continuing the large, rather ugly warehouses to the west. Decisions, decisions. The Front
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plunges into and through the latter, but let’s first investigate some of the in- The lane turns another sharp comer at something that advertises itself
teresting sights along the lanes in this pocket of buildings sometimes unof- as Rare And Fine Seashell Remedies (HSG6)—remedies that take the
ficially known as “Gimble’s Elbow” (nobody recalls nowadays who Gimble form of fiery liquor cordials. Now the lane runs west for a ways, past net-
was, exactly, beyond being a sailor and a bit of a rascal) or simply “the drying racks and lobster traps, to turn south again around the walls of the
Elbow.” First we pass Narwhal Manor (HSG2), a fortress-like stone build- Flagon o’ Flames tavern (HSG7), a truly dreadful pit of a place where
ing that houses the Bluff’s main customs warehouse (for confiscated and sailors drink themselves stupid and consort with loose women. Folk bent on
“about to be examined” goods). Draco Elass, the chief customs inspector, dark business may occasionally meet here with heavily-hooded folk who
has his office here; I’ve found he can predict the weather better than most dare not show themselves more openly (including, it’s whispered, both
seacaptains. The Manor presents a stern face to the sea—after a good drow and illithids). Dark and smoky, this place offers only cheese melted
storms you can see the whole seaward wall just glittering with salt. over burnt hand-loaves of buttered bread; both the beer and the wine are
Due east along the lane stands the smaller but just as massively built watered down.
premises of Safe Harbor Marine Guarantees (HSG3): a two-story stone See those steps leading down beneath the tavern? There, beside the
building that looks like the stump of a castle keep, flanked on its seaward front steps of the Flagon? When they’re not choked with snoring drunks or
side by a 60-foot tower that looks like a solid stone obelisk. I’ve often seen hurled refuse, they lead to the little-known Mystic Star Charts shop.
the limping half-elven former sea captain who owns the place laboriously Rumor has it that you can buy fenced magical items here, or at least the
climbing the rickety wooden staircase that spirals up the outside of the components used in the working magics (pickpocketed from careless mages,
tower, rotten plank-ends drooping and dangling from it. The tower is I suppose).
topped by a observation room with a signal bell, and a ship-shaped weather That spur laneway of this last leg of the Elbow leads to two notable spots.
vane that squeals as it turns. Ship owners and captains are the main clien- On the west side stands Haldivar’s Mermaid (HSG8), a rental business
tele of this place, but anyone can walk in and buy charts of any Moonsea where sailors can get good clothing and footwear when getting ready to step
and Inner Sea waters. out “on the town.” Also a good spot to get ready disguises, come to think of
Across the lane from the guarantee office (said to house a considerable it. Costumes discarded from the circus and out-of-date fashions from no-
vault) stands Maukshoun’s Rope, Cable, and Chain (HSG4), a cluttered bles’ wardrobes find their way here. Haldivar himself’s a bit peculiar—he
barn of a place overrun by disdainful rat-catching cats the size of large dogs. looks every inch the hairy, gap-toothed salt that he is, but he likes to model
Maukshoun is banned from selling fine wire, by city ordinance; too many splendid ladies’ gowns as he works. Takes all types, I suppose. By the way,
sailors were equipping themselves with strangle-wires before visiting city the mermaid statue-cum-bathing-pool out front is for rent, too. On the east
taverns, alleys, and back bedrooms. side of the lane is The Silver Lady (HSG9), a nice, quiet establishment
The lane turns a corner here (the second leg of a box-shaped route that relocated here a few years back from Silverscales, where it was called
that’ll bring us back to the main road) and passes the Farspice Trading “The Silver Lily.” It’s very popular among sea captains when they’re in port,
Company (HSG5). You can readily identified this place not only by its fad- and they all seem devoted to the innkeeper, Desiree Nadeaux. I’m told it’s
ing and rather fanciful sign of amorous mermaids (nice, eh?), happy sailors, beautiful inside—all polished mahogany and comfortable chairs, where the
and party-hat-festooned dolphins a-frolic but by the sneeze-inducing scents captains relax and sip Golden Amber brandy, the house specialty, while
of many casually casked spices at war with one another. Many of the neigh- they exchange witty banter with Desiree. But I’ve never made it past the
boring buildings are caulking and boat repair concerns, where old boats and hall-porter, and you won’t either; only captains are allowed in. A pity; I’ve
older men lie dreaming amid sagging, peeling wooden structures that look heard Desiree is one of the most beautiful ladies in the city. Ah well.
as if a good push would cause them to collapse into the chaos of old split Let’s make our way back to the main road. As you can see, from here the
barrels and broken masts that lies on all sides, growing weeds and breeding Front curves around the Elbow to run north along the shore. As it does so,
rats. Peaceful-looking, isn’t it? I suspect a lot of these places are just fronts it passes the well-known Davy Jones’ Lock-Up (HSG10) on its seaward
for smuggling and similar skullduggery, but you’d never know it just to look side and a row of three huge old warehouses to landwards. Anyone can rent
at them. A little too perfect, perhaps.

105
fire, theft (including piracy), and water or rodent damage. The rental office
(and garrison quarters) for Stars In My Hand Safeholds (HSG11) stands around the High Seas offices on both sides of the Front and stretch away
across the road from the warehouses, separated from Davy Jones’ by a trash- northwards for a goodly distance.
pile where rats run and gulls roost. North of this is a field sometimes used for fairs but kept clear of all per-
Davy Jones’ is the feature of Seaglimpse best known to folk who live manent encampments by the Watch. That grassy breakwater there is slowly
within the walls. For the right fee, sailors, shippers, and average citizens and steadily being enlarged by the dumping of stone rubble from demol-
alike can store small quantities (up to about a small cartload per person) of ished buildings. It’s a traditional spot for lovers to meet and watch the
valuable items by the day, the tenday, or the month. “No magic, no flam- moonlight over the water—and a most effective one, in my experience. Re-
mables, no banned goods” are the only restrictions on what can be stored cently it’s become a bit notorious as a dancing-spot for local drow who re-
here, but these rules are only invoked if someone is caught breaking them. vere Eilistraee. Some fearful citizens even set out with torches one night to
So long as someone’s willing to swear that whatever’s inside a bundle or “bum or drown the black-eared witches,” but the Watch arrived in time to
crate doesn’t break a rule, that’s good enough for the staff). The Lock-Up prevent the confrontation from becoming a true battle. There was much
has a reputation for being very secure; carnivorous apes roam the place in- talk of banning all religious rituals and all nonhumans from the breakwater,
side (or so I’ve heard) to guard against intruders. and some folk are acting as if slay-on-sight laws were passed—but I know
A good hike down the road takes us past the wharves where navy ships for a fact that civic officials never enacted any bans or restrictions beyond
used to ride the dockside waves, ready to race forth and repel pirates or a the “no encampment, no building” rule. A lot of fuss to make over a little
naval invasion. You can still see the hulks sticking out of the water on a moonlight dancing, I say.
clear day. The southernmost dock, Chasipher’s Wharf (HSG12), is the
scene of much activity these days as the city struggles to get at least two Silverscales
boats ready for harbor defense before word spreads among the Pirate Isles
that the Bluff is undefended and the temptation to take advantage of it be-
comes irresistible. The pair of wharves north of Chasipher’s belong to the
T here’s a saying among those who work on or near the water in Ravens
Bluff: “Docksiders know.” The unspoken addendum to this is that non-
docksiders don’t know—about the docks, about what goes on there, or even
Coker Wharf Company (HSG13), whose guarded and palisaded the everyday customs and slang of the place. It’s all too true, and since I’m
warehouse stands between them. The stench that hangs heavy hereabouts not a docksider I’d like you to bear with me whenever we tour harbor areas.
is due to the muck exposed at low tide; the Coker wharves march through There are a lot of the businesses tucked away down alleys and up backstairs
some very shallow water before the sea bottom drops away to allow ships to that I’ve never heard of—and docksiders don’t encourage me to learn more.
approach. The Cokers have acquired a business reputation to match the Silverscales is an outside-the-walls part of the harbor, built on the mud-
smell, I’m told. flats as increasing trade made more wharves necessary. It’s a rough, poor,
The last, most northerly pair of docks belongs to one of the most prof- seedy neighborhood of nameless lanes and shops without signs, where the
itable businesses in all Ravens Bluff: High Seas Shipbuilding (HSG14), the not-so-fresh fish trade dominates (as your nose should be telling you). I de-
source of many of the largest and fast vessels to ply the Reach and seas be- spair of giving directions without named streets, so let’s just wander south
yond. The Sandor family have been respected shipwrights for generations. from the Seawall.
These days they concentrate on fast, graceful caravels and cogs of truly The Front continues arrow-straight southwards through “the Gullgulp,” a
monstrous size, employing their own Red Ravens firefighting detachment to litter of beached boats, drying nets, fish-curing sheds, and discarded sails and
guard against the loss to flame of the many piles of lumber and the scaffold- tackle. The first establishment along this road is Embrol Sludge’s Eatery
ing that cradle the hulls of unfinished ships; as you can see, these crowd and Shell Shoppe (HSS1), a seafood restaurant and jewelry shop. I like this

106
place; the food’s good and prices low, with an amazingly clean dining from inside the city walls) by sight, keeps up on all the gossip, and is widely
room—the smoked seaturtle in the shell especially fine. The jewelry is finely rumored to fence stolen goods and hide illicit money. You can find every-
made and, since Sludge’s puka-shell necklaces became popular with Raven thing from old tools to enchanted items of great power in her shop from
ian high society, quite expensive. Glad to see a hard-working fellow “make time to time, but the daringly acquisitive are warned that Misti’s traps are
good.” Bracelets, necklaces, and pendants of pearl and shell are always on many. She’s known to have a shadowy band of street urchins at her disposal
offer here; some are even set under glass in the centers of dining tables. to mount spying, trailing, and stealing operations for her—or even perform
Next along the road is Samara’s Scrimshaw (HSS2), which has recently swarming attacks. Misti never deals in amounts larger than 5,000 gold
expanded into a busy workshop employing dozens of gnome carvers who. pieces and refuses to invest in building ventures. She deals only in coin,
polish and sculpt tooth, tusk, shell, and bone into decorative coffers, hand- gems, or tradebars, never paper of any sort—odd, that, since I’ve heard this
mirrors and hairbrushes, and scores of small decorative pieces. This for- is because she’s an expert at forgery and the detection of forgeries. Don’t be
merly small human-run concern is now a bulk shipper of decorative goods fooled by her pretty face and friendly smile; she’s an expert manipulator and
to Sembia, Turmish, and the Vilhon Reach. Across the road from Samara’s can shift from coquettish to vicious in the wink of an eye. But she’s not a
is a muddy, well-trampled bit of ground where the smell of fish is always bad sort, all told; many folk in the Bluff enjoy her company, and she and
strong. See those rows of stone sockets in the ground? Once every four days, Vanet get invitations to many a posh revel, usually arriving arm-in-arm and
year-round except in winter, poles are set in these holes around dawn to dressed to kill.
support awnings. Wagons of fish creak in from warehouses all over the city Continuing east on Longshoreman’s Lane, we come to Paerl Finn’s
or straight off the boat (under the watchful eye of the Fishmongers Guild, Shark Fin Restaurant & Tavern, universally known simply as The Shark
of course), and a busy Fish Market (HSS3) erupts, continuing until dusk. Fin Tavern (HSS9). This converted warehouse offers good food and decent
My, how those people can throw fish. Amazing sight; you should come drinks for a reasonable price. Here you’ll find hospitality and warmth amid
down to watch it sometime, taking care not to insult one of the dealers. sea decor, arm wrestling, jokes, and relaxed dancing. Tall tales, spontaneous
Samara’s does a good trade in wrappings and carry-trays while the market is singing (“What do you do with a drunken halfling?” is a traditional fa-
on; the eyes and watering mouths of Ravenians are typically larger than vorite), and laughter abound. Friendliness is the rule here, making it a
whatever carrysacks they’ve brought with them. Don’t miss Lonster, in his refuge for many.
little stall close to the water: he adds a secret sauce to his roasting clams On the north side in the middle of the next block, flanked by warehouses
that makes them simply wonderful. Some folk buy a score or more, one after that were once multi-story residences and are now all boarded-up windows
another, gorging themselves on the spot, Fried eel on a stick is a rather less and collapsing porches, you’ll see the Seaside Salvage Company (HSS10).
popular market delicacy— I like it, but it’s not to everyone’s taste. Don’t look directly at it! I didn’t dare linger long for us to inspect this estab-
Beyond Samara’s, the lane branches into a muddy labyrinth of ram- lishment; dangerous-looking men lounge about in profusion here, many of
shackle buildings and alleyways. Turning southwest, towards the water- them sliding back into the shadows whenever the Watch shows itself, and
front, we pass Ornagar’s Smoked Eels & More (HSS4), where fragrant they take a dim view of strangers expressing interest in their business.
fires of cherry and other woods are used to slowly smoke eels (ah! more Let’s pick up the pace a bit and continue east. Good, good. I think we
eels!), oysters, mussels, squid, and smallfish, so they’ll keep longer when can slow down now. Here, where Longshoreman’s Lane ends by joining a
sealed in jars and sent throughout the Vast and up north into the Moonsea lane running parallel with the city wall (imaginative locals call it “Wall-
lands. Down the road stands Ashakar’s Accessories (HSS5), worth a stop walk Lane”), we turn south and immediately come upon the infamous
for even the most discerning traveler: all of the steeply-priced items for sale Skullv’s Bar and Bait (HSS11). a ramshackle tavern and live bait shop
in this neat, dimly lit showroom are of top quality. This is the place to come that seldom closes. It has underground water connections to the harbor,
to find all sorts of smallish unusual items—including items that have come and stocks everything from fish entrails (1 copper piece a bucketful) to large
from the depths of the Sea of Fallen Stars, of merfolk-make and suited for frogs and giant centipedes. If someone brings it in and parts with it reason-
use underwater. The tall, strikingly handsome proprietor is a mage, which ably, and it can serve as bait, Skully will buy it; starving beggars have been
may explain why thieves never pillage such quality wares. known to trim off their own toes and ears in winter and bring them in to
Southwest of Ashakar’s establishment, across a three-way comer known trade for a little fishbroth. That broth—the only “food” served here—is
locally and for forgotten reasons as “Fashpost,” the adventurous diner may how Skully gets rid of bait too rotten for anyone to buy it, mixed in with
find Flirin’s Sea Morsels (HSS6), a recently enlarged and very popular bits of salted fish and a lot of old sauces and perfumes purchased cheaply
restaurant where patrons may enjoy a variety of bite-sized raw seafood deli- from the “spoiled and dusty” stock of local shops. The stench wafting out
cacies prepared before their eyes by the stunningly beautiful Flirin. This is the open front of Skully’s is incredible; only those of strong stomach or
the only place in Silverscales where the wealthy and noble can be seen lin- poorly functioning noses frequent this place. Despite its wild reputation
ing up to dine; a scuttling staff of helpful halflings (who run along the table- and rumored pirate connections, Skully’s is always roaringly busy—and no
tops when things get really busy) serve and seat in the spotless and plain wonder: drinkables are of adequate quality and go for half the usual prices.
rooms while most patrons take their drinks (rice and plum wine; an ac- A long block down Wallwalk Lane from Skully’s is a rather more pre-
quired taste, but a good one) in hand and line up to watch Flirin at work sentable alternative, The Ship’s Wheel Tavern (HSS12). Dark paneling,
with her flashing knives. There’s no menu; Flirin varies what sauce- nautical decor, and average to high prices prevail here, reflecting its posi-
drenched marine morsels go onto the small plates of rice according to what tion as the safest watering-hole in Silverscales. Good selection of wines and
catches are available; tanks in the cellars keep some ingredients swim- better of beer, so it’s usually crowded. Slabs of bread spread with dripping or
mingly fresh to the last. Flirin makes her own seaweed sauces from secret roast boar is the only food here-simple but hearty.
recipes of her own devising; she’s open from highsun to about three hour- As you can see, Wallwalk Lane straightens out to run due south in the
bells after dusk. Half Ravens Bluff (the male half) love to come here as next block, which holds the almost-hidden Buftooroo’s Dry Goods shop
much to watch her work as to eat. Highly recommended. (HSS13), a source of useful necessities. Thereafter the stink of fish and the
Two doors down from Flirin’s is the Fresh Fish shop (HSS7), where re- slow crumble of sodden, sagging warehouses predominates down to the
cently-installed tanks make the name a literal promise. Crabs are the spe- docks (known to the Watch as “the Seaward Docks”).
cialty here, but anything the nets bring in can feature as a “daily special.” If we turned east here onto Fishleap Lane, the muddy street that serves
Reasonably priced, though the success of Flirin’s has made prices rise here the wharves, we’d go around the end tower of the wall and into Bitterstone.
as well in recent years. But for now, let’s turn west past the businesses and tall, narrow houses that
The rest of the block is tumbledown warehouses and fisherfolk resi- stand close-crowded along the dockfront. Some of these residences are old,
dences. If we take the next crosslane east, locally known as “Longshore laundry-draped rooming-houses that the poorest Ravenians share with rats.
man’s Lane,” the first corner we comes to holds, on the southwest, Misti Others—often sharing common walls with the near-ruins—are rebuilt lux-
Morgan’s Moonlight Pawnshop (HSS8). If you’re ever wandering down in ury homes. One home I can identify is that of Quincy Blackmantle
these parts and get lost (not something I’d recommend), you can always (HSS14), standing there on the corner where the coastline turns inwards.
identify this shop among the other decrepit rathold buildings all around by Walking back north along Fishleap, we pass the Dock Ice House (HSS15)
its faded sign: a serenely-seated black cat silhouetted against a full moon. on our left, an establishment of critical importance to fish vendors all across
Here the alluring Misti (and her elven female companion and messenger Ravens Bluff. The next cross lane is Gulp Lane—a nice name, I think;
Vanet, who has a pet monkey) lends money in exchange for items. Misti don’t know where it comes from. A turn west here and we come to the
knows every resident of Silverscales (and many “outsiders’‘—that is, folk dockfront and the boardwalk. That’s the Fishing Co-op (HSS16) over

107
there—look at those fish fly! The Fishing Tackle (HSS17) stands not mind that my knowledge of this part of the city is patchy at best. I snuck a
much farther on; under new management, it sells the usual nets, draglines, look at the tax rolls to see if I could learn more to tell, but my few glances
hooks, and gaffs for fishing but also hot fish pies for famished fisherfolk and won me no more than a few random names.
warm spiced grog (fortified “butter-brandy,” I’m told, whatever that is—it If we begin our tour where Fishleap Lane rounds the endtower of the
seems to contain all sorts of things but certainly cuts through chills). city wall, we come first to the infamous Ill Eagle Inn (HB1). This first-rate
The next cross lane is Aldiger’s Cut—the name’s some sort of local joke hostelry is known for fine food (Damaran cuisine, surprisingly; owner Sor-
about impromptu surgery with a cutlass. We’ll take it back to Fishleap and duel Meytauc was once chef to the lord of Damara, I hear) and unusual
turn south to catch a few interesting businesses we missed along the way. conversation (some of it provided by a talking eagle who goes by the name
On the west side of Fishleap, that old wooden house is home to the de- of Toddles and hates all demihumans with a passion). Humans only are
crepit Endelo’s Tankard tavern, frequented by sailors too poor to drink welcome past its doors, and as its lodgings are steeply priced, more dine
elsewhere and too tired to want to fight or carouse. It’s got watery beer, all here than sleep over. If you hate anything that’s not human, then this is
the hospitality of an abandoned ruin, and a bucket for a toilet—not recom- the place for you; otherwise I’d advise you to stay clear. Folk who think
mended, unless you happen to go in for that sort of thing. Those brave souls that Ravens Bluff should be “humans-only” congregate here to swap stories
who ascend that decaying flight of outside steps to the floor above the tav- about how elves, dwarves, halflings, and gnomes can’t be trusted and are
em will find themselves in Talon’s Tattoo Parlor (HSS18). Not only is the trying to take over the city. Sheer nonsense, of course, but dangerous non-
half-ogre Talon Darkoak a tattoo artist famous among sailors all over the sense—more than once a few patrons have gotten good and drunk and
Inner Sea, even rumored to be able to apply magical tattoos, it’s recently gone out to beat up some poor halfling in an alley or tried to torch a
been revealed that he’s the last living member of the formerly prominent gnome-owned workshop. The Watch’ll have to shut this place down
Ravenaar noble family of Whiteoak (the rest were wiped out in a pirate raid sooner or later; the Bluff can’t afford many more riots like the last one that
years ago). Highborn and richly pretentious ladies are beginning to flock to started here.
the attic-like parlor; it’s considered daring to have one’s skin skillfully Paugh! Let’s move on. Staying on the lane as it winds east along the wa-
carved by a muscular half-ogre. Talon’s acquiring quite a name for the small terfront, we pass Barnacle Bill’s Green Beard Shaving Parlor (HB2),
and stylish designs he applies to ladies who might later change their minds which is both a small barber shop and a large drydock shed where the wiz-
about wearing such a “brand.” I just love a happy ending—don’t you? ard known to all as “Barnacle Bill” removes barnacles from ships. His fees
A few doors down from the tattoo parlor is Talton’s Ivory & Scrimshaw are double what’s normal for this service, but the cleansing much better
(HSS19), a small, square stone shop that resembles a miniature keep with than the usual rough scraping ships get elsewhere, thanks to a compound he
bars on its windows and a heavy portcullis that’s drawn down when Talton’s devised that causes barnacles to peel away in sheets resembling giant scrag-
is closed. Talton, his assistant, and several journeyman carvers turn out fine gly blackish-green beards. He also shaves faces, heads, and bodies, either by
ivory and bone carvings—coffers, scabbards, combs, frets, cloak and hair spell or the old-fashioned way and can even cause hair to grow—wildly, if a
pins, and inlays on daggers (Talton’s specialty). This shop produces a prodi- disguise is needed.
gious amount of carvings, and Talton buys bone and ivory in bulk from ad- If we continued on, Fishleap Lane would take us on into Crow’s End, but
venturers whenever possible. we’re going to leave it here in front of the Hooked Albatross Inn (HB3)
I’m sure you couldn’t help but notice the stylish balcony on the east side and turn north onto Blacktree Boulevard. The Hooked Albatross, by the
of Fishleap Lane that we passed a few doors back, adorning the “docks” of- way, is a recently renovated hostelry that now offers stabling beneath four
fice of the Coker Wharf Company (HSS20), whose main place of business floors of comfortable, warm, private bedchambers. They no longer serve
we saw up the shore in Seaglimpse. Next door stands the charmingly named anything more substantial than hot buttered biscuits and mintwater, but
Swill & Spill Tavern (HSS21). Its sagging roof signals a literal collapse you can be assured of your horses getting good care if you leave them here.
into the street someday soon; this rat-infested, thoroughly ugly place serves A block up Blacktree, at the northwest comer of its meeting with Sum-
truly awful stew (said by some to be made largely from rats) and ale that’s al- moner’s Street, that small, modest wooden home is one of the residences
most as bad. Many would-be patrons are reduced to physical illness after a owned and sometimes used by an adventuring group of local fame, Armor &
few swallows. Surly waitresses and a fireplace that fills the place with smoke Vengeance (HB4). Perhaps you’ve heard of them? No? Oh well . . . . It’s said
whenever lit complete a dining experience that can only be described as to have a subterranean entrance, but I suspect they simply seldom arrive or
“the cheapest in town—but no bargain at the price.” There’s rumored to be depart in the daylit hours and spend most of their time away adventuring.
a secret cellar used as a meeting-place by thieves . . . but they’d have to be Continuing along Blacktree to its meeting with Rhabie Promenade and
strong-stomached thieves, I think. There’s a good reason this tavern is then southwest along “the Stroll” (as the Promenade is called locally), we
known as “The Sewer” among Ravenian thieves. pass another private home in the northeastern wedge between the Prome-
Let’s wrap up our tour of Silverscales here at the southeast corner of nade and Raphiel Road. This one belongs to a halfling adventurer who goes
Fishleap Lane and the short linking lane known as The Belt with a quick by the name of Syn (HB5)—a “professional procurer” of items not firmly
stop at the Lucky Coin Inn (HSS22). Recently reopened after a change in enough fastened down. His house stands at an intersection known locally as
ownership and a thorough renovation, this establishment features spartan “the Spider.” On another comer of this streetmoot—the southeastern one,
accommodations—but at least the beds are sturdy and new. Its dining room framed by Raphiel Road and Nightlamp Street—stands a cluster of joined
shines, of course, when compared to the nearby Swill & Spill; anywhere rooming houses owned by Khaleth & Ulger (HB6), one of several sites
else it’d be deemed no more than adequate. Watery wine and a raucous bar, owned by these fix-things-just-before-they-fall-down landlords.
but generous portions. Ample platters of tough, stringy meat (from a Continuing southwest on the Promenade, we pass an impressive, always
knacker’s down the way where old horses and worn-out oxen are slaugh- shuttered and barred dark stone hall owned by someone who pays taxes
tered), and a heavy reliance on rich seasonings and oil-soaked garlic. It’s under the name of Shadow (HB7); it stands facing the city wall in the
considered good luck for newcomers to the Bluff to have a first meal here— southwestern angle of the meeting of Rhabie Promenade and Westwall
why, I can’t imagine—and toss a coin or two with the regulars “for luck.” Way South. The Stroll takes us on to this ramshackle wooden home at the
comer of the Promenade and Black Visor Street, with that faded, scrawled
sign out front: “Pictures Drawn.” Adventurers and far-traveled merchants
Bitterstone know that this is The Mappers’ Workshop (HB8), one of the Bluff’s hid-

M any folk regard this neighborhood—named for a miller (a former


knight from Cormyr, some say) who lived hereabouts when only a
few buildings stood where there’s now stone all around—as the heart of the
den treasures. The deaf, quick-tempered old man who dwells here sells a
splendid selection of maps covering almost all of known Faerûn; he’s usually
to be found painstakingly drawing exact copies of his most popular ones.
harbor, where the most active, above-board, and largest sea-related Raven- Few know that old Jork Marpe is a mage, but word is getting around that he
ian businesses can be found. Bounded by the city wall on the west, the wa- hires adventurers from time to time to explore areas in his maps that he
terfront on the south, Blacktree Boulevard on the east, and Morlgar’s Ride considers underdetailed. He dislikes the young, and some find his inquisi-
on the north, this is an area of long-established, solid stone and half-tim- tive manner—he always wants to know why someone wants to buy a map—
bered buildings with paved alleys and even trees. There’s always activity on irritating.
the streets of Bitterstone, no matter what the hour, and torches are lit at the The Promenade degenerates into an alleyway a block south of Marpe’s
major intersections here at night (in contrast to Silverscales, where folk shop, which turns southeast again to meet Fishleap Lane in front of the Ill
__
bring their own lanterns or stumble around in darkness). Please bear in Eagle. Here at the point where the Stroll becomes an alley stands the grand

108
gabled mansion of Elvira Broadleaf (HB9), which actually fronts onto the I can only think of four other sites of interest in Bitterstone to show you.
next lane to the east. I’m always struck by its balconied elegance, especially One is obvious to the eye: that palatial manor house at the southeast comer
little details like those posts of its back fence carved into cats’ heads. Two of Raphiel Road and Crescentcoat Court, which the tax rolls tell me is
doors down the alley is another grand house, this one owned, according to owned by the successful half-elven adventurer Morphius (HB14), whose
the tax rolls, by a warrior who rejoices in the name of OG Mekillem main residence we’ll see later up in Mortonbrane. The second is Tym’s
(HB10); he also owns a still-grander (if slightly smaller) home nearby on Supple Leather Shoppe (HB15), a simple one-story home and shop stand-
Westwall Way (HB11). ing on the south side of Black Visor Street between the Promenade and
Turning our back on the Ill Eagle, we take the lane that links it to West- Westwall Way South. The proprietor, the painfully shy Tym Doeskin, is a
wall Way, passing en route the more modest home of the druid adventurer superb leatherworker, capable of making armor, boots, and just about any-
Justin Kordt (HB12). Two blocks up Westwall Way lies one of the more in- thing else of leather with proper fit, a style of the customer’s choice, and any
teresting shops in Ravens Bluff: Oljagg’s Rag and Bottle Shop (HB13). It’s special features—such as secret pockets—a patron may desire. If not rushed,
nothing much to look at: one-story, brick slathered with cracked and fallen Tym is the equal of any of the foremost leatherworkers in Faerûn. The third
stucco, the shingles falling from the porch formed by its overhanging roof, is Mornbright House (HB16), headquarters of the Launderers Guild. This
dust and grease thick upon two large windows crowded with bottles of all pillar-fronted, “L”-shaped edifice has entrances on both Nightlamp Street
sizes, hues, and shapes. All manner of discarded things can be found inside and Rhabie Promenade; it stands in the triangle formed by those two streets
the shop—nothing very valuable, but often something just right for replac- and Westwall Way South. “Cleanliness isn’t next to Goodliness,” I’ve heard
ing a broken part. If it was in fashion twenty years ago, it’s probably lying these ladies say, “It’s right up in front leading the way!”
around somewhere in Oljagg’s, under forty other somethings. Oljagg him- The fourth and last spot I’d like to show you as we leave the neighbor-
self is a shuffling, noseless old man with a harelip and the gnarling, stooping hood is a newly rebuilt (with stout bars over its shuttered windows and a
disease that afflicts many elders—startling in appearance but warm and af- locked door-of-bars over its stout, fireproofed oak door) warehouse at the
fable in manner. He deals in junk and refuse of all kinds and is known for comer of Morlgar’s Ride and Westwall Way South. This was recently re-
his softhearted, generous business ways. In turn, some of the guilds give him vealed to be a newly established shrine of The Dark Dancer (HB17), de-
unbroken bottles from their revels for free; much of his profits come from voted to the worship of the “good” drow goddess Eilistraee. It had no sooner
washing and reselling bottles to merchants. His granddaughter Pitha, as gone public than it was attacked by a drow-hating mob led by several regu-
beautiful as he is ugly but just as good-hearted, helps out in the shop, ac- lars from the Ill Eagle. I hear the Clerical Circle is debating whether or not
companied by her inseparable cat, Phorughpaughs. Speaking of inseparable, to order the place destroyed by public edict, and the Watch keeps a close
you don’t know the meaning of the word until you’ve met the two shop as- eye on the place to head off trouble that might lead to another riot. It’s
sistants who do the fetching and carrying, two brothers that I’ve heard were widely assumed that the renovations after the last attack included adding
actually born joined at the hip and later separated. Maybe that explains defensive magics to guard against arson; some think underground tunneling
why neither seems comfortable more than a few steps from the other. is also underway to link it with the cellars of other buildings for unobserved
access. A lot of fuss to go to just because some people want to dance, isn’t it?

109
Ladyrock bawdy minstrels, fire-eaters, and trained animals. There’s still a dance floor,
and the owners—two brothers, plus the elder brother’s wife, the saucy and

T his island in the mouth of the Fire River is considered a neighborhood


in the Harbor District and indeed is built over just like the adjacent
neighborhoods ashore. Many copper-a-ride ferries (usually small rowing
flirtatious Kalima (universally known as “Bounce” due to her spectacular
skill at jumping)—have invested in silence enchantments to muffle the
sounds of revelry from Ladyrock neighbors.
dinghies, but sometimes two or more lashed together side-by-side for Modest private homes (of smugglers and fences, many drylander Raveni-
greater stability) ply the two river straits separating the Ladyrock from ei- ans believe) fill much of the remainder of the Ladyrock, but there are three
ther bank. Ladyrock has become a favorite haunt of sailors and lowlife row- other businesses of interest to the visitor: the Red Sail Tavern (HL3), the
dies, because you can see any Watch reinforcements (to the patrol that’s al- Stars In Shadow nightclub (HL4), and the Ustiligator Paper Mill (HL5).
ways on duty on the island) approaching and swiftly hide, hop on a ferry, The Sail is the busiest of all Ladyrock businesses. Built of salvaged fit-
swim away, or simply desist from whatever rowdiness attracted the atten- tings and timbers from many wrecked or scrapped vessels, it’s a dim, dark-
tion of the authorities and stand around looking innocent. Be warned; it’s paneled, smoky place where sailors go to drink and talk business. Land-
always bad news here if you see a crowd standing around looking innocent. lubbers, authorities, and anyone else not ready to do business with sailors
When it happens to me, I leave. Quickly. aren’t welcome.
To most Ravenians, the Ladyrock is a place they never visit but often The Stars In Shadow is a relatively new establishment whose privacy and
glance at. Its seaward side is anchored by a magnificent castle of black stone luxury are winning it popularity among wealthy Ravenians of all back-
thickly covered with ivy. This is the old Ladyrock Lighthouse (HL1), grounds. Its beautiful and discreet staff are much admired among the patrons,
where the Regent of the Harbor keeps a weather eye on all comings and go- but its most engaging feature is the row of south-facing “silent rooms,” magi-
ings. If you look closely, you can see the ends of the great chains that can be cally shielded from outside prying, where guests can meet for truly private dis-
pulled up by huge golem-powered capstans to block passage up the Fire cussions. Much important business is now conducted here, though the rooms
River on either side, preventing pirates and other riffraff from sailing right are occasionally used for simple trysts. The proprietor, “Silent Cal” Kuiper, is
around the walls and into the heart of the city. famous for never using two words when one will do; he’s a thin, rangy man
A laneway known as the Ladyrun runs down the spine of the island, with a reputation for being able to keep a secret and the absolute devotion of
straight east and west. Directly across this from the castle, filling the rest of his staff, from the bartender and singers down to the cook and bouncers. No-
the western tip of the island, is the new premises of the relocated restaurant body will ask your business here, and if you need to lay low for a while or pass
known as The Painted Boat (HL2). Formerly a seafood house located on a message to someone who’s hard to find, this is a good place to come.
pilings about 300 yards offshore, the old Boat was literally run over by a pi- The last spot of note on Ladyrock is not very interesting to visit, but its
rate ship racing into the harbor during a night storm and burst apart. In- product is. The Mill produces distinctive fine whitewoven papers, much in
credibly, none of the three proprietors nor their two monstrously big demand among wizards and stationers. Still, there’s no denying it’s a noisy,
(thirty-pound) cats were killed, and they simply moved the whole business smelly place. The Ustiligators used to discharge vast amounts of waste pulp
ashore, rebuilding the place and tying up the owners’ sloop, the Flying Fish, into the river. That’s been stopped now, but the magical processes involved
alongside. Nautical guests tend to follow their lead and simply tie up and made their costs rise so much that their papers are now so expensive that
hop ashore. The food is still good and still dominated by seafood. Dog and only the most demanding clients can afford to buy them.
cock fights are no longer regular occurrences here (the on-duty Watch pa-
trol spends a lot of time here, making the freewheeling thieves’ wagering
that used to accompany such contests now infrequent indeed), but the
Temple District
main attraction is still the entertainment—tumblers, jugglers, clowns, Altarside
N ow we get into neighborhoods I know rather better—busy, bustling,
prosperous areas where important and imposing sites and buildings
confront the traveler thick and fast. We’ll move briskly, dwelling less on the
details, because there’s a lot to see here.
Altarside is bounded by the city wall on the west and Morlgar’s Ride on
the south. Its boundaries then run north along Waelstar Way for a block,
turn west on Raven Way to Moorland Ride, north on it to Griffon Trail,
and then west to the city wall again. This is the least prosperous of the four
neighborhoods that make up Temple District, and yet it still holds a brace
of holy sites, guild centers, and important businesses.
Let’s enter from the seawall, passing through the city wall via the great
bronze Gates of the Watchful Raven and striding forth down Raven Way.
Immediately inside the wall, we’re flanked by these two huge, frowning
castles, linked over our heads by two flying bridges where watchful guards
are always stationed, with bows ready at hand. This is Ravendark Castle
(TA1), though most people know it better as “the Army Barracks.” The
barracks themselves actually occupy the southernmost castle; the northern-
most houses many civic offices, including the Central Office of the Watch,
and is sometimes called City Hall.
The very next building on the south side of Raven Way (in the southwest
comer of its meeting with Raphiel Road) is rather more modest; a two-story
converted manor house that is now home to Raven Express (TA2). This
small-package delivery service has grown wildly in popularity since its found-
ing (despite recurring fears about confidentiality, and rumors of less than legal
dealings on the part of its rotund, fiery-tempered owner, Legov Nairb). Trained
ravens carry wax-sealed miniature scrollcases to Raven Express offices in
Calaunt or Procampur (1 day, costs 10 gp), Tantras (half-day, costs 7 gp),
Tsurlagol (2 days, 15 gp), Mulmaster (4 days, 25 gp), Hillsfar (5 days, 30 gp),
Saerloon (7 days, 35 gp), Phlan (8 days, 40 gp), and Westgate (10 days, 50 gp).
Continuing eastwards, we come to the imposing battlements of the five-
story arch-windowed Hall of the Raven (TA3), where knights of the city
are invested with their titles and the records of all the knightly orders kept
(since the recent fire that gutted the Ravens Bluff Hall of Records). The
Hall faces a cluster of former grand homes and prosperous businesses that
the alert eye will no doubt notice are all joined by fairly recent brick addi-

110
tions. This entire block, as far back as Nimble Alley, is now occupied by the
Hall of the Red Ravens (TA4), headquarters of Ravens Bluff’s firefighting
force. A false front has been built onto the formerly separate shops to create
one of the most impressive structures in all Ravens Bluff. Now, a tall facade
of glossy, polished black granite adorned with relief carvings of flying ravens
looks out over Raven Way. Be warned, though, that the row of five red
double doors are apt to disgorge hurrying fire wagons without warning. The
glossy black turret behind is a water tower, and the Red Ravens keep their
own stables here as well. Small Red Raven halls can be found throughout
the city; over 200 men and women serve in this most vital civic service—
and their efforts have undoubtedly saved entire city blocks on many occa-
sions by preventing fires from spreading.
Across Nimble Alley, fronting on Raphiel Road, is The Lambent Eye
(TA5), one of the newest and most popular of the Bluff’s upscale restau-
rants. Arched ceiling, ornamental ironwork and gnome-work tapestries
form a grand backdrop to all the cheery hubbub. Coin-hurlers talk of big
Sembian deals and inside news from Turmish and the Vilhon Reach, their
stage a low-beamed barn of small booths and smaller tables. Nut-crusted
swordfish is a specialty here, and crabs fried in lemon beer a safe hearty
standby. The genial service comes with a wide array of wines.
Behind the Hall of the Raven, fronting on Morlgar’s Ride, stand the of-
fices of Albrath’s House (TA6), one of the Merchant Houses serving on
the Merchants Council. Albrath’s main business is laundry, and there are
plenty of not-so-clever Ravenian jokes about the convenience of washing
dirty laundry so close at hand for the civic officials who work in City Hall.
The buildings nearby are dominated by the offices of small scriveners’ busi-
nesses, ink and quill sellers, modest lunch shops, and others who cater to
serving the needs of recordkeepers and other civic workers.
Soaring up into the sky in the next block along Raven Way (and taking
up the entire block) is The Citadel of Protection (TA7), the Ravenian
temple of Helm, built in the shape of a circular keep of clean lines and awe-
some size. Many first-time visitors to the Bluff mistake it from afar for an ar-
mory, or perhaps the seat of Ravenian government, and its loftiest central
turret provides the greatest lookout point in the city proper. Huge lenses are
set on massive brass frames up there for peering at people and objects from
afar in exacting detail—and of course the priests of the temple can use
magic to sharpen their vigilance.
Next to the temple, standing in the southeast corner of the meeting of
Raven Way and DeVillars Ride, is the small but impressive Crossed Quills
House (TA8), headquarters of the Guild of Clerks and Scribes. As befits its
name, relief carvings of crossed feather pens adorn the exterior walls be-
tween each pair of long, narrow windows, and the doorways are carved into
arches supported by ravens clutching open books (and peering down forbid-
dingly over them). Agile Ravenian children often climb these carvings to
peer at what’s written on the pages; there’s a persistent city tradition that no
one who has done so will tell anyone who hasn’t what’s up there. Have I
done it? Well, yes—but I can’t tell you any more. Thieves, adventurers, and
other secretive and agile folk sometimes chalk messages to each other on
these surfaces. Maybe the ravens read them; I don’t know—they certainly
seem to enjoy perching up by their stone brethren.
Across the road from the impressive entrance of the Citadel of Protection
are two competing shops run by feuding brothers that sell the widest variety
of tapestries, bedlinens, draperies, and buntings available anywhere in the
Bluff. Folk come from all over the Vast to enjoy the wide selection of hues,
materials, and sizes at Baldaero’s Finest Draperies (to the west) and Finan-
daero’s Even Finer Textiles (to the east; both at TA9). Adjoining Finan-
daero’s, on the northwest corner of Raven Way and DeVillars Ride, is The
Jellied Eel (TA10), one of the oldest and best-known of Ravenian restau-
rants. Formerly upscale, it had degenerated into a seedy, dimly-lit hall that
featured exotic dancers but was recently purchased by a syndicate of Raven-
ian knights and restored to its former glory. A few oversized paintings and
mock knights’ shields of polished brass stud the walls of the long, narrow
dining rooms (the building is split into two such rooms down the center,
with the kitchens below). Patrons sit elbow-to-elbow, gossiping and lament-
ing “lost Ravenaar greatness” and “the general slide into cultural oblivion”
and other such rot. No one goes hungry on generous platters of roast lemon
potatoes, cinnamon-scented rice, and gravy-drenched stag. The beaver pie is
crisp-crusted but overly oily, the lamb a delight-little pink drops of melting
flavor. No eels, I’m afraid, despite the name. Pity.
You’ll like this next bit, I think. In the next block east (facing Crossed
Quills House) is an unexpected breath of serene beauty in the Ravenian
landscape. Unofficially but widely known as “the Hallow-Halls” (TA 11)
111
or the Small-Temples, this block of small, beautiful buildings are temples to Ahem. Back to business. East of Deathcure’s keep lies a muddy patch of
all of the major elven, dwarven, gnome, and halfling gods. Beautiful, isn’t ground known as “the Tumbling Yard” for its use as a practice field by mem-
it? A hush seems to cling to the smooth, curving walls of these holy struc- bers of the Fellowship of Bards; this is also where horses are tethered and
tures—sometimes I think they seem almost more like tasteful, simple sculp- coaches parked during performances at the nearby playhouse. There, just
tures than buildings folk walk in and out of. A small, beautifully kept grove beyond the Yard, stands the four-story manor house that serves as the
of trees with a spring-fed pool at its heart stands at the heart of the block, Guildhouse of the Fellowship of Bards, Performers, and Artists
usually crowded (like now) with silent, motionless elves drinking in “the (TA16)—notice how both the entrance on Moorland Ride and the one on
feel of the forest” for a time before going on about their business. Raven Way are equally grand. Next door to the south, actually sharing a
Rhabie Promenade cuts like a sword across the neighborhood. It bisects common wall, is the Ravens Bluff Playhouse (TA17). I particularly like
the residential block east from the Small-Temples, which displays two that sign out front: a life-sized bard harping, with monsters, damsels, and
structures of architectural interest to the traveler: the once-decaying home sword-swinging heroes all swirling out of his mouth and strings.
of the adventuress Rezara (TA12) over here and the home of the Riverside The next block east holds one of the Bluff’s great success stories. At the
family of halflings (TA13) over there. During Rezara’s long absence, the southwest corner of Morlgar’s Ride and MacIntyre Path stands the stables of
south wall of her small but ornately carved three-story home collapsed. Norge Greenback’s Horses (TA18). The halfling who owns it (a former
Rather than rebuild it, the tenants of the upper floors had two support but- guildmaster, cavalry officer, and tireless pursuer of Ravenian ladies) is rarely
tresses constructed, took Rezara’s belongings down to the storage cellars be- to be found here; instead, he’s at the barn, track, and extensive paddocks he
neath, and created in the exposed ground-floor rooms the garden of hang owns outside the city—newly built to the best standards with the fortune
ing plants, large urns with ferns and flowers, and benches you see here— he received for the sale of his inside-the-walls fields when room had to be
very popular with bypassers, local retirees, and footweary Watch patrols. By found for temples to expand and both Iron Bell Street and Anvil Alley dis-
contrast, the Riversides have built a traditional halfling burrow, of sorts, by appeared. Today this city location is little more than a livery stables, buying
enclosing a ramshackle hut in earthen banks and planting the same with a and selling riding mounts (and a few draft animals) from and to visitors and
forest of creepers to keep the earth from washing out into the streets during citizens alike. The fees for boarding horses and tending injured ones are
rainstorms. Normal doors and gabled windows pierce the now-lush garden very stiff, but Norge and his staff are the best if you care about your horses.
walls of the little knoll where elder Banobras Riverside often sits at ease in That northern building over there is the main stables and hayloft; the
a loungechair under a shade, watching the world go by while his descen- southern houses tack, the nursery, a washing pen, birthing and isolation
dants work and live busily beneath. There he is now—wave; he likes that. stalls, and roof-cistern water-tanks.
Across Raven Way from “Rezara’s Garden” stands the interesting copper- I hope the priestesses of The Moonflame (TA 19), the Ravenian temple
roofed two-story shop known as Arts Haven (TA14), though the beautifully of Selûne, like the good earthy smell of horse manure, because they get a lot
carved and painted triple sign hanging out front describes the businesses of it, being directly downwind of Norge’s. Their beautiful domed and spired
within more accurately: “Brond Carlow’s Harmony of Heaven Music temple fills the entire block to the east of Greenback’s (that is, between
Store/The Poet’s Corner: Verse for all Occasions, Bartleby Quilling, Raven Way, MacIntyre Path, Morlgar’s Ride, and O’Kane Court). I think
Prop./Pislewaite’s Portraits.” The front of the shop has separate doors for perhaps it’s the most beautiful of the human-built temples in the Bluff—
Carlow’s establishment (a small, neat room tastefully decorated with a rather don’t you agree? It’ll be even more lovely a century from now when those
sparse arrangement of gleaming-clean instruments and a rack crammed with evergreens they’ve planted around it are fully grown. Note those standing
sheet music) and Quilling’s shop (which looks more like a comfortable par- stones: holes cut through them are carefully arranged so as to cradle beams
lor, dominated by a large and smoky fireplace, than a place of business). of moonlight (caught and deflected by angled mirrors high on the temple
Bartleby Quilling is a colorful talespinner who crafts stories, poems, and walls) down onto little dancing floors of groomed moss where priestesses
plays to order. His satirical verses and powerful love-paeans are often in de- and lay worshippers dance in worship or kneel to pray. On a moonlit night,
mand by nobles and wealthy merchants seeking to embarrass foes or stir this is a place of almost unearthly beauty. Watch patrols always observe the
their sweethearts. His stories are less in demand, but the halfling’s plays are temple surroundings closely—to keep the barefoot, thinly-clad priestesses
regularly purchased by traveling players and minstrels thanks to his gift for from harm, of course. Very popular beat, I understand; plenty of volunteers.
the biting comment or the sideways allusions to current politics and events The block beyond the temple is the easternmost part of this neighbor-
that everyone catches but that can’t quite be objected to by those they anger. hood. Bounded by Raven Way, O’Kane Court, Morlgar’s Ride, and Wael-
Local mothers adore him for his habit of collecting small children for hours star Way, it holds residences of superior architecture and looks, like the
on end and spinning stories in his shop that keep them enthralled (he once beautiful bay-windowed spire owned by the adventurer Kriel Illendell
told me he tried out his plots on them; if it couldn’t interest a six-year-old, (TA20), whose home we’ll be passing later in the tour. Among the private
he didn’t think it’d interest the average playgoer). The upper floor, reached houses next is one small and tasteful hostelry, The Singing Sword Inn
by those outside steps, contains living quarters for the three (who were once (TA21), an old and rundown establishment recently rebuilt, like so much
a foursome, the Four Winds Adventuring Band, until their companion Feli- else in the neighborhood, into a place of quiet luxury and retreat. Its stables
cia was slain or entrapped). Also up there is the studio of the moody warrior now stands across the back alley to the west, in a gutted former house that
Ambrose Pislewaite—indisputably the best painter in the Bluff, with the in- backs onto two other houses. The ground floor space in the inn that used to
credibly lifelike portraits hanging on his walls to prove it. house guests’ horses has been converted into the Sword Tables Dining
Behind the Haven stands the grand, fortress-like house of the adven- Lounge, serving guests and neighbors alike. Quiet murmuring is the rule
turer Onyx Deathcure (TA15), yet another miniature keep, this one with here; discreet curtains and curving interior walls create private nooks and
an enclosed porch on top. Deathcure is the owner and landlord of both the booths. Deft staff bring sample dishes past for diners to smell, taste, and
attached shops that front on Rhabie Promenade. The first, Umbrel’s Hot order for themselves if desired. Soups, stews, and chowders are the focus
Tarts, is a gnome-run bakery specializing in breads, biscuits, and sweet and here, with iced fruit and cordials an unexpected specialty. The usual beer
savory tarts; much favored by hungry locals, it produces hot wares from and roasts are available for the unimaginative, but try the mixed-meat
dawn to dusk. As a sideline, they also sell crumbly slices of very strong skewers (usually quail, hare, lamb, and boar, each spiced and cooked sepa-
cheese to go with a small loaf as one eats on the run. The second shop is my rately) served with an array of mustards, spiced gravies, and mint jellies. For
own Raraerdo’s Throwing Knives. That’s right; the not-quite-thriving now, another of the Bluff’s undiscovered treasures; recommended.
business of yours truly, and I might add the perfect source for matched sets This neighborhood holds at least two more sites of interest. Here on
of as many as seven identical, perfectly balanced, razor-sharp flying beau- Manycoins Way (where else?) we find the offices of Horthlaer House
ties. I even carry some made of bone or fire-hardened ashwood, for use (TA22), a Merchant House beloved of small shopkeepers all over the
when the gleam off a metal blade might be fatal . . . drop by sometime and Bluff—no mean feat, let me assure you. As you can see, it’s a tall stone
I’ll give you a good discount. I must say, business has picked up quite a bit building adorned with many a gargoyle-head; this place is often a hive of
since I sculpted the target dummy to look like my dearest sister Jacinth— activity as sailors from the docks bring samples of goods from their cargoes
the gossip columnist, don’t you know. My, how that woman can talk. Every and runner-boys take messages to the Horthlaer warehouses about the city
time a new issue of the Ravens Bluff Trumpeter comes out my business always with instructions to move stock from someplace where it isn’t selling to
picks up for the next few days. I’m thinking of opening up a whole gallery of someplace else where it’s wanted right away. And of course a lot of folk just
targets that resemble famous citizens of our fair city, from the Lady Mayor enjoy stopping by and having a friendly pipe with old Ururnst Horthlaer.
on down—all in good fun, of course. And finally there’s this monstrosity: The Turning Wheel (TA23), the

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Ravenian temple of Gond. The Gondsmen in Ravens Bluff flourished qui- windows (and incidentally providing great easy climbing practice possibili-
etly for years by making small, useful everyday innovations—improved ties for local adventurers, Red Raven firefighters, and thieves). The topmost
double-catches on carry-coffers, for instance, or locks that incorporate slid- boughs of the trees growing in its rooftop garden can just be seen over the
ing bolts. In recent months, however, they suddenly became ambitious and parapet adorned with harpy-carvings. As is usual with most Ampner prop-
begun to do the bold things (flying ships above the rooftops and so on) that erties, the ground-floor has a tenant business, in this case Jhuedele’s Fine
folk have always feared they’d get up to. I think we’re just in time to hear Fletching, a good place to buy arrows of all sorts.
the complicated chimes strike the passing hours—yes, there it goes—com- If we follow the Circle back northwest past the mouth of Fire Lane,
plete with clockwork show. The front doors of the temple open by them- we’re confronted by an even grander building that fronts on the Circle be-
selves, by the way, whenever anyone approaches. There’s a small annex tween the northern leg of DeVillars Ride and the northwestern run of
around back where at least three clergy are always on duty to fix broken Evensong Ride. This once housed Jherkryn’s, a now-defunct academy for
things brought to them (everything from shoes to fireplace-dampers); much newly wealthy Ravenians aspiring to the manners of nobility; now it’s the
of the temple’s operating funds come from this sideline. Initially some of head offices of Bhuklyn’s upmarket Merchant House (TH5). Successful ad-
the guilds protested that this repair work constituted unfair competition, venturers, Golden Rooster knights, and merchants wealthier than most of
but that’s all died down now thanks to the Gondsmen’s thirst for “improv- the nobility can often be seen strolling through its arched front doors.
ing” the design of anything brought to them for mending; some of the re- Off a nameless lane connecting the Circle with Blacktree Boulevard
sults have been successes, others (rather more) spectacular failures. stands a modest blue-painted three-story house. Its slender entry pillars
have been painted bright silver, giving the house its name: Silvergates
(TH6). Silvergates was recently purchased by the new Lady Mayor, Lady
Holyhouses Amber Lynn Thoden, as her private city residence—a smart move, I think;

N amed for the temples that so dominate the skyline, this neighborhood
is one of the most impressive in the city—perhaps the most striking on
choosing so unostentatious a house should allay fears that she has any plans
at self-aggrandizement.
all the eastern shore of the Dragon Reach. More luxury and excess can be Returning to the Circle and our stroll down its western arc, we come to
found where nobles’ houses stand in profusion, of course, but nobles tend to another grand structure, this one occupying the southwestern comer where
erect walls for privacy, and in the interests of comfort and everyday facility the southern run of DeVillars Ride leaves the Circle. Distinctively brown in
stop short of the sheer dramatic effect that temple-builders strive for. So walk hue and decorated by relief carvings on its sides that depict rampant roaring
with me through the most truly head-turning neighborhood of Ravens Bluff. lions, this once housed a warriors’ society but is now the main offices of the
Holyhouses is bounded by Griffon Trail on the south, Moorland Ride on increasingly famous Merchant House known as Firestorm House (TH7)—
the east, then Evensong Ride on the northeast to Manycoins Way, which incidentally, that’s also now the name of this rather stolid-looking building.
forms the eastern boundary of Holyhouses as it runs north to Cylyria Street Note the bright flame-orange banners sometimes hung from flagstaves
West. Cylyria marks the northern boundary of the neighborhood as far west under the upper windows; it’s believed their appearance signals something
as Blacktree Boulevard North, which on its run south gives Holyhouses a to members of this merchant concern—but just what seems to be a closely-
western boundary as far as Hawk Passage, where the neighborhood thrusts guarded secret; I certainly couldn’t tell you.
two blocks westwards to Westwall Way South, and thence runs south to Passing down the southwestern leg of Fire Lane from the Circle, we see
meet up with Griffon Trail again. on the comer a grand manor house —all gables and spouting dolphin water-
Let’s begin our tour at a site even most visitors will find hard to miss: spouts and mermaid doorposts—on the comer formed by the meeting of the
The Silver Halls (TH1). The Ravenian temple of Tyr commands one of lane with Blacktree Boulevard North. This is Crownshield (TH8), the pri-
the most strategic positions of any Ravenian temple, dominating the views vate residence of Sir Alexander “the Noble.” Passing on down Blacktree to
down six city streets. It doesn’t squander this opportunity, presenting to ap- the surprisingly sleepy crossway of Amandagar Street and taking it east-
proaching onlookers with a massive granite dome supported by a forest of wards to its meeting with the southern run of DeVillars Ride, on the north-
huge fluted columns. Four great entry porticos thrust out from among the west corner inside a wall held up at intervals by stout stone posts we can see
ranks of columns, one facing each cardinal compass point (north, south, an oddly shaped stone tower. This is Granitegates Manor (TH9), the
east, and west), and a stone warhammer as tall as seven men is sculpted as Ravenian residence of the Fleetwood noble family.
an upthrust ornament atop the dome. During storms, this Hammer of the Turning to look south down DeVillars Ride, you can’t help but notice
God catches lightning, protecting an area of roughly three streets away in the signboards identifying the complex of connected former shops and
all directions from lightning-strikes and providing an awesome show to rooming houses in the next block south as The Hall of Luck (TH10), the
boot as blue lightning strokes crawl down over the dome and pillars. On Ravenian temple of Tymora. This holy site is more often known as “Luck
such occasions, portcullis-blocked tunnels leading to the surface at inter- House” to visiting sailors, who love to gamble here. I’ve seen them entering
sections some distance away are opened by the clergy to allow the faithful a and leaving the place at all hours. Even those who gamble away all their
means whereby to safely enter and leave the temple. The Silver Halls was pay from the last voyage can expect to receive sympathetic attention, warm
almost destroyed by vandals during the war (an attack thought to be the tea, and sit-and-listen company from the more motherly of Lady Luck’s
work of a gang of thieves settling old scores) but has been painstakingly re- priestesses. The temple itself consists of a series of interconnected but for-
stored to look as much like the original as possible—I can’t tell the differ- merly quite disparate buildings that fill the block bounded by Blacktree
ence; can you? Boulevard North, Fireleap Lane, DeVillars Ride, and Amandagar Street. A
Looking northeast along Fire Lane from the temple of Tyr, you’ll see an small garden courtyard stands at the heart of this block. The buildings com-
imposing wedge-shaped stone building. Rising three grand stories above the prise a formal temple reception area, a holy hall of worship, informal and
streets, this is Anvil Hall (TH2), headquarters of the Guild of Blacksmiths comfortable living quarters for priests and lay worshippers who wish to stay
and Wheelwrights. See that device that caps all its high-arched windows? (for up to nine days; longer stays are permitted only if the guest is being
You may not be able to make out the details from down here; it’s a wagon trained or tended by the temple clergy), three gambling areas, a storage
wheel whose central spoke is an anvil, the tang facing to the left. The same house, and several buildings known as “the Hazards.” In these the clergy
device is on the wrought-iron gates that are rolled out of the archway walls erect an ever-changing array of obstacle courses, tests, and illusory specta-
at night, overlaying the Hall’s wooden doors. Some guildmembers use it as cles to promote the spirit of daring, adventure, and risk-taking in those who
a badge, but others prefer a lone anvil, or an anvil wreathed in flames, or a undergo their challenge. Jaded Ravenians and visitors who aren’t of the
crossed sledgehammer and quenching tongs. faith of Tymora are permitted to experience a Hazard upon payment of 25
Two doors south down Manycoins Way (and backing onto Kristen’s Cir- gp to the temple coffers, so long as the faithful of Tymora aren’t using the
cle, which rings the temple of Tyr) is one of the most luxurious apartment facilities at the time.
towers in the Bluff: the six-story-high Dawn Window House (TH3), To the east of the temple block, across DeVillars Ride, is an impressive
whose tenants are all long-term and wealthy. A grassy “ride” (slashed by a and distinctive city house of almost cherry-red sandstone trimmed with
dirt path, beaten hard by the boots of the tenants passing back and forth) white quartz blocks around its windows and in a dog-toothed pattern down
separates this stately apartment house from a grandly-ornamented four- the edges where it is walls meet each other. The soft, apt-to-crumble sand-
story tower that faces the Circle. This is Endelvines (TH4), one of two city stone was long ago sealed in a wash of fused, glistening glass applied in a
residences owned by the Ampner noble family in this neighborhood—and long, tedious, and expensive magical process. This is Redstones (TH11),
sure enough, sculpted stone vines do wander up its facade, bracketing the the private Ravenian home of the famous Raphiel noble family. I can’t help
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feeling sad now, looking at it; not so long ago the late Lord Regent, the central dome surmounted by a cupola. The cupola roof and alternating pan-
much-loved Thomas Raphiel, lived here. And now Sir Ardent Raphiel els of the dome are of an alloy of copper carefully aged to a patina with a
can’t even afford the servants to keep the place open. A sad comedown for rich, lustrous purple hue. The other, interleaved dome panels are of the
a great family. same metal overlaid with sheets of abalone—or rather, countless small frag-
Walking east along Amandagar Street to Manycoins Way (described by ments of shell laboriously cut and polished by the bleeding hands of willing
more than one visitor as the heart of the city— the street to traverse if you worshipers of the Maimed God that are then pinned in place aloft, tiny
can only walk down one), then turning south on the Way, brings us to an- piece by tiny piece, by daring clergy who must drive in the pointed pins
other grand stone building—this one a five-story pile dominated by the al- bare-handed. They are permitted to cry out in pain—but the cry must take
ternating grey and black pillars of its facade. An interesting shop, The the form of one of the names of Ilmater. A surprisingly large number of
Stout Staff (canes, crutches, and peglegs made, fitted, and traded), occupies Ravenians are devotees of the God on the Rack—and I’m told (by those
the ground floor, but most Ravenians know this as Blackposts (TH12), an- who’ve tried several faiths around town) that the rituals held in this temple
other residence of the Ampner noble family. are more purifying and fostering of inner peace than any others. Ah well—
The next block to the south on the east side of Manycoins Way holds a once again I say to each his own.
site familiar to all: The Tower of Holy Revelry (TH13), the Bluff’s temple Turning away from the temple and heading east along Hawk Passage for a
of Lliira. Built of red sandstone sealed with a glossy layer of flowglass block, we come to yet another guild headquarters, this one on the southwest
(within which pulsing, beckoning lights often dance and play), it has four comer of the meeting of the Passage and Moorland Ride. Stonelion House
spires thrusting out towards each cardinal compass direction. Each spire (TH18) is the headquarters of the Stonemasons Guild. This “L”-shaped
sweeps up from the ground in curves from a broad base that tapers to a more building has very high ceilings and tall, narrow, round-topped windows. Its
slender shaft, capped by a clear crystal dome that is spell-washed each ten- name derives, naturally, from those very impressive sculpted lions that flank
day to sluice away bird droppings. The shape of each spire makes it seem both major entrances to the House. You can’t see it from here, but that ram-
more of a living thing than a built one, and the domes are lit to show off the part running around the roof of the House shields a fantastic rooftop “gar-
revelry within to any bypasser. Pleasant bowers of plantings teased and den” of stone sculptures from the view of bypassers. The work of many guild-
pruned into sweeping curves surround the temple proper; their benches members down the years, these lifelike stone creatures include snarling grif-
beckoning citizens to sit and gaze on sculptures of beautiful creatures en- fons, rearing pegasi, giant serpents, sneering wyverns, and many more beasts
gaged in loving acts or gestures. The ring-shaped statue of the mermaid of legend. There’s an old story that supplicants to join the guild, in the early
swirling over to kiss an arching dolphin, their sleek bodies forming a circle, days, were forced to take either heroic or (depending on who’s telling the
is a favorite climbing-piece for children, who slip and slide on the velvety- tale) comically undignified poses and then magically petrified for a month to
soft surface of the statue or just sit in the ring itself. stand watching and listening to the doings of the passing city (and the
Across Manycoins Way to the west stands Manyshields Keep (TH14), guildmembers who used the garden and often employed a helpless supplicant
headquarters of the Armorers Guild. This imposing five-story stone build- as a cloak-stand, serving sideboard, or for even less dignified purposes).
ing faces one of the many entrances of the Tower of Holy Revelry, and its Stonelion House is the only guild headquarters in the city to share premises
front wall (facing Manycoins Way) has been skillfully carved to appear like with independent businesses, the ground floor of Stonelion House hosting
a huge array of overlapping shields hanging in a random pattern. The win- the local Red Ravens firefighting outpost.
dows that pierce this facade are each positioned in the center of a shield, Filling the next block south (between Moorland Ride and Manycoins
forming an irregular pattern rather than the typical rows upon rows. The Way, with Dragonscale Street and Griffon Trail as the cross-ways) is the
overall effect is most impressive, and so are the helmed horrors (animated Ravenian temple of Lathander. The Halls of Morning Light (TH19),
empty suits of armor standing almost ten feet tall) which act as guardians of more often known as “Rosegirt Halls” (after the charming old many-pil-
the guildhouse. From time to time they emerge to tramp up and down in lared mansion it replaced), soars upwards and outwards in curving but-
front of the doors—a show of force, perhaps, meant to discourage thieves— tresses from a smallish base to much broader upper floors, capped with
or perhaps simple mischief. two lookout spires and a central dome. See how the dome winks and
The next block south along the Way holds another impressive private sparkles oddly in the bright sunlight?—that’s because many of its panels
house on its east side-five stories tall, this one, all gargoyle-heads and are glass cut in asymmetrical but exacting facets to catch the rays of the
gables, with entrances on both the Way and around the comer on Hawk morning sun and cast them down into various chambers below, inside the
Passage. This is Elderstars (TH15), the home of Sir Uldred Stonefist Deep- temple. The whole thing is fashioned of a sunrise-pink stone that some
axe, Pillar of the Realms, Knight of the Griffon, and current chair of the find revolting; others (myself among them) see it as lovely but verging on
Knights Council. being overwhelming. Love or hate it, you can’t help but agree that it’s cer-
Nearby, on the southeast corner of Manycoins Way and Hawk Passage, tainly, er, striking.
stands Oldover House (TH16), headquarters of the Sages Guild. Looks like A block west down Griffon Trail and half a block north up DeVillars
the stump of a miniature keep, doesn’t it?—a massively-built, stern stone Ride brings us to our next stop: The Hall of Wonders (TH20), headquar-
building clad in purple tapestries. Look closer: the giant “tapestries” are ac- ters of the Fellowship of Jewelers, Goldsmiths, and Whitesmiths, which
tually clever mosaics of tile. The entry doors are up that short flight of steps, sports one of the most impressive facades of any guild office. The three tiers
shielded from the weather by a deep archway. See how the outside lip of of large arched windows rise above the ground floor, but it’s the row of oval
this arch thrusts outwards into the sculpted torso of a bearded man. Whom windows on the first floor that draw the eye, affording views of exquisitely
does it represent? Nobody knows for sure, and everyone argues over it— detailed, life-sized metal statues of muscular men and curvaceous women.
especially within the guild, where furious disputes have been waged be- This statuary was salvaged from hundreds of Chessentan, Sembian, and
tween members over this trivial matter for decades. That book he’s holding Calishite tombs, but it’s the earrings, bracelets, necklaces, belts, and other
open in one hand and peering into is blank save for bird droppings, while adornments that are really on display—all copies of items designed by the
the enchanted glowing stone sphere (“the Light of Reason”) he holds up Fellowship’s master craftsmen, with the originals available for sale inside.
above his head in his other hand has been “borrowed” so often for pranks, Naturally, a percentage of all gems found within this building bear enchant-
and to light up shallow harbor depths and sewers for lost-item-retrieval- ments that allow them to be readily traced; adventurers setting off on dan-
fishing attempts, that a spell has been placed on it to discourage pilferers. I gerous missions to distant parts are sometimes sold such gems at high prices
hear that now it emits irregular lightning discharges to anyone touching it to allow colleagues to find and rescue them should they not return. More-
whenever it’s torn away from the sculpted hand gripping it—little arcs over, the guild has a strict policy of exacting penalties from thieves of either
never more than six inches or so long, but strong enough to stun even an thrice the weight of any gem, precious metal, or item of jewelry removed
ogre, much less your average prankster. (thus if a platinum bar were carried off from the Fellowship’s vault, the thief
Standing here near the Seat of Sages, you can’t help but notice what’s would have to pay back three times that much platinum). Failing that, the
across the Way to the west, filling an entire city block. The Cradle of Pain weight of items carried off must be matched by the guild’s cutting off a like
and Redemption (TH17) is the Ravenian temple of Ilmater. Though not amount from the thief’s body. The rear of the Hall, which opens onto an
one of the civic temples, it manages to outstrip many of them in size and alley, is of unadorned stone—but its doors themselves are guardians, and
grandeur. Surrounded by a cobbled yard laid in patterns of interlocking other enchantments guard the windows and roof of this guild headquarters
rings (to “represent the Divine Manacles” of the god, I’m told), and with from unwanted intrusion. All in all a nice place to visit, but only on legiti-
walls, windows, and doors of elegant but simple construction, it rises to a mate business.

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Slightly more friendly, if less impressive to look at, is the neighboring were installed by a previous owner, a half-elven merchant of Sembia, now
guild headquarters up across the road on the northwest comer of the meet- deceased. On the next block over from Dolphingates and a few steps down
ing of Dragonscale Street and DeVillars Ride: Brathkelpt House (TH21), Raphiel Road stands the small and rather spartan-looking stone home of Sir
home of the Brotherhood of Wool Carders and Weavers. Named for the Larion Lightspar, still commonly known by the name given it by a previous
founding guildmaster, whose mansion it once was, this imposing structure is owner: Starmynstand (TH23).
more often called “The Loomspider” because of its sculpted facade, which is West of the rank of houses along Raphiel Road are the most forbidding
supposed to represent the reach across Faerûn of woven goods but looks and rundown structures in the neighborhood, including a few windowless
more like a gigantic spider is crawling on its web to devour the front of warehouses—and, up Westwall Way South a bit, the infamous Nevin
Brathkelpt House—or perhaps just on anyone passing through its front Street Compter (TH24), Ravens Bluff’s primary prison. Though it’s only a
doorway. The soft stone of the carved facade was treated at installation with block from the nearest temple, the Compter seems a world away from the
a paste of alchemic substances intended to make it both hard and durable. bustle and splendor of Holyhouses at its best. Altogether a grim place.
Thanks to the paste, it’s both of those things, but it’s also a strange speckled That nearest temple is The House of Loyalty (TH25), which interrupts
hue of green . . . “The green of corruption,” one acid-tongued guildmember Blacktree Boulevard (separating it into a “North” run and a “South” one)
dubbed it, and the phrase has stuck. Calling a Ravenian a “greenweaver” is and fronts on Hawk Passage. The Ravenian temple of Torm is a relatively
an insult; calling a member of this guild a greenweaver is to deliberately modest, spartan pile of stone, as temples go. It’s neither a civic temple nor
provoke a feud. Splendid tapestries made by guildmembers are often dis- particularly popular in the Bluff (thanks to our longtime rivalry with
played in magically lit windows just above the spiderlike facade after dark, Tantras, the city that most fully embraces and claims Torm as its own).
but never during sunlit hours (to prevent them from fading). The staff of Still, the worship of Torm is probably the most popular faith in the Vast—
Brathkelpt sell work made by guildmembers, typically woolen cloaks and although if you go by numbers, I suppose whomever or whatever the orcs
blankets with striking patterns but also—to the sufficiently wealthy—ta- bow down to would win—and folk from other cities worship here while
pestries of all sizes. The two lofty upper floors of this building house the they’re in town. Then too, certain Ravenian employers insist on their
largest looms in all the Vast and, so the rumor goes, several secret guild pro- guards, drovers, and shop attendants attending the classes on Deep Loyalty
jects (my favorite is the one about the small fleet of flying carpets, all woven offered to those of all faiths by the clergy of Torm; by city ordinance, the
and ready but still lacking enchantment). employer must pay the attendance fees for all employees he or she requires
West down Dragonscale Street brings us into this area of many redbrick to attend. Such classes enrich the temple, and many non-Tormar have
and brownbrick buildings, most having ground levels made of massive field- praised the “family spirit” engendered in workers by the Priests of Loyalty.
stone blocks. Almost all of these house small rental shops on the ground The city block immediately to the northeast of Torm’s temple holds the
floor and in cellars reached by steps descending from the entry porch with busiest guildhall in Holyhouses: Carters Hall (TH26), headquarters of the
their own small, stout, and securely barred windows right at ground level. Cartsmans Guild. As you can see, it’s made up of two towers joined to a
Above the shops are usually a floor of offices and then another of private large, warehouse-like structure in the rear. Carters Hall serves its members
apartments, or sometimes several floors of apartments and no offices. A few as a storage garage for their carts and most precious cargoes, a secure place
private homes can be found in this southwestern corner of Holyhouses, to sleep, and a place to conduct business and to repair or maintain the con-
among them the modest granite mansion of Dolphingates (TH22), home veyances that earn guildmembers daily livings. The tower right at the cor-
of the adventurer Greenleaf Thorin, which has two rare phandar trees in its ner of Skulls Street and DeVillars Ride consists of offices, vaults, records-
high-walled back garden. Thorin himself planted the fast-growing trees, but storage, and “deal-rooms” (where clients can negotiate business with indi-
the circular dolphin-chasing-another-dolphin stone and wrought-iron gates vidual guildmembers). Many of these rooms feature maps of areas of Ravens

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Bluff detailed down to the last horse-trough, hitching post, pump, and over- Aunt Laur—er, I mean Lady Lauren DeVillars—and magnificently land-
hanging obstacle; in fact, the best maps of the city that exist. The southern scaped by several elven families. Known to all by its nickname of Fiddlers’
tower is an apartment block where a number of cartmen live and many Green (TS1), this sward is free for all to stroll in to their heart’s content. As
more sleep over in ready rooms (secure bedchambers) when exhausted after you can see, it’s thickly planted with blueleaf, duskwood, oak, shrub ever-
a long haul. The section that joins the towers to the warehouse is a cart greens, and even (carefully guarded by strong magical defensive wards
stores shop, where replacement harnesses, wheels, axles, fastenings, side- erected-and inspected every three days—by the Ministry of Art) two rare
boards, and so on are kept ready for emergency purchase by guildmembers. chime oaks, which stand in the center of the southwestern quadrant of the
The large building in the rear, known as “the Shed” to guildmembers, is a park. The Watch always has at least two constables on duty here and keeps a
huge cart repair shop, with overhead winches that can lift a wagon up into close eye on assemblies of any size on the Green. Some people love the
an overhead storage loft or lower it gently down again. The Shed has huge quiet, so minstrels must get a special permit (a “minstrelsy card”—expen-
double doors that afford entrance onto both Skulls Street and the alley that sive, hard to obtain, and limited to only an hour or two of the day) and no
passes Carters Hall’s south walls (if it has a name, I’ve never heard it). more than six such cards will be issued for any given day. That eight-jet
When both are open, it’s possible to drive right through—though a cart- water fountain sprouting from a (sadly) much-defaced statue of Waukeen
man can be expelled from the guild if injury or damage to a conveyance or standing on a rock in a pool at the heart of the park is a special favorite with
cargo results. The guild maintains a staff of guards (skilled in the use of the city’s ravens for some reason—see how many of them are hanging about?
crossbows, which are always kept ready) to prevent thefts or vandalism of The triangular city block immediately northwest of the main entrance
guild property when these doors are open. to the Green was once the site of the infamous Chemcheaux magic shop,
Just a few more stops, and we’ll be ready to move on to the next neigh- source of many healing potions and enchanted long swords used to this day
borhood. Across Skulls Street from the Carters Hall sits the large and im- by Ravenian adventurers, but—apparently along with the owner Mor-
pressive headquarters of yet another Merchant House, Strangestars House timer and at least one employee—vanished in a sudden explosion that I’m
(TH27). The building officially fronts on DeVillars Ride, but deliveries and told could be seen as far away as Mossbridges (some say the far shore of the
shipments occur through the rows of massive roll-up doors that front on the Dragon Reach). To this day, spells cast anywhere near this block go wild,
alley behind the black-painted, four-story headquarters. Can you see the six erupting in intense and unintended magical effects. Only one Ravenian
jet-black guardian gargoyles that crouch at each corner of the roof? I’ve dared to build on the site of the disaster: the fat, short dynamo Veldarno
heard whispers that these monsters spring down to attack anyone who dares Khalabari, who was finally able to afford land enough to build the dancing
attempt burning or stealing from the House. Certainly some strange magi- and dining club he’d long dreamed of: The Raven’s Glory (TS2). All three
cal goings-on befell the last thieves to attempt storming Strangestars of its levels open (by means of gilded balconies and glittering spiral stairs)
House, but I’d rather not go seeking the truth about such things . . . no good into a lofty ballroom. The topmost floor has rental rooms for visitors to the
asking for trouble when enough’ll come knocking at your door anyway. city and/or dancers too weary or too excited with the company of someone
North across the alley from Strangestars stands an even more imposing they’ve just met to find their ways home. The middle floor is a sprawling,
structure, but we’ll have to go around to the front on Fireleap Lane to get many-boothed restaurant. The bottom floor holds stables and safe-storage
the full effect. The oval filigree-work on the gates is in a style that one far- on one side and a tavern on the other, where a lot of ale and liquors are con-
traveled adventurer dubbed “Mock-Calishite Gilded Excess,” but I must sumed. The restaurant, known unofficially as “the Ravenbone” (the expres-
admit I rather like it. This is Ondrelspires (TH28), a newly-opened luxury sion “I’ll meet you at the Ravenbone tonight” has become a Ravenian
apartment block with its own private security force and locked outer gates, catch-phrase used by jokesters and minstrels all over the city), is a deep,
inner gates, and vaults, so that residents (“the best and brightest among hushed nightmare in blue, with tapestries and dyed fur rugs of royal blue
newly successful Ravenians,” according to the landlord—I translate that as everywhere. Wicker breadbaskets hang on chains above each table, tiny
“the richest rising merchants”) can keep their valuables secure. Those who lanterns provide only pinpoint illumination, and the constant stream of
want to purchase vault storage but not live at Ondrelspires can do so; a roast and stuffed fowl brought past on platters make diners glad they’re here
small closet costs 45 gp per month, and I’ve known several adventurers take and not in the roaring bar below.
advantage of the offer. Osk Ondrel, the owner, is an agile little man who Some of the birds (pheasant, quail, partridge, bustard, duck, heron, and
sports a shaved head, a large flame-red mustache, and a successful former even the gray Vast goose) are scorched or overly dry; the kitchen tries to
career as a thief in Amn. He says his experience equips him well for stop- conceal this with an array of thick, buttery sauces that are all fire and no
ping Ravenian thieves with a series of traps and alarms. Ondrel’s rents are finesse, and with stuffings that make a single bird seem endowed with half
high, and extra fees apply if the staff carries out any errands for a resident. the fresh herbs in the kitchen. Octopus curry is an unexpected delight, but
As Osk says, “I rob legally now.” the prize is the Two Mountains Platter—a large oval trencher laden with a
Our tour of many-splendored Holyhouses ends with a more mundane mountain of crisp little mushrooms in batter at one end and a sagging
site back on DeVillars Ride, but a good one for an adventurer down on his obelisk of plump little striped Reach snails basking in butter and wine at
or her luck to know about— Littleate & Sons (TH29), moneylenders. Usu- the other. By night, half the Bluff seems to eat here, and the ballroom is as
ally people try to slip in and slip out as unobtrusively as possible, but when crowded with chatterers as Manycoins Way at highsun. By day, the Raven-
rain falls, this spot achieves sudden popularity. The broad canvas awning bone is awash with serious merchants entertaining clients, all of them out
along the Blacktree side of its premises affords good protection against the to change the world (in an important—no, self-important—way). The club
wet, and folk typically crowd in underneath it to await the end of the down- has become one of “the” meeting-places for Ravenians of all classes, and
pour. Hm. Closed. Guess we’ll have to come back another time—maybe Veldarno has reportedly tried to buy himself a lordship outright on no less
when it’s raining. than six occasions. So far he’s seen no success, but he seems determined to
win a title by influence, purchase, or even marriage (just about every noble
widow or single lady in the city has been courted by “the Little Persistence”
Swordspoint at least once).

S ome call this “the forgotten backside of Temple District.” It’s certainly
less grand than neighboring Holyhouses, or even Altarside, but it in-
cludes the Bluff’s only parkland of importance and many other interesting
North of the Glory, across Rhabie Promenade, stands Elonia’s Beauty
Shoppe (TS3), run by the beautiful illusionist Elonia Starre and her even
more beautiful daughter Salena (who live above the business). It’s a local
sites; it’s a neighborhood a lot of Ravenians visit fairly often. This whole center of gossip much favored by wealthy women, who come to get their
neighborhood got its name from the duels that used to be fought here; hair, skin, and nails done regularly. Although their clientele is overwhelm-
nowadays duels are officially banned—which only means, of course, that ingly female, the Starres actually serve Ravenians of both genders and all
those with differences to settle must be more circumspect about their tim- social classes with hair cuts, shaves, washes, tattooing, illusory beauty en-
ing, often arranging a little distraction to call the Watch away at the oppor- hancements, and the provision of disguises. Many amorous Ravenian males
tune moment. The five-way intersection at the northwest corner of the are following Salena’s unfolding career as an adventuress as avidly as fans of
park, where Griffon Trail, MacIntyre Path, and Rhabie Promenade all the great heroes of valor; I’ve even heard one ballad about her—not half
cross, is still known as “Bloody Boots” for the bloody footprints left behind bad, by the way—composed by a local minstrel.
by the wounded survivor of many a long-ago duel. Southwest of the Glory, at the southeast corner where Moorland Ride,
The logical place to begin our tour is the largest stretch of open ground in Crothmar’s Lane, and Rhabie Promenade all meet, is an elegant spired and
all Ravens Bluff: the magnificent DeVillars Park, donated to the city by pillared private manor, Sumbrylstairs (TS4), the home of the elven adven-

116
turess and fire mage Talila Dawnsong, Those gilded “staircases to nowhere” Perhaps the most bustling street in all Swordspoint is the stretch of Rha-
for which it is named were intended as outside linkages with a tower that bie Promenade between Bloody Boots and Dragonscale Street. The south-
was never built—certainly makes the building a distinctive landmark for east side of the street is all large and well-appointed private homes and
travelers unsure of their way, doesn’t it? In the same block but fronting on apartment houses, while the northwest side offers a row of attractions. First
MacIntyre Path with a stand of blueleaf trees behind it and a splendid view there’s an apartment house, then Broadleaf Manor (TS9), the grand
of the Green stands Manyboughs (TS5), the large and (literally!) growing wooden mansion of the adventuress Elvira Broadleaf (whose other mansion
mansion of the druid adventurer Rowan Wilander. Beautiful, isn’t it? Built we already saw back in Bitterstone). Next comes The Sanctuary (TS10),
entirely of wood enspelled to graft itself onto three massive phandar trees an apartment building owned and operated by the druid Rowan Wilander.
that turn and twist their ways upwards in a gigantic three-story cradle of Inside are suites for elves, half-elves, and others who feel at home in the for-
boughs, the home is a damp, welcoming place of sloping wooden floors, tiny est, all opening onto a rear atrium that has a pool, mosses, ferns, and thick
three-step staircases, and spell-driven running water. Visitors get the feeling plantings of tangled shrubs shaded by duskwood and blueleaf trees that are
that they’re literally living inside a giant tree, and it’s hard to believe that rapidly crowding the twice-raised skylight out of place, and threatening to
this house stands in a city, and not in the heart of an old, deep forest. burst through to the sky. The skylight is now a glass minaret, and Wilander
By contrast, the small wooden cottage of the adventurer Leonard is considering removing it entirely and coming up with some sort of en-
Smithson (TS6), a Transmuter of some note, is far more typical of Raven- chantment to keep warmth in and rain and wind out of the lower reaches of
ian wooden houses owned by “ordinary folk.” It stands on the north side the atrium.
of Griffon Trail, the easternmost of a pair of such cottages on the north- Next to the Sanctuary stands the well-known Crescent Moon Inn
east comer of the intersection of the Trail and Moorland Ride. Right next (TS11), a favorite stopover home and taproom for halflings visiting the
door is indisputably the grandest building in Swordspoint: Griffon Hall Bluff (though human and demihuman visitors of all races are quite wel-
(TS7), home to the Knights of the Griffon. Notice the flat roof— come)—the Minstrelwishes practically live at the place (in fact, since Lady
equipped for landings and launchings on griffon-back, with hitching rails, Kassandra Minstrelwish’s recent marriage to the innkeeper, she does live
a three-sided hutch shelter for waiting mounts, and a large water trough. here). The closest thing that the Silent Network has to a guild headquar-
Its four-story stone magnificence is crowned by very lifelike spread-wing ters, the inn is more modest in size and construction than its reputation
statues of griffons perched along its parapet and flanking its main en- would lead one to expect. But the rustic taproom dominated by a truly
trance (which is on Griffon Trail, naturally). The doors themselves can monstrous stone fireplace simply must be seen by any visitor to the Bluff: it
be made to erupt with blade barrier spells in the event of an attack (as hap- climbs up out of the floor like an ancient tree and features many warming
pened during the recent war, when a street gang attempted to plunder the shelves and small rail-less staircases wandering up its rough face, linking
armory of the Griffon order). said shelves with the floor. The fireplace looks especially huge next to the
Passing from the grand to the homey, this modest white stone house in- halfling-sized chairs and tables which dominate the place (although there
side a low, scallop-topped ornamental wall standing near the southeast cor- are a few tables for “big folk,, at one end of the room).
ner of Dragonscale Street’s meeting with Moorland Ride is Whitegates The last building on this stretch of the Promenade is Leaf in Root
(TS8), the home of Obelarth “Oldwrinkles” Minstrelwish, patriarch of the (TS12). Owned by the oft-absent halfling Oscar Sodhome, this pipe and
only noble halfling Ravenian family. Oldwrinkles seems to have troubles tobacco shop is famous across the Vast (and increasingly, in the Dales and
growing trees: the two or three planted in the front yard seem to take turns Sembia as well) for the pipes carved from “secret” roots by Oscar and for the
withering and dying, no matter how many replacements (or what species) exotic tobacco mixes he makes (some are herbal blends, and others strive to
he plants. leave no strone pipesmoke odor behind). Oscar and his assistant Chug also
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sell pouches, tinderboxes, flint and steel, leaf-storage tins, pipestands, and appear in public masked and hooded (some say they were illithids; others
the like. The busy shop, open from dawn until dusk, features a noticeboard believe them drow, vampires, or Red Wizards of Thay; I don’t know what to
where folk seeking hirelings or to hire out their services (adventurers,
think—maybe they were just shy), donated all of their stock to the war ef-
mostly) can post notices for others to read.
fort. They were decorated by the city for this service, and promptly van-
A block to the east, on the southwest comer of Waelstar Way and Drag- ished; contrary to local expectations, the shop hasn’t opened its doors
onscale Street, stands Sunderside (TS13), a small but palatial stone man- since. I for one doubted that it ever would, what with competition from
sion owned by the Ampner noble family, long since divided entirely into
Bendekar’s Mercantile (which we’ll be getting to later in our tour, over in
modest but well-appointed apartments. The Ampners keep one suite here
the Mortonbrace neighborhood), but I hear it’s actually going to reopen as
for “when they don’t want folk to know they’re in town.” Anchoring an- an official outlet for the Wizards Guild.
other comer of the same city block, at the northwest comer of Waelstar At the other end of the same block, on the northwest comer of O’Kane
Way’s meeting with Griffon Trail, stands a pleasant mansion faced with Court and Hawk Passage, stands a one-story shop with a lemon yellow
green marble and adorned with pillars carved into the shapes of rampant awning along its front. This is Lamps by Watt (TS21), where you can buy
dragons. This is Dragonsyr House (TS14), built by the long-dead pirate
lanterns, chandeliers, torches, sconces, lamps, and all manner of lighting ac-
Murardo the Black as a retirement residence and now owned by another
coutrements for use in lighting your home. The shop is small, brightly lit (of
successful adventuress, the swashbuckling lady fighter Marisalea Cat.
course), and prosperous, specializing in brass fixtures. Across O’Kane Court,
In the interior of the same city block, on the more southerly of the two on the other comer of this junction intersection, stands a stone house be-
alleys that run west off Waelstar between Dragonscale and Griffon, stands longing, if I’m not mistaken, to yet another adventuress named Elvira: the
the Iron Rose of Swordspoint (TS15). This former Chemcheaux ware-
half-elven bard and mage Elvira of the Bluff (TS22). Some call her a
house houses other magics these days as a quiet, exclusive nightclub whose
“riddlemaster,” whatever that is. A little way up O’Kane Court on the west
beautiful gossamer-gowned lady staff defend themselves against the over- side stands a rather nondescript, shuttered shop that the tax rolls identify
amorous by means of helmed horrors that await their beck and call. The only by the rather intriguing name of Firefly (TS23); I’m afraid I can’t tell
club is guarded by at least seven of these animated suits of armor. The Iron
you any more about it than that.
Rose herself, owner and operator of the club, is a disfigured former adven-
Better known to me—and to most Ravenians, if they have anything to do
turess whose mangled flesh is always hidden beneath a form-fitting suit of
with horses, is the Iron Bull Smithy (TS24). The smithy and the house
armor. She sometimes goes for walks in the nearby park, always at night and
shared by the proprietors (a brother and sister named Smith, as well as the
dressed in a cloak that hides face and figure. Few bother this eerie figure, but brother’s family) now stands on the southeast comer of MacIntyre Path and
it’s said that many of the adventurers who frequent this club find her soft
Skulls Street; it used to be on Anvil Alley, across the road from Norge Green-
grace and friendship irresistible and prefer an hour spent with her to any back’s Horses in the Holyhouses neighborhood but was relocated due to
other night’s enjoyment. She acts as a confidant for a number of adventur-
temple construction. The Iron Bull is the chief source of quality horseshoes
ers and as a go-between to hold and send messages and small parcels for ad-
and shoeing in the Bluff; you can trust their work with your life. Many do.
venturers unable to do so because of death or long absence from the city.
Across the road from the smithy, on the northeast comer, stands the in-
The Iron Rose is both expensive and exclusive; Watch patrols only enter it
creasingly widely known Kettle of Many Things restaurant (TS25), which
when they must, and always offer apologies for doing so.
caters to wizards—and their familiars. Run by a pair of retired adventurers,
Across the alley from the Rose stand two small shops that front onto
Mijel and Jandra Morigan, its northernmost end used to house Morigan’s
Griffon Trail and enjoy a splendid view of the northern path through the
Complete Components, an overly neat shop that sold everything ordinary
park. The easternmost of these is the Dressed to the Nines shop (TS16),
in the way of components that any spellcaster could want. Competition
an exclusive men’s clothing store and haberdashery that specializes in uni-
from Bendekar’s Mercantile caused Morigan to shift his focus; now he
forms. A brightly painted signboard out front shows a Ravenian soldier
stocks spices of all sorts and sells to both fellow restaurateurs and house-
standing at attention, and the spotless shop employs a doorman wearing an
wives. Few folk seem to realize that quiet, fussy Mijel is a mage of some ac-
identical uniform. Most customers have items made to order (often avail-
complishments, and his shop is quieter than it should be.
able as early as the next day), and owner Jordan Whipt sets a haughty and
As for the Morigans’ eatery—well, I can’t praise the Kettle highly
sneering tone that only changes to fawning if you happen to be well-known
enough. Simple fare (soup, fresh-baked bread, cheeses and pies), delicately
nobility. Fine cloaks, superior gloves, and I couldn’t wait to get out of the
prepared for those of sensitive stomach, and washed down with Mijel’s ex-
place. My only consolation is the knowledge that thieves and adventurers
cellent mead. Two stained-glass bay windows make the common dining
have begun to use the shop as a source of disguises, much to the discomfort
room a pleasant place to eat, and there are private dining rooms available
of the proprietor. If he starts asking you too many pointedly suspicious ques-
for rent. I’m sure many of the regulars come here as much to flirt with the
tions about why you want a particular uniform, just lean close, smile coldly,
Morigans’ bold, beauteous, and quick-to-tease daughter Jelima as they do to
and murmur, “Specialist Patrol, sir.” I like to see snobs cringe.
enjoy the food—but fare this good certainly doesn’t hurt, crazed mages as
The westernmost of the pair of shops is Ember Me More (TS17), a
fellow diners or not.
handsome two-story stone shop where one can find fireplace accou-
Apartment houses fill the rest of Swordspoint north of the Kettle,
trements of brass, bronze, and iron (such as screens, grates, tongs, pokers,
though I’m told one pleasant stone house standing among them, fronting
coal shovels, tinder boxes, and strikers). Slowburn logs, brooms, bellows,
on Fireleap Lane, is the home of the successful local adventuress Regora
and other fireplace-related goods can also be purchased here. The propri- Ravensworth (TS26). Further south, across Hawk Passage from Potions,
etors (who live above the shop) are a pair of twin brothers, Ashley and
Lotions, & Notions, a refurbished warehouse marks a recent addition to
Woodruff Sweep, who repair and build fireplaces throughout Ravens Bluff,
Swordspoint: The House of Kuldath (TS27), a rising but little-liked mer-
by appointment.
chant house thought by some to deal in slave-made goods. The five broth-
Time to pick up the pace again. The streets north of Dragonscale tend to ers Kuldath sell carpets, mats, and tapestries out of this headquarters build-
be the sleepier end of Swordspoint, little known to outsiders. I’m sure I’ve ing—and local folk swear that some sort of bat-like guardian monster flaps
missed some interesting things hereabouts, but I can point out a few high
around the darkened building by night. One of those locals is the priestess
spots. For example, I can identify another of those small wooden cottages
of Mask Kaitlyn McTavish (TS28), whose comfortable stone house stands
(this one on the northwest comer of Dragonscale and Waelstar) as the across MacIntyre Path from the merchant house headquarters. She’s not
home of the adventurer Kriel Illendell (TS18). And that former coach- the only adventurous presence in this block, either; two doors along Hawk
shed on an alley in the block west of there is The Sleepy Dwarf (TS19), a
Passage is the modest wooden home of Kilean the Con (TS29), and across
tavern with a reputation for bad drinks, worse clientele, and grubby sur-
the alley behind Kaitlyn’s and Kilean’s homes is the business office of the
roundings (though in fairness, I’ve never set foot in the place, so consider
gnome illusionist Gideon Sagson (TS30), where he meets with clients to
that hearsay and value or discount it accordingly). plan spells they want him to cast. Sometimes his patrons are adventurers,
Now here’s an interesting one I’d almost forgotten about—there, on the
but more often they’re nobles or wealthy merchants desiring fresh and strik-
northeast comer of the meeting of Hawk Passage and MacIntyre Path. This
ing entertainments for a revel.
shop has been closed since early on in the war, but Potions, Lotions, &
The same city block holds one last surprise for the visitor to Swordspoint:
Notions (TS20) was formerly a good place to buy herbal remedies, beauty
Ye Olde Bluff Jeweler (TS31), fronting on MacIntyre Path two doors up
aids, and spell ingredients of all sorts. Actually three interconnected shops, from Dragonscale Street. This two-story building is clad in polished white
it’s been firmly shuttered since its anonymous proprietors, who tended to
marble, with a roof of lustrous obsidian tile. Its showroom is as striking as the

118
exterior—and filled with things of beauty. The proprietor, Shorlock Revahl, of plants (that drip incessantly, residents tell me). This mansion has been
is a swift and skilled jeweler who enthusiastically crafts everything from made into elegant lodgings of the most quietly luxurious sort, with ground-
floor stables and laundry and a tiny walled garden out back. Turstos Hengel
small finger rings to elaborate tiaras, working mainly in gold and gems. Many
was an illusionist of note, slain in battle with pirates almost thirty years ago;
wizards come here to custom-order the finest rings, brooches, bracers, and
the like for their use in crafting enchanted items. Shorlock rarely disap- the Ampners took possession of this residence in lieu of Hengel’s unpaid
points, and his opulent living quarters above the shop are adorned with debts to them. Civic officials of high position dwell here, as well as a sprin-
kling of very rich retired sea captains (some of them probably pirates,
paintings, figurines, and full-sized statues of great worth (the work of other
though no one says so). Just down the block, at the comer of Skulls Street
artists Revahl admires, including a Pislewaite original) to prove it.
and Raphiel Road, is the intriguingly-named Talking Skull House (TG3),
Gowntown a newly formed would-be Merchant House that has just taken over the
moribund Abluuder’s Everything Emporium (at one time the Bluff’s largest

O ne of the wealthiest and most important neighborhoods in the Bluff,


Gowntown (named for the many priests who dwell in apartment
houses here and hence are apt to be seen in their vestments in the streets,
store) but not yet been accepted as a equal by the others on the Merchants
Council. Apparently the circle of merchants who own the house sometimes
consult a talking human skull on strategic investment matters. Just who’s
walking to and from temple services) is a safe, heavily-Watch-patrolled skull this is, and what interests it may have, are dark secrets guarded by the
area. Adventurers and others openly bearing arms are few, the streets are merchants—but I suppose it’s as good a way of deciding on investments as
clean, and vendors hawking their wares in the streets are moved along any. Talking Skull House is moving aggressively into the crate, barrel, and
brusquely by everpresent Watch officers. loading-chute business and is reportedly running into ever-stiffer resistance
A logical place to begin any tour is the most prominent building in from the longshoremen on the docks.
Gowntown, which stands near the west wall of the city with a lone, grim Here between the babbling skull and the home for retired pirates, on the
gibbet east of it. This is Hangman’s Courthouse (TG1), named for the south side of Skulls Street, stands a grand, high-gated manor. This is Zor-
now-dead judge whose home and workplace it was. It still serves as the den Hall (TG4), the city residence of the Zorden noble family. About all
main courthouse for this end of the city, and as a Watch barracks and lock- Gowntown ever sees of them, apparently, is their scarlet-topped coach rum-
up. Confiscated property of any value or large amount is likely to be found bling through the gates. If you’re keen-eyed enough—there. Can you see a
here, as are carefully cross-referenced confessions from many years of pris- lone, tiny balcony high on the west wall of the manor? They call it “Weep-
oners and the closest thing the Watch has to a forensic laboratory. A statue ing Lady Balcony,” where a heartbroken Zorden is said to have sobbed for
of Rupert Hangman has been erected in the circular end of the lane imme- four nights running, until a pirate bent on robbery carried her off to a laugh-
diately to the south of the Courthouse. I know it’s a marvelous likeness, but ing life on the high seas. They say you can still see (or hear) her weeping on
everytime I stand near it I get a chill, as if he were looking at me disapprov- certain nights. The tale may or may not be true, but there’s never been any-
ingly. And I swear one time I came by on a foggy night and stumbled over one wailing on the balcony when I’ve been by. A matter of timing, I guess.
the empty pedestal—but if anybody stole it, they put it right back, because On the northwest comer of Hawk Passage and Raphiel Road stands an-
I made sure to check the very next day once my hangover subsided. other miniature castle, this one all soaring towers and frowning battle-
Backing onto this grassy lane and facing Skulls Street are two buildings ments. I’ll tell you a secret: no one is supposed to know, but this is Hawks-
of interest (among the numerous four-story apartment houses). The first of blood Hall (TG5), the “secret” headquarters of the Knights of the Hawk.
these is Hengelhouse (TG2), a stone manor owned by the Ampner noble Impressive, isn’t it? It incorporates stables, armory, infirmary, war room
family that features many stepped balconies and man-sized hanging baskets (with extensive maps of the Bluff, its sewers, the Vast, nearby known mines

119
in the Earthfasts, and identified pirate islands in the Sea of Fallen Stars), an incident many years ago, when a monster of the sort known to sages as an
and dining room. It’s a purely Gowntown joke to say that the Hawks serve “annis” (hags to the rest of us) was caught here by adventurers with several
only raw meat at their tables, though there is an anonymous ballad about grappling hooks and slain while held helpless in their opposing pulls. At the
the Hawks laughing as they devour “the flesh of their foes.” So far as I can southeast corner stands Glimmertree House (TG12), the headquarters of a
tell, the Hawks rather enjoy their ferocious reputation. new and fast-rising concern dedicated to exploiting the timber and ore re-
On the east side of Raphiel Road just doors north of where the Hawks sources of the interior Vast by bringing their hitherto-untapped quality to
roost is the five-story-high, darkly elegant headquarters of Doumath House Sembian markets at prices considerably lower than similar goods gleaned
(TG6). Known for its fine furniture and woodcarving, Doumath (formerly from the Dales or Cormyr. This rapidly expanding house needs more money
“Bentbow House”) is enjoying renewed popularity as merchants grow quickly if they’re to rise to the status of full-fledged Merchant House (clearly
wealthy enough to outfit their houses with furniture every bit as grand as their goal) and is inviting merchants, laborers, and even visitors just passing
nobles own. Naturally, many of the nobles are scurrying to acquire new through the Bluff a chance to become partners in return for their coins. The
pieces of decidedly different fashion, so as to avoid all appearance of being elves don’t like it, of course, and are trying to muster opposition to anyone
“common.” And of course successful adventurers who buy their own stepping up logging in the Vast, saying the region still hasn’t fully recovered
manors or town houses don’t want them to look shabby either; so all in all from the deforestation of orcish days. Could be a nasty feud simmering here;
Doumath is doing just fine—that’s one Merchant House I wouldn’t mind hope it doesn’t break out into open conflict. We’ll see which side wins out:
owning a piece of myself. the instinct to make money or to protect the forests.
On the north side of the same city block, at the southwest comer of the One of the places you can hear all about financial (and darker) dealings
moot of Blacktree Boulevard North and Skulls Street, stands the Ampner- in the city is Phoaraudo’s (TG13), a pretentious but very popular eatery es-
owned manor of Seiringlast House (TG7), named for the mage who built it tablished just before the war on the northwest comer of Amandagar Street
decades ago. Local rumor insists that Seiringlast’s mummified body is still and Blacktree Boulevard North. The decor is neat, even severe, but no such
hidden in some secret passage in the manor, the victim of one of his own restraint is manifest among the customers: the middling merchants and
traps . . . and that his ghost wanders the place seeking certain items from overstuffed priests come here to talk, talk, talk. Lazy, often invisible service,
time to time (in particular, when a chess-set is moved from its customary outrageous prices, and downright sneering on the part of the staff are all
table). The Ampners never found any of the fabled magical treasure said to meant to put you in your place and make you grateful they condescend to
be here, nor any sign of secret passages, but tenants of the apartments that let you in the door at all. If you can swallow all that (I can’t, frankly), then
now fill this soaring five-story building sign lease agreements in which they the food’s excellence redeems all: golden shrimp, lamb to die for, delicate
promise not to break open or alter in any way any floor, ceiling, or wall. The shredded pig’s ear, poached pear savories, quail in a spicy sauce, and the
chess set remains in the lone Ampner suite, covered with dust. From time daily special, which is always worth investigating.
to time, its pieces move, as if two unseen masters were enjoying a game . . . See that truly massive building—a dark stone pile that thrusts a glitter-
On the northeast comer of Raphiel and Skulls Street stands a Ravenian ing row of four bay-windowed enclosed balconies out over Turnhelm? This
institution: Glar Maru’s Golden Palace (TG8). I love this place! Four vast is the headquarters of the Vespers Merchant House (TG14), elegant deal-
(and sagging) floors crammed with just about anything non-perishable that ers in luxury goods. Note the sign thrusting up from the flagstones by its en-
a man with coins spilling out of his purse might want to buy, this store deals trance, displaying only a glossy obsidian square inset with a single fist-sized
in everything. There’s an entire room devoted to worn or no-longer-fitting- diamond (actually faceted quartz lit from within by a minor enchantment)
their-owners priestly vestments, and another of out-of-fashion gowns. This in the upper right corner. That’s “the Sign of Vespers,” a little hallmark
is the place to come if you want to choose a metal mixing bowl from the they put on everything they sell as a mark of quality and status symbol;
largest array in the city (eggcup size to one a fully-armored knight can re- that’s a real diamond inset in the upper right corner. Here you can find crys-
cline in) or buy a stepladder. This is the place to sell (for coppers, I fear) old tal glassware, silver dishes, and accoutrements of the finest, most spectacu-
fixtures you don’t want—so you can buy someone else’s far more interesting lar, most expensive make. Nothing is understated, nothing is too practical.
old fixtures to replace them! That room over there is almost entirely filled They have over two hundred items to squander a fortune on if you are so in-
with spoons. The gently smiling old Tashlutan mage Glar Maru sits by the clined. The staff makes house calls on interested nobles by appointment, in
entrance and watches the world sweep in and out past him. It’s said he closed coaches, to mount private showings. Thieves are warned of vigilant
sends spiders to spy on those he suspects of stealing from him; spiders whose guardian mages and trained stirges.
bite can paralyze, to allow an unhampered and still smiling Glar to select Across the road, on the northwest corner of the same intersection,
appropriate compensation from the goods of those who’ve stolen from him. stands the gutted shell of the Ravens Bluff Hall of Records (TG15), its re-
Across an alley from the back of the Golden Palace, fronting on Black- building delayed while various merchants vie with one another to purchase
tree Boulevard, stands the famous Golden Rooster Roost (TG9), separated this prime location for another luxury apartment block. In the meantime,
from the Rooster Fitness & Training Center (TG10) only by an alleyway the Watch is kept busy chasing homeless vagrants out of the scorched cel-
that many a Rooster has stumbled across, yawning and perhaps staggering a lars and ruins—and report an astonishing number of surreptitious meetings
bit, to start his or her day. The Roost is a palatially appointed inn open only in the burned building between Ravenian lovers bent on assignations, mer-
to Knights of the Golden Rooster (its lobby is all seamless acres of red car- chants wanting to make private deals, and adventurers on dark intrigues.
pet and more glittering chandeliers than I have fingers), but the Fitness & Not far away, fronting on Westwall Way North, stands the massive pile
Training Center can be used by all knights who at one time or another have of Marlinspire Manor (TG16), the Ravenian seat of the Indemmer noble
belonged to the Golden Roosters. As such, the street outside is often busy family. That forbidding curtain wall (rising a mere handspan out from the
with square-jawed, clear-eyed, hard-striding men and equally impressive building itself but soaring a good thirty feet up) is topped, at each support
trim, fit, capable women, all carrying large duffel bags full of armor and pillar, by a sculpted leaping marlin. Between the marlins exists some sort of
weaponry as if they’re hefting a few loaves of bread. Odd how many ladies defensive magical ward that sends thieves falling back, stunned, to the
and gentlemen find some reason to stroll idly past these buildings while the ground—I know; I’ve seen it. They lie there and twitch a bit, then get up
Roosters are out going through their paces and working up a sweat. Perhaps and run off as if fiends were nipping at their heels. Stables, coach storage,
they’re merely thieves lusting after all the gold leaf that sparkles on carved and all exist inside the manor, reached by great gates that face down the
roosters all along the rooftop parapets of both buildings. spur alley that connects with Taloss Street. The Indemmers entertain often
In the middle of the next block north along Blacktree stands Palraedi- in a quiet sort of way, but the neighborhood sees and hears little of the rev-
nor Manor (TG11), named for the noble family whose city residence it is. elry inside this fortress of a house. That’s for the best, perhaps.
Made of blue stone with round-topped windows, it's often a blaze of light In the next block up Westwall, at the southeast corner of its encounter
into the early hours but rarely the site of revels or other noisy events. If with Cylyria Street West, stand the most ambitious of the Ampner manors-
you’ve got some boring war story to tell, this is the place to tell it; Lord Pal- turned-apartments: the twin granite piles of Windstand House and
raedinor and his son love that sort of stuff, and his two youngest daughters Rashala’s Towers (TG17), whose uppermost two stories (the fifth and
eat it up (the eldest daughter, Lady Taerimel, is more to my taste; I always sixth) are linked by a two-floor bridge of suites that I certainly wouldn’t
get the impression that she’ll scream if she hears one more war story, but want to live in-offering, as they do, a long fall onto the neat shade garden
somehow she manages to control herself). beneath. Rebuilt by the Ampners as rental apartments, they were formerly
The six-way intersection we’re standing at now, where Amandagar separate manors. Rashala’s (the westernmost) was a decaying Ampner resi-
Street, Fire Lane, and Raphiel Road all cross, is known as “Haghook” from dence, the longtime home of crusty old “Aunt Rashala.” Windstand be-

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longed to the Eldermore noble family until Lord Ampner won it in a gam-
bling game—and discovered it to be crumbling even more than Rashala’s.
The apartments here are smaller than in most other Ampner apartment
houses, home to many an unmarried knight, mid-ranking civic official, and
senior Watch officer. More than one tenant has fallen to a bloody death
through various secret trapdoors in the underside of the bridge—with the
inevitable suspicion of foul play clinging to the tragedies.
The next building east along Cylyria is Yarnar Close (TG18), the
Ravenian city residence of the Yarvandar noble family. Those magnificent
relief carvings of knights on rearing horses stretch along the front of this
four-story hall, riding endlessly east. See that statue of a warrior, leaning on
his spear and staring grimly across Cylyria at the blameless apartment blocks
on the other side, that stands guard at the entry gate? It’s known as The Vig-
ilant Ravenian, sculpted by the notable local carver lndrii (dead now some
two decades). Connoisseurs considered it a masterpiece, I’m told—and proof
of its value lies in the fact that would-be thieves are forever trying (and fail-
ing) to carry it off. At least two have died in the process when the statue sud-
denly toppled over and crushed them. It’s made of some dark, mottled, and
unidentified stone that resists all attempts to break it, whatever the im-
pact—how Indrii carved the stuff is anybody’s guess.
Our tour of Gowntown ends at the southwest corner of Cylyria and
Blacktree, where this elegant brownstone serves as headquarters of Telsark’s
House (TG19), its large windows a-glitter with the latest oversized fashion
jewelry from lands across the Reach. This Merchant House—or rather, its
dashing owner—is rapidly becoming something of a legend in Ravens Bluff,
as everyone watches to see what Auglustor Telsark will do next.

Market District
T his is the most unusual district of Ravens Bluff. It exists more as a tax
delineation than anything else—but what an effect that designation
has had! Picture just eight city blocks full of decaying warehouses and nar-
row tallbrick city homes, now just shells in which each room is rented by a
different vendor. It’s as if half the vendors and hawkers from the old tent
city came inside the gates and seized vacant rooms in abandoned buildings you know). Its many-windowed front walls slant inwards to an arched entry-
. . . because that’s more or less what happened. way in a welcoming manner—once kept clear of intruders by De Sheers
Now, Market District never sleeps. By the light of its lamps, shining out guards, but now the site of a welter of vendors’ stalls. Threading through
of the glassless windows onto streets full of refuse and hurrying shoppers, all them, we reach the doors of Beldrid’s House (M2) to find the same flatly
manner of goods change hands, from live beasts to roofing tiles, from sal- menacing guards. This isn’t all that surprising; Beldrid Mlurkyn invests heav-
vaged tomb goods of far lands to the latest lurid books from Sembia. You ily in small trader shipping (that is, goods that cross the Reach in fishing
can find almost anything in the Market, if you search long and hard boats and old, small ships of all sorts) and has constant run-ins with pirates
enough. Why, I once found . . . but never mind. Young Ravenians come that have escalated almost to the point of a private war. He’s forever hiring
here by night to stroll and gawk at jugglers, sword-swallowers, rope-walkers, bands of Ravenian adventurers to go pirate hunting for him, letting them
palm readers, and of course the wares for sale in a thousand little stalls. This hide aboard his vessels that deliberately stray into known pirate waters, only
is the neighborhood to come if you need a copy made of a favorite object— to give any pirates who take the bait a nasty surprise (preferably of the “fireball
either a quick, cheap more-or-less match (to replace, say, one of a pair of in the sails, wall of fire along the decks, watch her bum” variety).
vases) or, if you have the coin for such masterly work, a copy that looks so Let’s walk around the outside of the Market, along Cylyria west to Black-
exact that an expert would have to test it carefully to know it’s not an orig- tree, and north up Blacktree to Sylgarth (the northern boundary of Market
inal. This is the only area of Ravens Bluff where you’ll see lots of graffiti District). In the southeast comer where Blacktree and Sylgarth meet stands
(and pasted-up handbills, sometimes dozens thick) on building walls, and the most distinctive structure hereabouts—four huge stone towers that soar
also the only area where snoring citizens just lie asleep on the pavement, eight or nine stories aloft and hold something massive, rust-streaked, and
with no pretense at finding proper shelter. dome-shaped between their peaks. Quite a sight, isn’t it? This is Purtil’s
There are, of course, few features of permanence in this sort of neighbor- Tower (M3), Ravens Bluff’s original water tower—a clever idea whose de-
hood—but I’ll lay those scant few landmarks before you. Standing on Cylyria signer was a shy and stammering wizard who has long since left the Vast for
Street West just east of DeVillars Ride is a large, bar-windowed building that a safer life in Cormyr. Circular stairs in two of the four pillars link the lofty
offers stony-faced guards, their arms crossed and their weapons ready, to any- dome with the ground. You can’t see it from here, but this stout structure
one who rushes in through its doors looking for bargains. This is the head- sports a griffon landing-pad on its roof, with two mooring-masts for use by
quarters of The House of Cloevaerus (M1), importers of clockworks, lock Halruaan skyships. Since the tower was built three decades ago, such vessels
mechanisms and catches, and similar exacting Gond-blessed assemblages. have used the masts exactly twice. If the safety of the city and us all didn’t
Cloevaerus is struggling a bit under fierce competition from the existing hang in the balance, I’d appreciate these rare visits all the more—the reac-
houses (notably Firestorm House), but so far his extensive Sembian connec- tion of our local mages when the Halruaans came drifting down out of the
tions have guaranteed his survival—if he can’t make coins enough with these sky to shop (using feather fall spells to avoid climbing down the tower) was
goods, he’ll either merge with Firestorm House or shift to something else. His comical to see. Everyone rushed to ready their most powerful spells and
offices stand four stories high, and the uppermost is where he lives and has puissant enchanted items—and then, whistling, strove to look both ever-
opened some sort of private club, the Gehern Cibus. I hear it’s some kind of so-casual and yet alert, mighty mages at the same time. I’m sure the Halru-
restaurant, but I’ve never managed to wangle an invitation. Someone told me aans were hard put not to laugh.
in whispers that she’d seen outlines that looked like illithids at its windows Walking east along Sylgarth Street we cross Manycoins Way, and on the
after dark—but an illithid restaurant? In the heart of Ravens Bluff? Some ru- southeast corner of that intersection find the building in Market District
mors are so wild, even I can’t believe them. most visited by those who don’t like to shop in such grubby, unsafe chaos:
Across DeVillars Ride from this den of mystery stands another grand Nodder & Sons Safe Storage (M4). Like Davy’s on the waterfront, this es-
building, this one a former nobles’ manor (once owned by a now-extinct tablishment offers lockable rooms and cubbyholes for long- or short-term
branch of the De Sheers family—they have a habit of killing each other off, rental, provided what’s stored isn’t flammable, leakable, or alive. The build-

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Uptown District
Torchtown
A lthough the boundaries of what is officially Uptown have become
much less expansive in recent years, this particular neighborhood
hasn’t altered in size or extent. It has, however (thanks to the influence of
the adjacent Market) altered considerably in character and even name.
Formerly known as Urngaff, after a colorful local pirate who brawled and
wenched his way to a bloody death here in the early days of the Bluff, this
area became Torchtown after the Market soared in popularity. The name
was born of the fact that this was the one area of the city (fairly isolated, be-
yond the Market) that the government allowed to become a never-sleep
trading area, a sort of overflow from the crowded vendors’ stalls. Like the
Market District, it’s been overrun by many vendors displaced from the now-
vanished tent city that used to stand just outside the city’s North Gate.
Torchtown has continued to evolve, with the many small market booths
and stalls along the nameless lanes in the northwesternmost comer of the
city being rebuilt into small cottage residences. These tiny dwellings are
much loved by halflings and half-elves, who can be found here in large
numbers. The northern half of Torchtown has become a place where inde-
pendent (guildless, or even guild-defying) craftfolk dwell and work. This is
where books are copied and sold, seamstresses ply their trade, and cobblers
make and repair boots and shoes. Counterfeiters and forgers dwell here in
numbers, and the authorities largely turn a blind eye. Even many longtime
Ravenaar seem to forget that Torchtown exists (except as a name), and it’s
hard to find someone here unless given directions beforehand—most locals
innocently reply “don’t know” when asked where other folk live (even their
next-door neighbors).
The casual visitor won’t find many landmarks among the picturesque cot-
tages (which must be cold indeed in winter; I suspect delivered-to-the-door
firewood would be a valuable local currency during the snowy months).
Abandoned buildings quickly disappear in cold months and are just as
quickly rebuilt the next spring. Let’s begin our tour coming in the North
ing is of stout stone, with very few burnable furnishings or trim, and boasts Gate of the city—good afternoon, Captain Hervor; I see you’re looking
a large and well-armed garrison to discourage thieves. Most of the turnkeys lovely today, as usual. Who? . . . oh, just a friend. Now, the first site of inter-
know all of the customers by face and name and will challenge strangers est we come to on Manycoins Way, a door shy of Vesper Way, is the offices of
using keys to get into storage areas. Ways Unknown (UT1)—that stout, one-story building with a thatched
At the far comer of the same block (the southwest comer of the meeting roof and a small tower jutting up from its south wall. That tower’s just tall
of Sylgarth and Moorland) stands an increasingly well-known landmark of enough to afford a view of the countryside over the city wall; it was com-
the Market: Mad Dolphin House (M5). It’s an untidy barn of a building mandeered by the army in the late war as a watchpost. This is the home and
that acts as a pawnshop for large items—coaches, household lots of furni- office of a veteran guide, the unexcitable half-elf Eryn Lashir, who charges by
ture, even full-sized fishing boats (which hang from the rafters in massive the mile and is willing to accompany adventurers on expeditions.
cable cradles). They recently opened an eatery from which folk can view A few strides farther south along Manycoins Way is Hogs Head Hall
these wares. Strong beer is the mainstay of a menu rooted in gleanings from (UT2), the headquarters of the Fellowship of Herders and Butchers. The
extra cargo and burst barrels, so offerings are apt to vary. The marinades on guild maintains a school of carving, smoking, and dressing here, so the place
platters are good enough, but the jellied eels too sweet. The berry mashes is apt to exude a variety of strong stenches, but the fats and bones are
are nothing short of a triumph, but dried rothé (prepared as rations for the shipped outside the city for rendering, and guildmembers are careful to sluice
campaign against the Tuigan horde) has the texture of boot leather no mat- blood running out into the street down the nearest sewer grates with buckets
ter what’s been done to it since. Mystery meats on skewers make one won- of water. When smoking is going on the aroma is wonderful, but the imme-
der about missing dogs and where all those caught rats go to . . . It’s food, diate vicinity isn’t beloved by those with sensitive noses or stomachs.
but that’s all. Continuing south, two doors down we come to a large (six-story) ware-
Perhaps the only visually distinctive landmark in the heart of the Mar- house of fairly new construction. It stood empty for some years after the
ket is The Belltower (M6). This is now the home of an adventuress named failure of the South Sea of Fallen Stars Trading Company, its builders, but
Elvira—no, not any of the ones I’ve referred to so far; there are half a dozen has recently reopened as the headquarters of The House of the Black
or more ladies of that name in Ravens Bluff; “Shadow” is the only name Flame (UT3), which is specializing in clothing, food, and exotic weapons
more popular among Ravenian adventurers. Anyway, the Belltower was for- from far lands. Yet another newly formed merchant consortium, the Black
merly part of a now-vanished temple of a cult that worshipped creatures of Flame also own the square three-story stone warehouse across the alley (yes,
the deep seas. The only surviving influence of this cult that I know of is the that one; it fronts on Sylgarth Street) and are engaged in ambitiously sell-
curious Ravenaar custom, when certain whales or monster-sized sharks ing their wares all over the Bluff.
Torchtown contains one hidden, purely local street, only a single block
wash up dead on the beaches, of carrying the stinking, sometimes block-
long: Dalton Drive, which links Sylgarth with Broken Bit Lane. On the
long carcasses through the streets on the raised hands of hundreds of citi-
zens, whilst everyone hollers and sings and generally carries on. This win- northeast comer of its meeting with Broken Bit stands The Cup of Coins
dowless square tower, built of stout stone much splattered with guano from (UT4), headquarters of the Merchants Guild; a three-story red brick building
birds roosting in the cupola, is certainly secure against most intruders, but I whose uppermost floor sports a balcony where members can often be seen
can’t help thinking it must be truly dark and forbidding inside. It’s said to conferring, tankards of beer from the guildmembers’ bar inside in their hands.
Since the war, Ravens Bluff seems to have surged forward in both pros-
have a trapdoor exit down into sewer passages. The tower leans slightly, but
perity and the hunger and drive of its entrepreneurs; this neighborhood is
the bell still sounds from time to time; I assume Elvira uses it to signal some-
one elsewhere in the city in a most public of private communications. home to the headquarters of yet another prospective Merchant House. This
one is Four Anchors House (UT5), found in the former Jaladoss mansion
on Cylyria Street, one door east of Westwall. The Jaladoss family were cruel,
greedy, arrogant, feud-loving, and much-hated nobility who were killed off
in wars with the De Sheers just before Lady DeVillars sponsored the
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Championship Games. The mansion stood empty for a long time and still the shaft, he starts pulling winch levers and letting the chained boulders fall.
hasn’t been fixed up much; the statues out front are still shattered, armless Any one of them can crush a man; three can more or less fill the shaft
stumps, and there are still reportedly holes in its roof that allow flooding of against the intrusion of anything larger than a ferret, and the fourth and last
the fourth floor whenever rains fall. Four Anchors invests in shipping afloat has been carved to fit the shaft walls with about an inch of clearance, acting
and seem to be doing quite well—but I’ve heard from several old salts the as a perfect plug to the passage. The sage also owns a ring of lightning (like the
strong suspicion that the Anchors are backing certain Inner Sea pirates, wand, but usable by wearers of any class), and the passage runs straight far
while pretending not to. I must add that this is a dark rumor that’s been enough that Malgaris can stand at the bottom of the shaft and effectively
tacked to the hides of other folks before—not always with truth. clear about half the passage with it.
The last and most interesting site I know of in Torchtown is The Quiet
Mind (UT6), the abode and workshop of the independent (guildless) sage
Malgaris. This tall, bony, fascinating man seems to collect orphans, who dwell Sixstar
with him here in happy chaos and will spy for him or hurl weapons to protect
him with fierce enthusiasm. Malgaris is officially an expert on Faerûnian weap-
ons, with a specialty in metal-bladed weapons. Show him a fragment of a
O ne of the two luxury neighborhoods of the Bluff (Tentowers is the
other), Sixstar is named for the intersection formed by the meeting of
MacIntyre Path, Broken Bit Lane, and Fire Lane, It’s a place where young
blade, and he’ll tell you its age (always), what sort of a weapon it came from, nobles in their finery have congregated to strut and stroll for two genera-
how it was made and used, and (probably) who made it and where. Unoffi- tions now, and the tradition seems firmly established.
cially, Malgaris keeps track of the ever-changing fortunes and careers of all ad- Sixstar is an area of three- or four-story narrow, long houses, all belong-
venturing bands (not individuals) operating out of Ravens Bluff, including ing to folk of wealth. There are a few businesses (mainly of the office sort),
their fates, their successes, and their unfinished business. Some find this touch- a few nobles’ houses, and a lot of genteel quiet. Adventurers who draw
ing, but actually he just wants to know where all their weapons wind up. swords or make noise in this part of the city will find thin-lipped Watch pa-
Come closer, and I’ll whisper something not everyone knows but that trols converging on them in a hurry. Sometimes these are aided by the ex-
might prove a lifesaver. Malgaris makes a lot of gold on the side (typically tremely well-trained war dogs kenneled at Redspires House, which we’ll be
250 gp a trip but sometimes much less if he’s sympathetic to the “customer”) getting to soon. Those dogs can be successfully commanded to attack just
smuggling people out of the city. You see, his cellars have a rather special fea- one particular person out of an angry crowd, or immobilize without harm-
ture: a tunnel under the city wall and out into the countryside to the north. ing, or hamstring someone trying to escape, or maul without slaying; they
The tunnel rises up into a huge old hollow tree in the woods, well to the can be called off with just a whistle. I understand that “maul without slay-
northeast of The Quiet Mind, and is guarded against casual intrusion by a ing” are their standing orders regarding intruders into Redspires, but I’d just
stuffed mind flayer head, mounted on an archway where the steps down from as soon not put it to the test.
the tree become a horizontal passage, and flanked by three sprawled human The outstanding feature of this neighborhood of the city is, of course,
skeletons. It’s a route for folk needing to leave the city undetected in a hurry, Lake Christina. Let’s begin northeast of it, at the largest building in Sixstar,
but Malgaris makes it clear that he won’t allow anyone to use it on a regular standing among impressive gardens approached along an avenue of
basis; it’s for emergencies only. He frowns on attempts to use it as an en- duskwoods. This is the Raven Museum (US1), usually called just “The
trance to the city and has the means to turn away unwanted visitors. I only Museum.” Visitors expecting to see grand displays will be disappointed, al-
know of one trap, but I’m sure there are more: the tunnel ends in a vertical though the lobby does have several dusty bell-glass display cases in which
shaft up into the sage’s cellars, and he keeps four large boulders suspended in dragon talons, old fragments of armor, and crumbling parchments can be
chains above the shaft. If he doesn’t like his interview with someone trying seen, commemorating the early days of settlement near the Fire River and
to get through the alarm-gong-protected wooden trapdoor at the bottom of the founding of Ravens Bluff. The primary purpose of the Museum was to
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From the south, the Museum is approached along a leg of Vesper Way;
where this arrow-straight stretch of road meets with Falyern Way stands a
grand wooden mansion, with attached stables and a fence. This is the main
abode and base of operations of the Armor & Vengeance band (US2), one
of the most successful Ravenian adventuring groups. Strangers are seldom
invited in for tours.
The same unwelcoming attitude prevails at Redspires House (US3),
the city residence of the Cathone noble family. Protected by trained war
dogs and armed servants in livery, this red brick and sandstone-block manor
house rises from the shores of the lake amid rolling lawns filled with shrub-
beries. In the old days, the trick to not having a loaded crossbow leveled at
you when you came calling was to arrive wearing a sneer and gilded finery
in a coach accompanied by at least a dozen mounted servants. I’m told by
those who have attended dinners and revels therein that tall oval windows
afford lovely views of the lake, and that tall thin paintings hanging on the
walls contain figures that move about by means of enchantments—intrud-
ers sucked into the paintings, one smirking Cathone claimed. Nowadays
the family, or what’s left of it, is in mourning; the unlamented Lord
Cathone was poisoned just before the war and three of his heirs died in the
field, Only the two youngest daughters remain, the one a wild revel-goer
and the other crushed down by the disasters that have befallen them in
such quick succession.
Across the lake, on the easternmost block of Sylgarth Street, stands the
larger, grander granite bulk of Anglund Hall (US4), city seat of the Em-
merdin noble family. Purchased from a cadet branch of the De Sheers some
decades ago and redecorated with royal blue tapestries throughout, it’s a
grand old house that local citizens strolling around the lake on warm
evenings stop and stare at in smiling contentment. It contains a full-sized
great hall that can host balls, feasts, and plays moved bodily from the
Ravens Bluff Playhouse for a few private performances before “Lord Em”
and his guests and family. Redspires may have its war dogs, but Anglund
Hall has a lion as its prowling guardian, as well as two pegasuses . . . pegasi?
. . . you know, those winged horse things—who have the run of the gardens
immediately to the north of the manor.
Ahem. Moving right along . . . Stormgables House (US5), seat of the
Daradusk family, stands on the east side of Lamorgyr’s Ride, at the comer
where it meets North Road. It’s larger than Redspires and Anglund Hall put
together, taking the form of a walled castle whose two main towers rise seven
stories into the air. This is partly good defensive sense, given the proximity
of that tor (or rock spire) immediately to the east, and the end of any real
city defenses at this point—but it’s also rooted in the sheer desire to impress.
It works for me at any rate; I can’t fail to be awed when I turn in at the
frowning gates and am met by servants in silvergilt plate armor. Magnificent!
allow the guilded sages to clear enough papers out of Oldover House to From that height, we might as well plunge into the mercantile heart of
have space to interview clients and to take notes—and to move enough Sixstar. Proceeding west along North Road (which runs just inside of the
civic records out of various government buildings to let government offi- city wall) to O’Kane Court, we turn south, to reach “the Splay,” an intersec-
cials find their desks again. Behind all that clutter, however, it’s actually tion where O’Kane Court splits into Dagger Street (which runs for a block
quite an interesting house—I understand it was once the headquarters of southeast) and Fire Lane (which cuts southwest almost clear across the city).
the Four Ravens thieves guild decades ago, and the walls are supposed to be In the angle of the Splay between Dagger and the eastern leg of Sylgarth
full of secret passages no one has ever been able to find. Street stands Malabaerthum’s House (US6), a three-story dark stone wedge
Nowadays, as you see, it’s essentially a great big house crammed with of forbidding hauteur. This is the headquarters of a merchant group that has
rooms and rooms of more-or-less organized files. It has artifacts on display, been slowly building its power and reach for many years, encountering many
yes, because the justification for the founding of the Museum was that all setbacks as orcs and other forces have interrupted commerce in the Vast.
such space-filling material be transported from various elsewheres to here, Nurnarium “Nurn” Malabaerthum specializes in mounting fast caravan runs
to a central “preservatorium” of Ravenian history. Stored here are tax all over the Vast, from Mulmaster to Procampur. The rigors of winter travel,
records more than a decade old, city agreements and contracts of similar brigands, orcs, and other monsters often leave him in need of adventurers
vintage, and all official correspondence. Here are copies of births, deaths, and other expendables to help guide and guard caravans.
burials, anointings, and weddings, furnished by the various city temples Across the road from Malaberthum’s, in the southern angle where Dag-
(who also, of course, keep their own records of these events). Here are ger Street and Fire Lane meet, stands Smokeflower House (US7), head-
copies of all the records of the knightly orders, and what few records guilds quarters of a thriving Merchant House that ships all sorts of goods back and
have been willing (often under great pressure) to make public. Here are forth between the Bluff, Tsurlagol, Procampur, and Altumbel. Some are be-
maps of the sewers and water lines. Here are reserve copies of deeds (to ginning to whisper that its ships make regular stop-overs in the Pirate Isles,
guard against fires—lucky precaution, that, after the fire that burned down which naturally arouses suspicions. Such rumors are bolstered by the everp-
the Hall of Records) and neighborhood planning maps; here are records of resent vigilance of those armed guards, whose presence in turn makes the
all dead court cases. In short, it’s a mountain of documentation that it takes Watch suspicious. Several surprise inspections of the House have been or-
a sage or city clerk to find a way around in; anyone else trying to find out dered in recent months and turned up nothing. Despite complaints from
something specific will require expert guidance or months to search. Ad- Smokeflower about “out of control, overzealous blood-hunting” Watch offi-
mittance is 2 gp per day. The Museum sells writing paper, quills, and inks cers, look for more inspections to occur in the future.
and even rents out the services of a scribe or of a librarian to locate or copy A few doors down from Smokeflower, on the northwest side of Fire Lane,
documents—but the fees aren’t cheap. Nevertheless, to those who know stands Seekers’ Guildhall (US8), headquarters of the Diviners Guild. A
how to find things, the Museum can answer many questions about the city serene, quiet, plain building of gray stucco over sandstone brick, it offers
and the doings of its citizens. only a simple house-sized door and a brass nameplate to the world. Those

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who enter must walk down an entry corridor whose walls bristle with the intimate gift here. And I’m not the only one; a surprising number of male
tips of wands that I’m sure can do all sorts of unpleasant things if even a few buyers find time to drop by to watch the models display the latest Nightbird
of them are real. Whenever I go in on business, I smile a lot. gowns. Where they find such lovely ladies I can’t imagine . . . but I’m glad
Hidden (deliberately) from public attention beside the city wall, in the they do. The ladies sometimes agree to act as escorts to single men who
southwestern corner of the meeting of North Road and MacIntyre Path, need a partner for some revel, thus insuring that the man they accompany
stands Longbottle Hall (US9), the Ravenian residence of the noble family will attract attention when the pair of them make an entrance.
of the same name; both Lord Calvin Longbottle and his brother, the Regent On the southeast comer of the same block, fronting (since recent reno-
of the Harbor, live here. I’m sorry we can’t go inside this long, narrow gran- vations) on both O’Kane Court and Falyern Way, is one of the best inns in
ite building; it’s furnished and laid out as if it were some sort of giant ship. Ravens Bluff: Volodar’s Stardust Inn (US17). Expensive but worth it, this
Not a manor house for those who like lots of space to swing about in—but luxurious establishment features a casino, a dining room, and a nightclub
probably a thief-frustrator’s dream of secret compartments, hidden passages, (with jugglers, comics, minor mages, dancers, and sword-swallowers as enter-
cubbyholes, and so on. It does have a long gray corridor hung with alternat- tainment). The owners, Volodar and Meroflede Celdonmen (a dapper elven
ing mirrors and candle-sconces, so that there’s a flickering candle on one fighter/mage retired adventurer and his human druid wife) are fair and at-
wall reflected in a mirror right across from it, and then a candle on the wall tentive to detail—the casino is straight, the food served is only the best (a
beyond the mirror captured in a mirror on the opposite wall, and so on; full range menu, from delicate roast quail on almonds to mock-turtle “on the
walking along it gives me a feeling both eerie and stately, as if I were walk- shell”), and the wines and spirits are superb; Volodar is a connoisseur. If you
ing to some sort of genteel doom. have enough gold, this is possibly the best place to stay in all the Bluff.
A block south of noble gloom and doom stands The Shod Talon Returning to the lake along Falyern Way, it’s a quick walk north along
(US 10). This formerly rundown inn and tavern has been rebuilt since Lamorgyr’s Ride to the last noble residence in Sixstar: Seabreeze Hall (US 18).
long-sundered kin of the owner, Voron Orama, arrived in Ravens Bluff and On the east side of the Ride north of the Cylyria dock, this coldly ornate house
sought out their relative. The one-armed innkeeper now has a gleaming of many tiled terraces and round windows flanked by scrollwork stone carvings
metal arm that he’s still learning to use (with some degree of deftness but is the Ravenian seat of the Gultoss family. It hosts its share of revels—but no
still the occasional mishap) and has remembered how to chatter and smile more than its share; the Gultosses are rather reserved, for nobles.
again. Since peace returned to the city and the rebuilt Talon reopened, A long block up the Ride stands our last site of interest in this tour:
elves and half-elves have flocked to the place of evenings for drinks, talk, Maercrossan’s (US19), a recently-opened riverside restaurant that has be-
and dancing-or to stay when visiting the Bluff. Humans and halflings are come a favorite of local residents. Situated with a pleasant view of the lake,
tolerated in the Talon, but most will feel more comfortable elsewhere. The this dimly lit, quiet, carpeted hall of many booths and private alcoves is
other Oramas have purchased the long-vacant Rundelstones Manor among the most exclusive (and expensive) dining establishments in the
(US11), that large building across the street and two doors to the north, Bluff. Jeweled elders and lovely nobles preen and murmur as their fare is
facing the end of the western leg of Vesper Way. I hear they’re planning to wheeled in gilded carts across deep carpets by smartly attired staff. Dark
turn it into tree-filled elven apartments but have done nothing yet. They wood and decor falsely suggests tired grandeur, but the food is good—fruits
want to purchase all of the buildings around first, demolish them, and plant from Unther in brandied cream, sea bass slathered in roast almonds and
a small deep woodlands park on the cleared ground. Knowing Ravenian mushrooms, and tiny wines.
politics and land dealings, it’s a good thing that elves live a long time.
O’Kane Court resumes its southwards run from Broken Bit Lane. Two Tentowers
doors down from that intersection, on the west side, stands The Sparkling

T
Edge (US12); a modest, one-story gem shop whose proprietor, Oscar Ker- his neighborhood was named by an unlettered visiting warrior whose
lin, is a fair trader and expert appraiser who asks no questions about where skills at counting were of the “one, two, many” school; he could about
stones came from. Visiting gem merchants can stay the night here in quite manage eight towers, and knew that ten was somewhat more, so “Tentow-
comfortable rooms and be well fed in the bargain. ers” this richest of Ravenian neighborhoods became. There’s so much to see
The next block to the southwest holds the local office of the Red here (and many a Watch constable to hurry us along, practically striding at
Ravens firefighters (US13), fronting on MacIntyre Path three doors down our elbows, if we doesn’t look sufficiently rich and dissipated) that I’d best
from Palamaetyr Street. Some say it should stand farther west, to be even plunge right into it and give you the swift tour. Got your breath? Right, we’ll
closer to the only habitual source of heat in the neighborhood: Balathorp begin in the trees east of the end of Turnhelm Street, right out on the city
Towers (US14), seat of the Balathorp noble family and home to a seem- limit. This lovely glade and round earthen house mark the beginnings of
ingly endless round of parties. To cut down on noise complaints, Lord Mellisa’s Glade (UT1), where our emerald-eyed druid who was until quite
Balathorp purchased all three buildings that adjoin his home and gutted recently Lady Speaker of the Advisory Council dwells, working to found her
their ground floors to serve as stables space for the coaches and conveyances own grove. Beautiful, isn’t it?
of his party guests, linking all of the buildings on upper floors to give guests As we step back out of the quiet, you’ll probably notice some men with
more places to play—or collapse, exhausted, and sleep until morning. Sev- crossbows; the Watch is always vigilant. Don’t wave too suddenly. As we
eral incidents with thieves taking advantage of the sprawling Balathorp cross Hearthston Hill and start down Turnhelm, this building immediately
complex to prey on snoring or drunken guests showed Lord Balathorp the on our left, on the southwest corner, is Blacktree Manor (UT2), the city
need for a private garrison of thieves of his own—who get paid bonuses residence of the noble family of that name. Don’t even get me started about
whenever they capture someone trying to steal something. They’re not his Field Marshalship Lord Charles Frederik Laverne Blacktree the fourth;
above planting evidence, dexterously slipping the goods onto someone’s what Lady Katharine sees in him I guess I’ll never know. Now we turn down
person as deftly as they might otherwise extract them. Their unhappy vic- this first alley, to where it meets Falyern Way. That comfortable-looking
tims can face civic justice in the morning or agree to do an under-the-table house on the corner—the one with the balconies held up by live
task for Lord Balathorp instead (usually spying on a business rival or foe, duskwoods, yes, and with the vines all over everything—is the home of the
with full permission to enrich themselves in the process). The Balathorp elven warrior Ehrendil (UT3). We’ll go west on Falyern, now, and this
holdings now extend throughout all but the most southerly pair of buildings large, black-marble-clad— well, palace —is Sablegarth House (UT4), where
in the cluster bounded by Fire Lane, Moorland Ride, and the alley that the Hawkdragons live when they’re in town—which isn’t nearly often
links the end of Cylyria Street East with Manycoins Way. enough to my tastes.
Not far down Moorland Ride from all the revelry is The Hall of Five Don’t lag behind; we’re being watched. Turning back south on Boulder-
Arches (US15), the large and impressive headquarters of the Builders grinder’s Way to Turnhelm again, we’re facing two more nobles’ houses: on
Guild of Ravens Bluff. Known as “Tall Hall” because it rises six stories the southeast corner here, with the rose-hued marble pillars, is Rosepillars
above the street, this edifice was built to display the skill and wealth of (UT5), the city home of the Skyhawks, and across the road, on the south-
guildmembers, sporting relief carvings of roaring lions and soaring ravens west corner, is Fireflagon Hall (UT6), seat of the Quelemters. Be warned;
everywhere; one observer commented that it looked like “a building strug- they don’t get on—the Quelemters are too bizarrely frivolous and the Sky-
gling to free itself of a bad case of stone warts.” hawks too serious. Let’s turn west on Turnhelm here; notice that all around
The next block to the east holds another Merchant House headquarters, us are grand homes, some of them split into apartments—but these’ll be
and a personal favorite of mine: Nightbird House (US 16). Run by women, luxury flats, each one filling a floor of the house. This is the most expensive
for women, it specializes in alluring garments of all sorts; I often pick up an neighborhood in the Bluff, bar none.
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As we cross Stonekeep Concourse, we pass this fine stone mansion, vergilt trees sculpted on either side of the entry arch? They’re some sort of
Scladdles House (UT7), home of a successful adventurer, the halfling— enchanted things—they can lash out just like a roper, to snare anyone on
well, burglar—Remy LeBeau. I hear he’s thinking of changing the name of this stretch of street, when the Sinaran want them to. You’ll never find
this place when he gets it fixed up the way he wants it. Another tower or thieves or elf-hating mobs hereabouts . . . not for long, anyway.
two in the front yard, perhaps, although I heard a rumor that he’s thinking Let’s turn north on O’Kane and then continue west on Turnhelm; we’ve
of having the whole place buried under an artificial mound and renaming it more than enough nobles to spare. First, on the north just past the alley, is
“The LeBeau Hole.” Stonepost Hall (UT16). This is the home of the Moorlands, and there are
This next street is Torngel’s Ride; note that there’re always Watch con- the posts that gave it the name. A bit cracked now, but still impressive. The
stables patrolling past. Don’t catch their eye. You’ll also always find at least old lord would have let them fall down before changing them in any way—
one strolling along Lamorgyr’s Ride, across the creek. If we glance south, the the old nobles are like that; that’s why they’re so stirred up over the mer-
building with the row of pillars and the crouching harpy statues (lifelike, chants founding their own council and demanding power, and all that . . .
aren’t they) is Lundance Hall (UT8), the city house of the Leorduins—per- it’s change. Nobles hate change. Lady Katharine and her sisters, now; that’s
haps the single most deservedly unpopular noble family in the Bluff. Directly another story. Those three ladies know their own minds, and I wouldn’t be
across the road, looking rather lifeless because it stands empty most of the surprised it they surprise everybody who thinks they’re just decorative beau-
time—yes, that mountain of black granite, with the green marble doors and ties. Keep your eye on those three: it’ll be fun to watch.
silvergilt pillars—is Ostraer Hall (UT9), the Ravenian home of the De Now this next street is MacIntyre Path, and two doors up it, there on the
Sheers family, the only nobles who can give the Leorduins a run for their east side, is Maldridge Manor (UT17). Another of the old ones—see the
money in the dangerous-and-arrogant-noble department. Lady Niune De granite facing, there, starting to go? I’ve always liked these old stone arms-
Sheers is the last of seventeen brothers and sisters, fifteen of whom killed men standing guard on the cornerposts here—and so do the ravens. Gener-
each other. Frightening, isn’t it? Let’s not dwell on the thought; we’ll walk ations of children in the Bluff have grown up trying to toss rag rings to
down the Ride to Amandagar Street here and take the New Dragon Bridge catch on those mustaches—there must be waist-high mounds of them rot-
across DeVillars Creek. A long way down, isn’t it? Thirty feet; most folk ex- ting over the other side of the wall, by now . . . The MacIntyres fell on hard
pect the water to be right under the bridge, like a little wading pool. times years ago, but they’ve coped—you can rent out the manor for a few
Fine day, officer, yes . . . we’ll turn back north here, to pick up Turnhelm nights, complete with servants, if you want to impress some guests, and ad-
again. This first mansion—here, in white marble, with the griffon-topped venturers love to rent their old half-ruined country house to practice
spiral gateposts—is Moontalon Manor (UT10), home of the Hawkynfleurs. dungeon-crawling in. Good people, the MacIntyres; Lord Russell and his
It has a beautiful glass dome in back, over the great hall, that you can just sister live in the attic of this old place, in what used to be servants’ quarters,
see . . . Nice, eh? All it takes is more gold than three carts can carry. but nicer folk you couldn’t ask to meet.
Now we’re turning north up Waelstar Way, just a few steps, to look at Let’s turn around and go south along the Path, down to Amandagar
two more nobles’ mansions. On the east, here, with the bay-windowed again, and turn back east, for half a block. This brings us to another old
tower out front, is what the Paerindons—another of the noble families Ravenaar noble house: Blackyews Manor (UT18), seat of the Norwoods.
nearly wiped out in the war are proud to call Dragonslayer House Yes, I know there aren’t any yew trees—there were, once, a beautiful av-
(UT11). And over here on the west, with a side door onto Falyern Way, is enue of them leading right up to the door. What happened to them? The
Boldtalon Manor (UT12). Yes, it’s huge . . . one of the biggest of these city happened to them, and they’re all long gone. Lord Norwood’s rarely
modest little noble palaces; the rear turret has seven floors and the front here (says visits to the city cut into his hunting time), but Lady Penelope,
turret six. If the Boldtalons ever get tired of sleeping on their levitating who’s the dean of something over at the Wizards Guild, lives here when
beds—oh, yes; they’ve got a room where everything floats in midair, too; she’s in town.
much in demand at parties by the overweight—and want to go slumming a If we duck up this alley beside it, we can go clear across Turnhelm, around
little, they own more than five hundred little apartment houses, warehouses, and behind Stonepost Hall, down the side of MacIntyre Manor, and through
and the like, all over the Bluff. They must need their fine coaches just to this little passage under an old onetime milliner’s shop (it’s apartments for
carry the rent payments home each month. retired servants now). The alley takes us across the Path and through the
Well, not exactly home. They take it to a place back down Waelstar, and next block—see the shops and offices, now, among the luxury apartments?—
across Turnhelm, on the east—here. Max the Moneychanger (UT13) has to Moorland Ride. Across it, almost facing us, is one of the more interesting
come a long way “upscale” recently, on the strength of nobles’ business in- of those businesses: Master Etcheen’s Chess Shop (UT19). Marbol Etcheen
stead of catering just to sailors and the down-and-outs. He can afford a golem is a true lover of the game, and a kindly man to boot. He was once a war ad-
as well as guards now. For the Boldtalons, he’ll change those carts of coins visor to King Azoun of Cormyr, and he’s won a fortune defeating players all
into a few gems and keep scrupulously honest books. Why not? He’s making over Faerûn. Ravenian charities see a lot of it these days. He’s always up for
so much legally that he doesn’t have to shave things any more. It’s made him a game with someone new, but don’t expect to beat him—I never have. He
much happier—and all the rest of us who deal with him happier, too. makes and sells beautiful chess sets—of wood, mostly, but ivory and marble,
While we’re here, let’s go on down to Amandagar Street and walk the too—and for the purses of ordinary folk, he has sculpted and painted clay
next block west along it. That’ll take us between another pair of nobles’ ones. He has guards that even look a little like chess pieces! Worth a visit,
houses. If you’re thinking there’s a certain theme to Tentowers, you’re right: even if you don’t love the game; you can really see the skill and beauty of all
unbridled luxury. When it comes to themes, I’ve always wondered why no- those chess pieces, laid out on glass like fine jewelry, when they’re all varia-
bles seem so obsessed with the moon—and for that matter, with talons— tions on the same shapes. Nobles commission him to make family sets and
grasping lunacy, perhaps? Forget I said that. Here, on the south side, is then show them off on proud display—mark my words, they’ll be heirlooms
Merelder Manor (UT14), home of the Liontowers, who are as well-liked as one day. I’d buy one myself, if I could afford it.
the Leorduins are disliked. Almost as big as the Boldtalons’ place, isn’t it? I mustn’t linger longer, or I’ll be standing here looking in the windows
Those glittering lions in the stonework of the front wall are gold, or at least for hours. Let’s take Moorland south to Amandagar and head east again.
gilded; twenty feet tall if they’re an inch. There’s a full stables and carriage- Here we go; this second shop on the north side of Amandagar, here, is the
house in the wings out back, and I hear the Liontowers own this apartment famous Lyle’s Fine Cloaks (UT20). Father and son, Lyles both, custom-
block next door to the west as well. For all I know, they may well be land- make cloaks to commission, if you can wait half a month; as you can see
lords for the little fruit-and-nut shop on the corner, too; the Manor folds through the window, everything’s of the finest make, though there’s plain
right around it, and Lord Liontower does like his prunes. traveling gear at the back. Half-elves (who honor their own; the Lyles are
Two doors down and across the street is Starwaters (UT15), home to half-elven) and Ravenian nobles will shop nowhere else. The elder Lyle’s a
the Sinaran elven noble clan. You might expect them to prefer being out in cloakmaster, and Lyle the Younger’s trying to become one. He’s in need of a
the forests rather than in any city, but here they can at least enjoy a little mage to enchant a master cloak, if he succeeds in making one fine enough,
slice of forest. There’s an open central courtyard in there, and sliding doors but he’s been at it for a while, now; his father’s not going to accept anything
all around it for when the weather’s not too cold. Inside, trees grow up from but the best. Nice to know the old standards still hold, eh?
the cellars, and plants hang everywhere; water piped from a rooftop cistern We’ll turn south on MacIntyre again, at this next corner; as you can see,
makes a little brook running hither and yon. No revels here, for non-elves we’re walking around a trio of quite small houses. Nice, though—just the
at any rate. I’ve been a few times, at night, when the stars glimmer in the right size for a dwelling for just one person. The southernmost one, around
pool in that central yard like gems on black velvet. Lovely. See the sil- on the Path, is Lonetree (UT21). It belongs to the druid Karlan, another

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Passing on down the Ride, we next come to Meadowfield House (UT25),
the much more welcoming wooden mansion of Greendale Meadowfield, an
elven bard who “made good,” as they say. Note its curving front balcony and
almost soapy-smooth carved pillars. Lovely. I wish a few nobles would drop by
and visit him—to learn a thing or even two about good taste.
Hmmph. Well, we’ve reached Waelstar Way, so let’s turn north on it and
see a few more sites of interest. That little shop on our right is Madame
Coth’s Silk Shop (UT26). She’s the one who caused a stir recently when a
patron tried to slip along behind the tapestries—no doubt planning to slip
out without paying—and ran into a dead man standing propped up there in
the dusty gloom, with a sword sticking out of his ribs! Of course, it was a
wax dummy, but the screams the would-be deadbeat let out were real
enough! More people came in to see the dummy than had ever come in
looking for silks before; the whole affair has made her rich! Smart woman.
We’ll turn east here, on Skulls Street, towards the creek. Hello, officer; nice
day, isn’t it? Over there it shouldn’t surprise you much by now to see . . . an-
other noble’s mansion. This one has trees in a little shade garden right down
into the creek behind it—very nice—giving it the well-deserved name Forest-
shade House (UT27). It belongs to the Moonglow clan; those elves have
been living here since long before there ever was a Ravens Bluff, and they’re
here still. What? Yes, that’s Aunt Laur’s—excuse me: Lady Lauren DeVillars’
place—well, one of them—right across the stream; we’ll get to it later.
First, we must head north on Lamorgyr’s Ride and see the Stane Opera
House (UT28). Black marble by Stonethrust Quarrying, architecture by
Mulsunder, and chandeliers, inside, by everyone who’s ever tom down any-
thing grand in Sembia and wanted to get rid of some dusty old glass. No two
of them match, all are magnificent (and large and heavy enough to sink a
small fishing boat), and they tend to start tinkling and chiming when the
singers really get going. I’m told you can enjoy a lot of performances quite
well from yonder house, across the creek . . .
This next pile of black marble, on up the Ride across Fireleap Lane, isn’t
an annex to the Opera House. It was here first; the Stanes liked the look of
this noble’s manor so well that they felt moved to copy it. I don’t know
what said noble thinks of their little act of flattery. Intensely annoyed, I sus-
pect. At any rate, this is Ravengard House (UT29), Ravenian seat of the
Therogeon family. General Therogeon’s a bit too military for my tastes, but
if you ever get a chance to meet his father, old Basaltheus Therogeon (uni-
versally known as “Aged Parent”), don’t pass it up—he’s quite a character.
Let’s cross over DeVillars Creek again—named after great-grandpa, by the
way—on Fireleap this time, by way of the Landelo bridge. Notice the noncha-
lant Watch officers, watching us from up and down the creek? That’s because,
once night falls, this ravine is a favorite highway across the city for those
who’d rather not answer questions from Watch patrols. These lads and lasses
are learning the look of the creekbanks, for better night scrutiny later on.
successful adventurer. Snug, but I suppose not everyone would like such a Look south, along the east bank. The old stone house with the terrace is
comfortable nest, standing as it does right across the road from yon castle. Laurentowers (UT30)—home away from home, I call it. It’s where the
Yes, that castle, the needle-spired one with the glossy black walls and all DeVillars come to meet with folks who’d rather not traipse away east, right
the little crackling purple lightnings washing over them. This is The High out of the city, to DeVillars Manor. I know it looks grand for a private
House of Magic (UT22)—as I’m sure you’ve already guessed for yourself, house, but this one’s more discreet than most. More comfortable, too, to my
what with all the little whooshes and hissings and muffled little cries—the taste. There’s a spell on the terrace that keeps insects away, so guests can
headquarters of our city’s Wizards Guild, and a good place to stay away from enjoy drinks under the lamps or just the moonlight, right above the water.
unless you’ve rightful business there or would enjoy life as a frog. Fancy an I’ll have to have you all over sometime, if I can wangle you all invitations to
aquatic lifestyle? I thought not. Let’s move along, then. Impressive, though, one of Aunt Laur’s parties.
isn’t it? On some nights, I’m told, the defensive ring-spells come to life, cre- Let’s walk on, to the first cross-street, Torngel’s Ride. Those roundtop
ating a glowing cylinder that funnels unleashed magic straight up, treating windows in the huge stone warehouse on the northeast corner look new be-
the locals to quite a show. cause they are new. This used to be a caravan cargo storage depot, but it’s
Now, this next site is also a guild headquarters, though a rather quieter, now The House of the Rose (UT31), headquarters of the largest and
more usual one, of the “sneeringly forbidding” school of architecture. We’ll wealthiest mercantile collective in Ravens Bluff, The Tempest Rose Mer-
turn southeast, along Evensong Ride, and here it is: Bolynstars Hall chant House. From dawn to dusk, this place is a-bustle; most foot traffic in
(UT23), offices of the Guild of Fine Carvers and Furniture Makers. It used Tentowers is either deliveries to noble households or someone on his or her
to be the private home of the founding guildmaster, Arkithil Bolynstars, way to or from this place.
until his untimely death. That’s why it looks so elegant, with all these giant Let’s turn south again, along the Ride, past Melmaster Street, to the first
acorn flower-planters atop the stone pillars out front, rather than giving us alley east beyond it. No rats or refuse here; sometimes it’s hard for me to be-
another example of the “thinly disguised warehouse” look. lieve that this neighborhood and the docks are all part of the same city. The
Let’s press on. As we cross Skulls Street and O’Kane, look to the northeast modest house ahead of us, where the alley turns south, is the home of the
corner. That tasteless manor, with its two pillars of stone Ravenians carved to adventurer Triel (UT32)—or so the tax rolls say; I’ve never been able to
forever be beseeching passersby to laud the owner of the house—I think they find out more about the owner, but I like the house. All those lovely fiddly
look more like they’re begging for coins and warning away travelers from a bits. Newly built but fits in, almost hiding here behind these apartments . . .
house unclean with plague, myself—is Wintershields Hall (UT24), home of tasteful trim and gables, must be roomy enough inside. Why can’t all Rave-
the Velgath family, yet another of our noble families. You’d think a large liv- nians live like this?
eried staff of bowing sycophants would be enough for anyone, wouldn’t you? Yet if they did, we’d have nothing remarkable to see on a tour like this, I
Ah well. As I’ve said before, takes all kinds, I suppose. suppose. The alley will take us out to Hawk Passage, and we can head east
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across Stonekeep Concourse to the next alleyway north. This one makes a the DeVillars family. The foundations were used to create two noble resi-
jog and then splits. We’ll take the eastern branch of it, out of this block— dences and two institutions that serve the nobility, all handsome brick
but first notice the stone wall our alley is going around. Hear the singing of buildings four stories in height.
steel? This is Myriad’s Fencing School (UT33), and the yard on the other The building on the northwest of the pinwheel is a school—a live-in
side of that fence is full of students being trained by Myriad, a one-armed Collegium Loyal (UT39) where elderly, retired servants dwell for free and
handsome fellow who evidently lost his arm fighting a red dragon (ouch!), are paid to teach young, would-be servants how to conduct themselves
and by his fellow instructor Dulanin Sternhelm—who’s that rarest of properly and carry out their duties when serving in a stately home. Courses
things: a dwarf who enjoys a good guffaw. They’re both very good; though are expensive but very popular—especially among the parents of beautiful
the school hasn’t been open more than a handcount of years, it’s already de- daughters, given the traditional propensity of Ravenian lords to marry their
veloped quite a reputation. We can’t drop in for a better look, I’m afraid; no more comely servants. Why, my own grandmother—but enough of that.
one gets in without an invitation, although a friend of mine once saw a Wealthy Sembians have discovered this school and its high standards, and
blade come hurtling out over the wall—minus its owner—and crash against since the war petitions to place their more clumsy servants for transforma-
that drainspout right where you’re standing. tion have come flooding in; the school is debating whether to lower its
Hmm. Hear the silence? They must have stopped to listen to us. Let’s standards, expand, or simply become ever more exclusive as word spreads to
not linger. Step lively now, this way, up east along the other branch of the Cormyr and beyond.
alley. We’re passing, to the south of us here, a clothing and cosmetics shop The building most likely to be taken over if it does expand is the matching
that caters to Ravenian ladies, Of Style and Grace (UT34). It used to be a structure on the southwest axis of the pinwheel, the Raven Coachhouse
typical gowns-and-pearls place, but it now teaches deportment, dancing, (UT40). This has been hollowed out into three vast and lofty halls linked by
etiquette, hair styling, body shape alterations, and all-over cosmetics to long ramps, with the fourth floor given over to a vast hayloft; it jointly serves
trick the eye into thinking what’s fat is slim, and so on . . . the works. An- all Ravenian nobility as a storage garage for their coaches or those of their
other Ravenian success story. I hear the gossip’s good too, which wouldn’t guests. Tack (note the gilded harnesses for long teams of horses) are stored
hurt. All in all, a very popular spot with the ladies. here, and there’s a staging area where such teams may be assembled and
As we come out onto Bouldergrinder’s Way, look across the road, to the hitched up, to wheel grandly out onto Bouldergrinder’s Way to pick up pas-
southeast corner of Melmaster Street and the Way. You can see two grand sengers elsewhere.
stone houses, one behind the other. The one closest to us, right on the cor- The last two buildings on the pinwheel both have pull up towers with
ner, is the home of our Lord Magistrate, Tordon Sureblade. Sureblade bay windows and are more grandly appointed than the two westward struc-
House (UT35) is as severe and solemn as its owner, but I like the relief tures. These were taken over by noble families whose city mansions had
carvings of hanging plants that trail down the walls. You never have to fallen into such disrepair that rebuilding was dismissed as impractical or
water them or buy new ones, even if the foliage is a little gray. that occupied valuable land but no longer had inviting surroundings. So
The house beyond Tordon’s, one door east along Melmaster, has actually these are, for the present, our last two nobles’ city residences: the Taldavar
been divided inside into three houses; two with separate entrances onto family’s Hornherald Hall (UT41) on the southeast and the Moonbrace
Melmaster and the cellar opening onto the alley behind. These are all lux- clan’s Moongates Manor (UT42), with its many plantings of blueleaf and
uriously furnished guest residences (the cellar is for commoners or servants, duskwood, to the northeast. All in all, a pleasant and striking little corner
but it only lacks the view to equal the appointments of the suites above) of one of the most pleasant and striking neighborhoods in Ravens Bluff.
used by the city to house visiting dignitaries to Ravens Bluff who don’t
have, or wish to stay at, their own embassies. All three are still known as
Brambleferns (UT36), the name given to the house by the long-ago mer- Mortonbrace
chant who built it. A stay here is free, of course—for the lucky few who are
asked—but the place has more spyholes and secret passages than a haunted
fortress. You can’t do more than sneeze inside without certain civic officials
N amed for the now-dead architect and builder who presided over
much of the building of the Bluff in its early days of expansion, this
neighborhood lies to the south of rich Tentowers and is known to most
knowing about it. Ravenians merely as “where the Coliseum is.” If they think of it at all, it’s as
When the place is empty, the Watch sometimes trains its Advanced Spe- a residential area of quiet affluence that seeks anonymity, but there’s much
cialist Patrol (ASP) officers on the art of stealthy eavesdropping here, giving more to Mortonbrace than that.
them practice in silently creeping about and listening while their tutors pre- We might as well begin at what’s by far the largest structure in the Bluff.
tend to be unwitting guests letting slip state secrets—and listening for eaves- Built by Lady Lauren DeVillars to host the Championship Games that gave
droppers in turn. This site was once the scene of a furious battle, years ago, our city its first Lord Mayor and modem government, the Coliseum (UM1)
when elements of the Four Ravens decided to take advantage of such an ex- is still used for fairs, contests, tournaments, and pageantry of all kinds. It
ercise to murder a few Watch officers—and got caught at it, a few throat-slit- consists of tiered open-to-the-sky bench seating around a flat turf field, all
tings in. A lot of Ravenians don’t even know this place exists . . . and that’s surrounded by an oval promenade track of clay covered with finely crushed
the way the Lady Mayor and Chief Constable would like to keep it. brick. Changing rooms and beast-pens are buried beneath the stands, with
A block up Bouldergrinder’s Way, to the head of Fireleap Lane, brings us ramps up onto the field. I’ll say this about Aunt Laur; she certainly knows
to one of the most popular sites in all Tentowers: Gurneth’s Goblet how to throw a party, and spares no expense.
(UT37). This finely-appointed restaurant offers diners three red-carpeted The main entrance of the Coliseum gives onto Raven Way, and we’ll go
floors of luxurious dining (with a full wine cellar, though this isn’t—despite west on that broad street as far as Bouldergrinder’s Way, where we’ll turn north
the name—a tavern or drinking club). Despite all the luxury, Turad Gur- to go around the end of the stadium. There hang the banners of all thirty-two
neth encourages informality and tries to seat diners as far apart as possible, Ravenian noble families allied to the city, watched over by the ravens from
to make them feel relaxed rather than being on show. The nobles appreci- whom our fair city takes its name. They seem to consider this their territory
ate it and come here often. Arched ceiling, ornamental ironwork, and and keep the city largely free of gulls, pigeons, and other aerial pests.
gnome-work tapestries make a grand backdrop to the robust roasts, over- Reaching Griffon Trail, we start east again, following the curve around
sized gilded goblets of clear, cool house wine (Gurneth’s own), or full array the back of the Coliseum. Down the northwards alley on our left you can see
of more familiar bottles. I recommend their smoked goose awash in leeks, the local Red Ravens firefighting hall (UM2), with its little bell-tower.
the shrimp in ginger paste, the curries, and the sausage. If you’ve got the Griffon Trail ends by turning a corner and becoming Hearthston Hill,
money to spend, this place is worth coming back to again and again. and at that comer stands a grand old wooden mansion, with a wooded gar-
Only a few more spots now before we move on to the next neighbor- den behind it, belonging to the adventurer William Warenson (UM3). A
hood. See that whitestone house, set back a little from its fellows but sport- few doors past it on the same side of the road stands one of the most famous
ing a small fountain out front? That’s house of the successful Ravenian ad- shops in all Ravens Bluff: the establishment of Toysmiths (UM4), where
venturer Ventor Taxis, a priest of Mystra (UT38). the gnome brothers Gunder and Relvan Gaewilder make all manner of
Across from it, see that pinwheel of four luxurious buildings? This ambi- toys. So many, in fact, that they take to the streets in a cart drawn by a blue-
tious complex was begun as the Bluff’s first university of higher learning. dyed horses several times a year (usually during a festival) and give away
Never completed after the temples got involved, and furious rows erupted toys they haven’t space for and haven’t been able to sell (or so they say).
over who would teach what, who would preside, and who would award hon- Generations of Ravenians remember this merry duo as the kindly giftgivers
ors, it was taken over by more level heads—that is, a collective headed by of their youth, and anyone foolish enough to try to rob or offer violence

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halfling (and, I think, a retired thief and adventurer) who employs a scarred
and grizzled dwarf as a janitor (and bouncer) and an elven mage as a cook.
Some secret clings to this establishment, as it did to the former Tea Room,
but I haven’t yet put my finger on what it is. Certainly there’s no feeling of
menace. The dining room is open from midmorn to mideven. Despite the
increased size of the new inn, it offers only two single rooms and three suites
of rooms (all halfling-sized)—but then, few folk stay here. All of Morton-
brace (and when something’s on at Coliseum, most of the rest of Ravens
Bluff) does, however, like to drop in here for a bite and some tea or cordials.
A madhouse when the Coliseum crowd is jostling to get served (and Rose
responds with palm-sized, four-fingers-high spicy pork pies, scorching hot),
but a quiet refuge the rest of the time.
Turning west along Hawk Passage, we cross Stonekeep Concourse and
pass what almost looks like a noble’s manor house—a stone edifice with two
lions flanking the steps out front and a magnificent oval front window as tall
as a titan. This is Dlarngelt House (UM7), the private residence of the half-
elven mage and procurer Morphius, another successful Ravenian adventurer.
Around the comer, south a door down Torngel’s Ride, stands the almost-as-
grand stone house of the halfling adventurer Bennie Tallson (UM8). I’ve no
doubt that other self-made successes dwell in the houses hereabouts. but
we’re again entering territory with which I’m not overly familiar.
Taking the Ride south to Griffon Trail, just before we reach Flaernar’s
Bridge (over DeVillars Creek), we turn north again at the last moment,
into an alley. The large building with one angled wing that stands closest to
the creek, to the west of the alley near its end, is Wyrmhoard House
(UM9), the headquarters of the Merchant House of the same name. These
folks—themselves retired adventurers—rose to their Merchants Council
seat by sponsoring adventurers and prospectors, selling them any equip-
ment an adventurer might need to survive in a tricky situation. The monies
they gather from this they use to buy many Ravenian rental lodgings—I’m
told there’s a renters’ saying: “If the Boldtalons don’t have their hooks in
your purse, it probably already belongs to the Wyrmhoarders.”
Retracing our way along the alley, we pass a temple complex dedicated
to Sune—three buildings, actually: an infirmary and contemplative center
to the south, the living quarters of the clergy across the creek, and the main
temple itself. The Palace of Passion (UM10) hosts many revels, dances-to-
exhaustion, and more private Sunite rituals. Under the guidance of High
Priestess Morlain and her husband Ilbrar the Iron, a staff of four muscular
underpriests and nine beautiful priestesses minister to both visitors and lo-
cals who worship the Lady of Love. They have many adherents among the
nobility and the wealthy merchants; social climbers are attracted to temple
services whenever the Lady Belinda Moonglow, another of the Wizards
Guild deans, attends, for she always makes a show of parading through the
streets beforehand, beckoning bystanders to follow her.
them finds that Ravenians will drop whatever they’re doing and move en Cold and lonely folk huddling on the streets at night are sometimes
masse to the brothers’ aid. taken in, bathed, fed, and comforted by the Sunite clergy—as are laborers
The Gaewilders often anonymously pay for restaurants to offer meals to from the docks or the poorest streets, for Sune commands her clergy to al-
hungry folk off the street, or arrange for Watch officers to distribute blan- ways seek followers eagerly. Those who offer violence to clergy or wor-
kets and cloaks, or take someone out of the alleys for a bath and a good shipers, who threaten to rob from them, or who seek to turn rituals of pas-
night’s rest in an inn. They pay for this with the flood of Sembian and Wa- sion into offerings of Loviatar, the Maiden of Pain, are firmly shown the
terdhavian gold that their most intricate clockwork toys (usually lifelike door. Particularly egregious offenders are sometimes carried naked down to
birds and small animals crafted of gold, with gems for eyes) bring in. Adult the chilly creek and dumped in, to be dunked by a priest praying firmly for
nobles are their chief clients for such masterpieces; for a time, the fashion- their cleansing and salvation. Watch patrols often gather on the nearby
able gift for Cormyrean nobles to give King Azoun was one of these, until lane to the west to watch such incidents—purely to make sure such chas-
he started sighing loudly whenever presented with one more addition to his tisement never goes too far, of course.
metallic menagerie. Crossing the creek by way of Flaernar’s Bridge, we’ll turn the other way
A block west down Shalastra’s Ride, in the northeast comer of its meeting from where the Watch patrols like to stand watching wet offenders splash
with Bouldergrinder’s Way, stands The Storm Dragon House (UM5), head- and splutter. Heading south along this nameless lane, we come to a sprawl-
quarters of a Merchant House, part of the Merchants Council, that seems to ing stone mansion more splendid than many nobles’ manors. This is Dark-
deal only in Thayvian-made household goods—and about which certain cit- silver House (UM11), the home of the swashbuckling adventurer (and
izens are harboring growing suspicions. See that strange piece of pierced iron member of the Ravens Bluff Irregulars) Lord Knight Lorien Keltree Darkar-
sculpture in the tiled triangular forecourt occupying the space between its di- row, Knight of the Golden Rooster.
agonal facade and the street comer? That’s supposed to resemble a Storm A lot has happened to this famous Ravenian adventurer recently. He ran
Dragon—which I guess resembles a black twisted flying thing shot through unsuccessfully for the office of Lord Mayor seemingly without knowing it. He
with holes and thrusting forward a dozen talons or more. Perhaps a drunken lost his wife, Mirial Moonsilver, the local high priestess of Selûne, during a
sculptor could tell me more clearly what it’s supposed to look like. wartime assassination carried out by followers of Talos. He fought so ably in
The north side of the next block westwards holds Rose’s Tea Room the defense of the city that Lady Amber Lynn Thoden made him a Lord of
(UM6), relocated from its former premises after a disastrous fire. The food is the city at the war’s end (one of the so-called “Fort Lords”). He’s not been
as good as ever: scones to die for, only the freshest curds, cucumber sand- seen often in public since Mirial’s death and has rarely been sober when he
wiches a trifle heavy on the vinegar, and meltmouth pastries as good as I’ve was. Darksilver House was formerly the scene of many wild and joyous parties
ever eaten. Better yet, I find the atmosphere (quiet and motherly, like Rose and revels—but it has stood shut and silent since the war. A rumor is spread-
herself) as unchanged—and as good—as at the old Tea Room. Rose is a ing that Mirial’s body lies in state somewhere in the mansion, and that Lord
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Lorien spends much of his time guarding it . . . but many have scoffed at this, magical potion. This shop is a single large room with a counter at the back
insisting the clergy of the Moonflame would have seen to her funeral by now. and a curtain-covered door leading to a vast storeroom and a loft where the
Immediately to the south of Darksilver House, where our nameless lane staff sleep. It’s crammed—with books, incomplete chess sets, jars of powders
meets Raven Way beside Omphrel’s Span (the largest, most downstream (such as mummy dust, flakes of dragon scales, and pulverized gems) and
bridge to cross DeVillars Creek), stands the House of Desires (UM 12). dried plant parts, human skeletons and a row of grinning skulls, more jars
Controversy is rising around the right of the clergy of Sharess to be in- full of dried or pickled monster body parts (lots of ichor, scales, and eye-
volved in mercantile trade in Ravens Bluff at all, and I’m sure we’ll hear a balls), a large glass-topped coffer full of feathers, fingerbones from various
lot more about this place in months to come. In the meantime, this place is sorts of dead and undead, dirt from coffins and other particular places, and
heavily guarded by dozens of the largest, most muscular, and most alluring so on. If it’s portable, strange, and either connected to magic or sounds like
leather-armored women warriors I’ve ever seen. The building is readily de- it might or should be, it’s here. Ashes from an oak struck by lightning?
fensible, because it was formerly the Golden Rooster Roost, before that seat Handfuls, over here. Shells from a snake-egg kissed by a princess before it
of the Knights of the Golden Rooster relocated to larger and more luxurious hatched? In the green jar over there. The talon of a fiend that’s been im-
premises on Blacktree Boulevard. Cats seem to love this place for some rea- mersed in the heartsblood of a paladin? How many do you need?
son; you can always see a dozen or so lounging about soaking up the sun. Powerful guardian spells (involving instantly turning intruders to
Taking Omphrel’s Span east across the creek, we come to the meeting of wooden statues or tiny figurines for some months) protect this shop from
Raven Way with the southern end of Torngel’s Ride. Turning north, we theft or vandalism, as more than one barbarian has learned to his dismay.
come almost immediately to the mouth of an alley. On the west side of the The moth-eaten “stuffed” crow perched on a stand near the door is actually
Ride just beyond it stands The Glow Shoppe (UM13), an establishment an ancient familiar shared by two mages: the scrawny, shuffling, mumbling
that sells means of lighting: torches, oil, lamps, candles, and (rarely) some drunkard Narr and his exact double (created by a poorly-worded wish spell).
item that has had continual light cast on it. Tuk Loman runs this shop with The two mages get along fine and, between hangovers, use their identify
occasional assistance from his mother and grandmother, who are both re- spells to help classify some of the items brought into the shop by adventure
tired adventurers. He dreams of being an adventurer like his father (who ers looking to sell them. Bendekar himself is rarely here, leaving matters in
rode out for “one last foray” and never came back) and loves to hear tales of the hands of his attractive, friendly, helpful assistant, Bailey, who helps ap-
daring adventures, getting his excitement in the meantime by becoming an praise more ordinary items and help buyers find what they want in all the
expert gambler. He’s become decidedly unwelcome in most Ravenian gam- clutter . . . though I always feel that her eyes are also appraising me (and
bling parlors, particularly the unlicensed (and therefore usually very prof- everyone else who comes into the shop), for some other purpose. Hmmm.
itable) ones in upstairs back rooms near the docks. Glow Shoppe prices are And if you think the clutter in Bendekar’s shop is bad, you’d better never
fair, but Tuk takes no special orders; he sells just what you see in the shop. visit his house. Bendekar’s House (UM17) stands on the south side of
Lamp oil can be purchased here in wax-sealed glass carafes, pipes (literally, Griffon Trail, about mid-way between Stonekeep and Bouldergrinder’s
four-foot-long metal pipes capped and sealed at both ends), hand-barrels, Way. You can’t get in the front door anyway, because there’s so much junk
and even large 25-gallon “fatboy” kegs. in the place—piled to the ceiling, fallen over in heaps, sliding every-
Taking a few steps north to the mouth of Yhevver Lane and then walk- where—that the door is buried from within. The only way in is by the back
ing two doors east, we find ourselves standing outside a lifeless-looking door off the alley, through the (uncluttered) kitchen. Bendekar has a
grand stone mansion on the south side of the street. This was the home of haughty old halfling named Pence who acts as his pastry-cook and butler,
Howard Holiday (UM14), Deputy Mayor of Ravens Bluff until he unex- and there’s something odd about him, too. Armor, copper pieces, interesting
pectedly left town in the dead of night, about a month before the war. He’s rocks, musical instruments, books, games, statues (including the inevitable
never returned; except for a thorough search by the Watch, the house as adventurers-petrified-by-medusae), holy symbols—you name it, Bendekar
you see it now is just as he left it. Many suspect him of being somehow in- collects it, outgrowing house after house (his last was in Silverscales; it’s
volved in the war—perhaps he undertook a secret mission that didn’t go still there, filled to the rafters). It’s impossible to steal something specific
quite as planned. Not an exciting site, but part of the Bluff’s history; you’ll from this place; thieves have tried. Anything you can reach, now, yes, but
often see people stop a moment or doff their hats when passing-as much you’d have to literally climb, crawl, or dig for hours if not days to search for
out of respect for the old, pre-war, days as for Holiday himself. something in particular. Someone who did said there’s a beautiful woman—
We’ll go the rest of the block east—hello officer; nice day, isn’t it?—and a vampire?—lying sealed in a glass case on a bed in the one uncluttered
then turn down Stonekeep Concourse (usually crowded with rumbling room upstairs (a feminine bedchamber, all in yellow). Come to think of it,
goods carts and wagons) until we arrive here, three doors south of Raven Bendekar’s third wife hasn’t been seen for a while . . .
Way on the east side. This old half-timbered shop, here beside the alley, is Ahem, well, I hope you’ve enjoyed our tour of Mortonbrace. I predict
Spath Investigations (UM15). Tevlo Spath is a retired adventurer—quite that it’s the neighborhood of the Bluff that’ll see the most growth in the
wealthy, I’ve heard—who uses an impressive network of informants, and a next few years, as adventurers want digs and figure out that Tentowers next
few skilled operatives, to privately investigate problems for clients. Nothing door is too expensive, too crowded with snobbery, and not worth avoiding
like thefts or killings, but I’m sure they slip quietly into a lot of locked the elbows of nobles throwing their weight around just to remind everyone
places to find out things. He charges the common citizenry (most of his who rules (increasingly, they don’t, but let it pass . . .). Remember: “Mor-
clients) very low rates but spins a stiff coin in the direction of nobles, ad- tonbrace is the place.” You heard it here first.
venturers, and civic officials hiring him for the same sort of work. You need
an appointment—set up by his wife, Adeline, six days or more in ad- The Skymbles
vance—to see Tevlo. Tevlo seems to know just about every resident of to
Ravens Bluff, and he can call on a bounty hunter to track down missing
people, a cat burglar to find missing items or clues, and a veteran outdoors-
man and cheerful warrior to train and organize bodyguards for clients. The
M ortonbrace may be a trifle neglected, but The Skymbles is forgotten
(thus its name). It’s where the common laborers of Ravens Bluff
live—too poor to have anything of value or to see any life except endless
Silent Network keeps a close watch on Tevlo and moved to eliminate him toil, but too respectable to live in hopeless squalor. The folk who dwell here
some years back—only to fail, for mysterious reasons, and come to some throw themselves into festivals with reckless eagerness, because the rest of
sort of private agreement with him. Recently, someone wealthy has taken life tends to be drudgery. All of the Skymbles is small homes, small apart-
to hiring Tevlo to investigate the aims, magic items, treasure, and battle ment houses, laundry hanging on lines everywhere (in winter, too; the
strength of every single new adventuring band that shows up in Ravens water freezes into ice and is paddled off) and warehouses. There’s barely a
Bluff. Just why, even Spath doesn’t know . . . or care. handful or sites to show you. Just a breath or two, and we’ll be done with
Well, I’ve saved the most amusing-and, if you don’t happen to need this neighborhood. Try not to look like a tax collector, or a few stones
Spath’s services, possibly the most useful—site in Mortonbrace for last. Two might fall out of the sky at us.
sites, actually. The first and best-known stands on the north side of Sel- We may as well begin by walking in along Alan Street. That’ll take us
gaunt Street, two blocks south of the Coliseum (having recently relocated past Skymble Courthouse (UTS1), the only civic building of any kind
here from Crow’s End). This is the Ravens Bluff branch of a string of shops hereabouts. It’s said (and correctly) the local officials are so seldom visited
all known as Bendekar’s Mercantile (UM16), which sell every imaginable by “big folks” (their superiors) that they earn side money locking away valu-
item or material that’ll fit in a shop, isn’t alive enough to require regular ables in unused cells for overnight—or a few hours’—safe storage. I’ve heard
care or feeding, and can be used as a spell component or an ingredient for a that occasionally they’ll lock up people as well, for the right price—just put

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them on ice, so to speak, for a few hours “on suspicion” before releasing special tours for two silver pieces a shot: all temples, or all magic sites, or
them uncharged. A neat way to temporarily get rid of inconvenient people, things warriors’ll be interested in, or a rakehell tour of taverns and clubs, or
if true. Let’s not loiter, just in case. a haunted house tour, or (my favorite) the one for lovers where they take
Right next door, down Iymbril Lane heading west, is the business Weeds you boating, after wine and sweets to nibble in the public parks, and tell
of Gold (UTS2). Splendid sign, tobaccos to every taste, and a Watch patrol about the love-tragedies, and so on. All very nice; you should try it some-
always in the trees across the way watching the entrance, so let’s move on. time. They also sell toys, a lot of junk that advertises local businesses
A block or so west, and then north on Bouldergrinder’s Way, finds us at (tankards, candles, banners, you know), crude city maps only marked with
a place a lot of Ravenians hate to see: the Shrine of Honest Toil (UTS3), those same fee-paying businesses, and a tunic and tabard slogan-painting
or city workhouse—“The Grind,” the locals call it. Bad debtors have their service (cheap one-size-fits-all stuff, 4 cp to 7 sp depending on what you
loans paid off by Brockborten, the proprietor, who then requires them to want painted on them and if you want it scorched at all to dry the paint).
work unpaid until they’ve earned out Brockborten’s “loan” (plus his five- There used to be a beauty parlor and a used gown shop on the floors above,
percent fee). Like the civic jailers, he finds ways of fining them (for bad but they’ve closed, and you can hear the roof leaking through into those
work, falling asleep, cursing him, gossiping, and so on) to increase their empty floors when it rains.
debt, and sells them cheap ale at stiff prices besides. Any resident of Ravens There’s really not a lot else left to see in The Skymbles. We can see most
Bluff can buy the services of debtors from Brockborten; those he can’t rent of it by staying on The Tharuighagh until we reach Thavverdasz Way, and
out get set to work at looms in the otherwise bare workshop to weave gray then going east along that. Here’s the first place, on the northwest comer of
woolen cloth (for guard uniforms). It’s a grim place, and usually home to Thavverdasz and Stonekeep. Yes, it’s just an apartment house—though six
ten to forty unwilling “guests,” some of whom will be kidnap victims hidden stories and grander than any other building we’ve yet seen in The Skymbles.
here, outlaws willingly hiding here, or individuals enslaved by forged debt This is Marlgates (UTS5), another of the old mansions owned by the Amp-
charges. Brockborten is an evil and very rich man, who seems to work with ner noble family and converted into rental units (here small, cramped apart-
many of the Bluff’s thieves and gangs. It’s not wise to fall anywhere within ments with an entire family per room, as a rule). Personally, I find it depress-
his reach. Those dozen or so men loitering in the alley are either some of his ing. Our next site, along Thavverdasz past Bouldergrinder’s Way, is another
guards or some thieves waiting for a debtor to be released, or a press gang Ampner manor gone to apartments. It’s the place with the crumbling mosaic
looking for solitary targets. We won’t tarry, but there’s no need for haste. of a dolphin and an anchor, there, called Alambaler House (UTS6); I think
They know me . . . or rather, they’ve met my knives before. We’ll turn west Alambaler was a favored Ampner son, generations back, who went adven-
down Olorin’s Lane here—no, don’t look back, of course one of them will turing and never came back. Angry fathers got him, I expect.
follow to see where we go—until we reach The Tharuighagh. That’s “Thar- The last site we’ll stop at is probably the most welcoming place we’ll find
ROO-igg-gah!” An orc chieftain, or orc oath, or something in the tongue of in The Skymbles. It’s here on the northwest corner of Thavverdasz and
orcs, I believe. Maybe he’s buried under the street somewhere. Quevver Street: Nimber’s Skewer Shop (UTS7). Not a sit-down restau-
South of Jossil, here, on the east side, stands our next site of interest: rant, but a place where you show up at the window, point at one of the
Traagor’s Tours and Souvenir Shop (UTS4). If you want embroidered skewers sitting under oil in the trays (or, if you’ve got longer, shout out an
tours of the Bluff, with lots of colorful tales—true or not—this is the place order for something specific), pay three coppers, and watch it sizzle. Then it
to come. Rooth Traagor and her son Eldwin hire and train local orphans to gets slid off the skewer and handed out to you on a piece of old tile or shin-
run the tours and help about the place. They do two to four general tours of gle, and you eat it as soon as it’s cool enough. Quite a variety of fare,
the city a day, at a silver piece a head (in daylight; double that after dark). though: fried and battered smallbirds that are all crunch and no meat, skew-
Just outside, no admittance charges or inside looks included. They also do ers of swordfish alternated with mango (light and tangy), eel and sesame

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(too oily for my taste), and unidentified fish chunks (these taste like harbor
refuse, or like lumps of salt too long in the barrel). When they get quail,
though—ah, so velvety in the mouth.

Crow's End District


AnviL
T his neighborhood is the heart of power and activity in the inner har-
bor (Clearwater Harbor) of Ravens Bluff. Some Ravenians say it is the
true heart, soul, and driving force of the city, where what happens every day
keeps the city alive—and that it would and could keep going, and the char-
acter of Ravens Bluff would survive with it, if the Temple and Uptown dis-
tricts were leveled and laid waste in an instant by some evil spell or other.
Whenever this point is raised, someone inevitably comments, “What a
good idea,” and everyone laughs, and no more is meaningfully said on the
matter—but it came closer to happening in the war than is comfortable.
Anvil is where every Merchant House, shipping concern, and thieving
cabal must have reach and presence; Anvil is “where the hammer comes
down” (and only the strong survive), as the old Ravenaar saying has it—for
all I know, it dates back to the City of the Hammer and the dwarven days.
Anvil is the district of the city most awake with groaning carts and sweat-
ing loaders at all hours; Market may have more people, but Anvil has more
carts and wagons and goods being moved. It is the district of the city that
displays the most architectural variety, where more races and folk of differ-
ent social classes and backgrounds rub shoulders by day and dwell by night.
It’s the place most adventurers prefer to play in, when drink and company
are their goals. And it’s the place the Watch knows is the true key to keep-
ing the city governed and law-abiding; the Watch stands more thickly on
the cobbles in Anvil than anywhere else, though they may be more obvious
elsewhere (such as the Foreign District, Tentowers, and Sixstar). Here the
constables spread out singly or in pairs, taking regular “beats” so they can
get to know every citizen and shop in the neighborhood (and can spot in a
moment when something’s not right). A single whistle can bring a dozen
fellow officers on the scene in a matter of minutes, with more on the way.
Keep an eye out and I’m sure you’ll spot the occasional constable—watch- their own, but all pale beside that monster. The Fishmongers are good
ing things unfold from a rooftop, or poking his or her nose into dockside friends and bad enemies; if you’re on good terms with them, Guildmaster
loading and unloading, or paying a friendly visit to a shop or warehouse or Leif Alltheir and his amazing wife Kira can arrange all sorts of favors—but
tavern, just to see that all’s as it should be. As near as I can tell, being no ex- do them a bad turn and you’ll be lucky to get off with a fish in the face and
pert, they wander the streets in a deliberately random fashion to prevent bedful of eels. As for the hall itself, you’ve probably already guessed that its
anyone taking advantage of a regular pattern. name comes from the unusual external decoration: cedar shakes all down its
Like most true Ravenians, I love Anvil—with all its danger, smells, and southern wall that have been puttied and then painted with shining silver
unpleasantness, it’s the place where one can feel shining-eyed excitement paint. This was done so long ago that no one can remember the guildmem-
more often than anywhere else. Go and tour it, urge you, and go often— ber who gave the building these giant mock scales—but the guild carefully
but go alone and you might find more excitement than you bargained for. oils them monthly to keep the cedar from drying out and splitting or any
Walk with me now, as we see a handful of the many, many sights other ravages of weather from marring the silver paint or sculpting-work. It’s
(there’re more sites of interest in Anvil, I’d judge, than anywhere else, if a visual curiosity, and somehow both whimsical and proud.
one really cares to look). Let’s begin where Blacktree Boulevard South A block to the north of Summers is Black Visor Street; half a block east
ends, nigh the water, not far from the Ill Eagle Inn. A muddy, part-board- of the intersection stands a building that was once the site of the now-de-
walk, nameless lane that is called “the Dockfront” more than anything else funct “Healthier Living” establishment. Now it’s home to Winn’s Ice
runs along the seaward edge of Anvil and near its corner with Blacktree, on House (CA3), which relocated after their former building burned down
the east side, stands The Black Lotus (CA1) apothecary shop. The propri- (ironic, isn’t it?). The old place was just called “The Ice House,” but now
etor, Will Caldan (a bearded fellow with a patch over his left eye who owner Darra Winn, the mage who runs it with the help of her three daugh-
knows some magics, I’m told, though he emphasizes this not at all in his ters, added her name to the sign—and why not? They work hard enough.
daily dealings) sells herbs, medicines (both powders and cordials), salves They still use the same underground caverns as before to store ice. In the
and, the whispers run, a few poisons. He lives in the shop, which is an al- height of summer the Ice House sells flavored shaved ice to the neighbor-
most square stone building with a slate roof that looks solid enough to with- hood children (and halflings from all over the city) for a few coppers, but its
stand the fiercest gales. The Lotus is always busy, and I’ve seen mages slip- profit comes from rushing wagons of sawdust- and hay-shrouded ice to
ping in and out of its door; perhaps Caldan sells potion ingredients or other clubs, restaurants, nobles’ mansions, and the offices maintained by the
useful herbs a tad more cheaply than the shops in safer neighborhoods. Or knightly orders. And its daily bread is earned by providing ice in bulk to
maybe he stocks items more reputable shops shun. fishmongers seeking to keep their catches edible on trips to shops in the
If we jaunt along Blacktree to Summers Street and head east to its ending Bluff and elsewhere. Local rumors insist (quite unjustly, I assure you) that
in a meeting with DeVillars Ride, we pass Shining Scales Hall (CA2), a from time to time the Ice House caverns keep cool other things besides ice,
solid, irregular pile of a place on the north side that is the headquarters of such as bodies awaiting staged “deaths” in the future.
the Fishmongers Association. Up these warped, sagging front steps (and, in- Around the corner of the same block, fronting on Blacktree, stands
side, sagging floors), into the expected smell of fish everywhere, is a truly Flora’s Flower Shop (CA4). The Ampner noble family recently purchased
magnificent sight: the “Harbor Horror,” a mummified seventy-foot-long eel the original shop, tore it down, and built a four-story rental apartment
in its case all down one side of the central hallway. This menace was pulled building here (with a rooftop garden that is the envy of neighbors for blocks
from the depths of the harbor after a wizard’s spell pushed back the waters around), with the flower shop occupying the ground floor of the premises
temporarily, allowing warriors to bodily haul forth the creature that had rent-free. They kept the penthouse suite for their own use, often (so the ru-
dragged down and devoured so many dogs, children, halflings, gnomes, mors go) housing here whichever adventurers they’ve currently hired to
dwarves, and small light women. Other sea creatures stand in trophy cases of carry out unpleasant tasks for them.
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Across an alley from this latest Ampner venture into rebuilding stands windowframes are wrought iron; the roof is slate metal-stapled through
an Anvil institution: The Cracked Tankard (CA5). This “low dive, where metal sheathing). Inside are many holding cells; it's always been intended
sailors snore in their own spew and bosoms are displayed more than honest as a place where two warring crews of sailors could be locked up separately
faces” (as the late Judge Hangman once so charmingly put it, in his own if a full-scale brawl erupted anywhere in “Dockland.” This is the only
inimitable way) fronts on Red Wyrm Ride; it’s been cleaned up, a bit, since Watch base that officially houses a restaurant and “wenching rooms,” as
that glowing comment was made. Sailors still come here, ladies still greet they're affectionately called, where female officers can slip on various low
them, and there are still punch-ups, drunkards collapsing, and shady deal- disguises before slipping out on undercover patrol. It's also the only Watch
ings . . . but there are also a growing number of “regulars” who regard this base equipped with both long ladders and a battering ram (the others all
place as their own. Increasingly, they keep the peace, foster traditions and a have one or the other, not both).
“family” attitude, and growl about the old days, when things were truly dan- Just northeast of the Courthouse stands perhaps the most architecturally
gerous. I like this place, warts and all; it feels rough, and dangerous (and it striking feature in the whole Anvil district: an octagonal central building
can be, if you come here looking for trouble)—but warm underneath, surrounded by four “corner” buildings. Collectively, these structures make up
rather than menacing or mean. Adventurers like to brawl here, and young the Central Warehouse Registry of Ravens Bluff (CA8), where—under the
sailors too. Thieves keep their heads down these days, and their knives watchful eyes of everpresent Watch officers and customs officials—goods are
sheathed; too many Tankard regulars like throwing cutpurses through win- inspected, crated (or re-crated), and labeled. Then their storage destination,
dows—without bothering to open the shutters first. in the hundreds of “on-register” warehouses all over the city, is dickered for
Facing the Tankard just across the road on the north side of Red Wyrm and registered. In theory, the authorities can track where a particular boot or
Ride stands the local Red Ravens firefighting hall (CA6). This specimen of blade is stored in Ravens Bluff at any given time. In practice, the mere filing
the city-wide service is housed in an old granary which has a rickety, lean- of the necessary paperwork is so time consuming that only on very rare oc-
ing-to-the-west wooden tower on its roof that local children still like to casions can things be tracked down by means of their “registry trails” on
climb on dares. Silver with age, the planks and beams of this once-proud short notice. Still, every Ravenian knows that the last button or false Thay-
cupola are warped comically, but the unmistakable landmark they provide vian eyelash imported to the city can be retrieved if necessary—or at least an
makes this a popular meeting-place for visitors to Anvil. More than one apologetic note from the thief who removed the item, under pressing finan-
duel to the death has been fought with knives aloft in its creaking timbers, cial need. Out of sheer despairing necessity, registry fees have been kept both
watched by a wagering crowd below; the winner is often not the one who’s low and standardized: two coppers per crate, regardless of size.
quickest with the blade but he or she who’s most sure-footed. From here let’s take DeVillars Ride north from the Registry for a block to
Behind the Red Ravens hall, fronting on a nameless lane that parallels Nightlamp Street and then turn east. Here we find, two doors up on the
Red Wyrm Ride to the south and Crescentcoat Court to the north, is the south side, Lamplit Hall (CA9), headquarters of the Chandlers Guild. True
Anvil Courthouse (CA7)—also, of course, the local Watch barracks. Of to its name, this building is brightly lit after dark by forty or more flickering
stout stone and with thick iron bars covering all of its windows, this build- flames: individual candles located in copper half-spheres set into the outer
ing was intended to withstand a riot; there’s nothing flammable anywhere walls of the elegant, four-story stone building, with glass window-coverings
on its outside (even the door is clad in sheets of various metals, and the over each that never seem to grow smoky. What most folk don’t know is that

133
only one candle is lit every night, inside the Hall: all of the reassuringly learned a little wisdom the hard way—the factions of their former days were
glimmering flames one sees from afar across Anvil are magically generated being repeatedly manipulated by various thieving groups and merchant ca-
reflections of this one flame. The permanent enchantment is the work of old
bals into internal guild battles that cost guildmembers money directly as
Ambassador Carrague, dating from his younger, less vague days.
well as robbed them of any opportunity to act together against merchant ri-
Half a block to the northeast of the Chandlers’ headquarters, fronting
vals (such as pirate-backed leather importers).
on Cove Street, is another guildhall: The Cask of Casks (CA10), home of
Still, I’d rather meet a guildmember in a restaurant or tavern some-
the Coopers Guild. This building has an appearance that fully matches its where, noise and lack of privacy notwithstanding, than willingly enter
splendid name: from the east, it looks just like a gigantic cask on end, Stembound Hall as a guest. See that prow of a rowboat protruding from an
thanks to its bulging second floor (of three), its vertical cedar planking, and
upper gable window about halfway along the Hall’s irregular roof? That’s a
the bands of weathered copper that encircle the building. Known as “the
relic of a titanic battle in which rival guildmembers brought along hired
Old Cask” to guildmembers, it’s (appropriately enough) used largely for
mages as champions, and things really got out of hand. The hurled boat
storage. The Coopers purchase the best woods for barrel-making in bulk
killed one mage, whose bones are still beneath it—but not before he’d sent
whenever they can find good material at reasonable or bargain prices and eight screaming guildmembers fleeing down the street blazing like torches
store it here in optimum conditions. They have steaming facilities inside
to drown the flames, and themselves, in the Fire River. It’s said that on wet
and much sealing-pitch stored in a cellar (far underground in old dwarven nights their screams can still be faintly heard, racing down the street ac-
tunnels, to keep the risk of fire low). The Coopers always keep a keg or two
companied by the smell of roasting human flesh . . .
of any potable they’re commissioned to encask, and from time to time they
Turning to slightly more pleasant topics, two full blocks to the east
gather in the privacy of the Old Cask to drain such barrels, in wild parties brings us to the foot of O’Kane Court and the dirt lane that extends it to
that involve a lot of amiable female companionship and wild pranks that—
the water’s edge. On the east side of this muddy, descending track stands a
very rarely—spill out into the dark night streets of the Anvil, hooting with
second Whale’s Tail warehouse (CA 15), where small skiffs can readily
laughter, for the common amusement of neighbors and weary Watch offi-
reach it with cargo. On its roof lies a long sturdy plank that can be thrust
cers alike. I’ve never quite figured out why, but a lot of female Watch offi-
out from the warehouse to boats anchored offshore in the harbor. The
cers get invited to these occasional parties, and so far as I can tell they al- Watch has taken to patrolling the vicinity of this warehouse very carefully
ways accept.
since a struggling young noblewoman managed to break free of her guide-
Our next site of interest stands on the north side of the nameless lane
chains one night while being carried to a ship along this plank. She told the
that continues Crescentcoat Court to the docks. It’s an old, two-story stone
bystanders who came to her rescue that she was supposed to have been
building huddled among fish-drying warehouses that offers little of interest
drugged senseless but happened to be immune to the substance used. The
to the eye on the outside, beyond a simple sign proclaiming it to be Black
Whale’s Tail has naturally denied any knowledge of its premises or staff
Dugal’s Music Shoppe (CA11). Black Dugal Buchannan, the half-elven being involved—but the Watch are making sure that the Tail spokesmen
mage who runs this establishment and builds very fine musical instruments weren’t just forgetful or hold to some definition of slavery that the rest of
therein, lives alone above the shop. His work is flawless, and (given a year Faerûn might not recognize.
and money enough) I’ve heard that he can craft enchanted instruments to
Our last stop in the Anvil is right at its most northeasterly tip, in the
cast certain defensive or benign wizards’ spells when specific melodies are
small tongue of shoreline just south of Raven Way at Omphrel’s Span (the
played upon them. Dugal often hires adventurers to transport such master-
most downstream bridge that crosses DeVillars Creek). Here, on an alley
pieces to their purchasers, or to find and bring him back certain rare woods
that runs east and then south from Waelstar Way, stands The Posh Paladin
(such as shadeapple, ondrithin, ringnut, and blentlarn) that he uses in
Hotel (CA16). The establishment’s name began as a joke (when it was a
crafting instruments.
filthy, echoing warehouse with ladders for stairs and a loft rope-and-pulley
Around the comer from Dugal’s, on the east side of the lane that runs
lift to carry luggage upstairs or down) but has become something worn with
from the foot of Moorland Ride to meet up with the Dockfront, stands
pride. Down the passing years, the Paladin has been slowly rebuilt into a
Vlard’s Maintenance Yard (CA12). Just steps from the water, this estab-
cozy, shabby-genteel hotel, its crude signboard replaced by a living man in
lishment repairs ships—anything from rowboats to small cogs or full-sized
silvergilt armor with a wooden practice sword in hand, who takes to the
caravels—scraping off barnacles, resealing the hulls, and giving them a
streets and challenges passing “belligerent warriors” to mock duels. In re-
fresh lick of paint. Due to sabotage of ships in drydock by rivals I won’t
cent days, unbeknownst to the hotel staff, the man hired to be “the Pal-
name, but whose businesses we saw outside the city wall north along the
adin” turned out to be a deadly retired Cormyrean weapons master—and
shore in the Harbor district, Vlard’s was recently rebuilt as a ramp-and-cradle
several sneak-thieves have paid the price. This danger keeps some of the
operation so that vessels can be worked on wholly indoors. The owner,
shadier traders away from the Paladin and has definitely increased its repu-
Vlard Bluegill, proudly guarantees all work for half a year: if his work fails
tation. Ravenian ladies now book stays here just to see the lordly Defender
due to “natural causes”—i.e., for any reason except due to magic or attacks
of Right close-up. Some even get to see rather more of him, so the rumors
at sea—he’ll replace or redo it for free. Ships usually take a month or less to go, than just his bright armor.
“set right,” depending on size and what damage must be made good. Vlard
The hotel is damp, wretchedly cold in winter (insist on hot stones in
is experimenting with a floating drydock that would be moored in the har-
your bed and hot water in your bath), and plagued by the fishy smell of rot-
bor for use in repairing the largest ships; his small but expert band of ship
ting things in the nearby harbor. But it’s also cheap, relatively private (that
wrights have the skills to handle any job. A series of “accidents” have be-
is, not peered at by Ravenian high society to see who’s in town), equipped
fallen his best workers over this last year, though, and Vlard suspects that a
with many comfortable old armchairs and good stout beds, and it has a
certain Corbet Coker is behind these somehow—with the aid of someone
friendly, motherly staff. They’ve been known to strip soaked and snoring
within his own staff. But who? sailors, wash them with warm water, towel them dry, and then gently put
Four doors or so north up the lane from Vlard’s stands the principal
them to bed—all without waking them. Lockbox services are available. and
warehouse and offices of the Whale’s Tail (CA13), another of the up-and-
covert exits can be arranged for four gold pieces per head through a tunnel
coming mercantile collectives in the Bluff that hope to rise to the dignity of
that links the hotel with a larder-warehouse on the south side of Morlgar’s
Merchant House. It’s swiftly acquiring a reputation for shady dealings, Ride, for those in whom the Watch seems too interested. For a single gold,
brawling workers, and possible pirate connections. The signboard, a carved
a whole group can avail themselves of a somewhat cheaper exit, down the
wooden whale’s tail with flukes upcurled, juts out of the west wall of this
fishgut chute straight into Clearwater Harbor—but I wouldn’t recommend
headquarters building, well out over the street—posing a seemingly irre-
it unless you’re really desperate.
sistible lure for youngsters with a hunger for climbing.
A few steps away along an alley (but fronting on Unicorn Lane) stands
Sternbound Hall (CA14), headquarters of the fractious Leatherworkers Burnt Gables
and Tanners Guild. This fine black-stained oak building with brass porthole
windows and brass front railings has been the scene of many a brawl be-
tween furious guildmembers. Smashed bottles were favorite guild weapons
T he cleaner, quieter, more boringly businesslike (and slightly more
squalid) east side of Clearwater Harbor is Burnt Gables, a neighbor-
hood named for a long-ago fire that destroyed several grand wooden houses
until glass of all kinds was outlawed from the Hall; drinks are now served in that just happened to stand in the way of the expansionist property-owning
clay mugs, and the only glass to be found is in the thick, nigh-unbreakable plans of several senior noble families. Today it’s the quieter sister of the
porthole windows. Brawls are fewer these days, too, as guildmembers have Anvil, and a place with few sights to entertain the visitor—unless the visi-

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tor is very heartily interested in fishing and merchant shipping, and all the The most important buildings in Burnt Gables stand along either
gear that goes with those two concerns; almost every building in this area is Thavverdasz Way or Sindle Street; taking the latter northwards, we soon
a warehouse used to temporarily store either boats and their various acces- come to E.L.F. & Co. (CB3), standing on the west side between a pair of
sories or trade goods. All this bores me to tears; accordingly, our tour will be short-rent sailors’ rooming houses. This trading concern, named for the
a brief one. three founders (Eldritch, Lightfoot, & Findrol), used to deal in textiles,
We’ll begin on the point that some call “the Snout,” others refer to as spices, and gems but gradually came to specialize in selling sails, rolls of can-
“Fire Point,” and still others call “Dragonmembers” due to the legendary fiery vas for patching sails and tarps at sea, and replacement masts. Their prices
death of a black dragon under the talons and fiery breath of a red dragon, in are lower than those of Vlard’s, High Seas, and others who do the work for
the days when the whole city was just a tavern on the south bank of the Fire the client; E.L.F. is strictly a pay-and-haul-away business, serving crews who
River. For map-readers, it’s the promontory whose backbone is Thavverdasz need the means to do it themselves.
Way. Our first stop—just as if we were visiting sailors—will be at the At the end of Sindle Street, the most northerly building on the west side
Harbor Office (CB1). This was one of the few grand houses that did sur- is one of the most famous Burnt Gables landmarks. The Bandaged Wound
vive the fire: a charming chaos of porches, turrets, gables, little rooftop lad- (CB4) can be identified by that large red-lettered wooden sign above a door
ders, crumbling shingles, and spitting-vulture downspouts. All ships that that’s always open (amazingly, it doesn’t even have a lock or bolts-and-bars).
dock in Ravens Bluff must file ownership and cargo papers here—and most This infirmary welcomes the injured of all races, creeds, and professions, and
of them actually remember to do so, though the veracity of some of the doc- even aids those who can’t pay for healing up front. Run by two Zhent-born
uments is questionable. Utterly ridiculous claims are investigated on the brothers (Tiran and Chiron Laventhos, the first a mage and the second a
spot by Harbor Patrol officers: get them to tell you some of their stories priest of Mystra) and an elven priest of Mystra (Tarron Crystalmere), it
about things they’ve run into on the job sometime. My personal favorite is serves mainly drunks, members of the Watch, and dockloaders injured in
the one about the ship that claimed to have a full hold of “premium fresh dockside accidents but also caters to adventurers. No judgments are placed
dragonscales” and somehow neglected to mention that a living, subdued on how wounds were come by, and the treatment is superb. Those who ar-
dragon was still wearing them! rive injured will always be treated, regardless of their ability to pay; those
A few steps to the south of the Harbor Office, if we step around the cus- with the means are often requested to bring back certain rare herbs useful in
toms warehouse used to store contraband and other confiscated cargoes, the making of healing salves, poultices, and potions.
stands Crimyn’s Imported Silks (CB2), a warehouse that has seen adven- The three proprietors are all dedicated healers who have attracted volun-
turers’ battles and monster-importation smuggling in the past and now rou- teers and admirers from among the populace to assist them (as well as junior
tinely receives Harbor Patrol inspections. As a result, it has been rebuilt clergy from various local temples who often put in a day’s service on a regular
into a high-security, very clean, and well-lit stone storage house now spe- basis). Those in need of spells to combat blindness, disease, poisoning, and se-
cializing not just in silks but in valuable cargoes of all kinds. Guards are al- vere wounds are referred to one of the Civil Temples. One of the three prin-
ways amply in evidence, Watch observers are always on-site, and Crimyn’s cipal healers is always on duty at any time, and they always want to know (for
is the first place many Ravenians think of when they need to temporarily themselves) the true cause of all afflictions. They therefore use detection
store valuables. The rates are high, but Crimyn’s guarantees against loss, spells and plague-finding magics of their own devising (which work only
and the firm has even invested in sealed boxes that contain paralyzation when cast by persons who have knowingly come into contact with plague
glyphs that can be displayed to monsters, mages, or other attackers the symptoms before) on all patients whose injuries aren’t obvious and simple in
guards can’t readily handle. origin. If such probings turn up nothing, a patient isn’t charged for them.
135
The Wound is a major reason why many sailors active in the Reach con-
to, weapons enough to dare enter, and a liking for gambling of all kinds.
sider Ravens Bluff their home port, preferable to other havens. It’s also a
The cellars of the Dog host contests of all sorts, all heavily wagered upon;
gift of the gods to the Ravenian poor, many of whom are still alive thanks to
favorites include rat-killing competitions (in which the dog that kills the
the efforts of its relentless dedicated healers. Many a suffering adventurer
largest number of hungry rats during a set time wins), dart throws, arm
has praised the gods for its existence and easy-to-reach location . . . and
wrestling, and knife fights. The upper floors are home to those who gamble
hoped they’d reach it in time. Its resources were stretched to the limit and
with cards and dice, to the accompaniment of much drinking; there are four
beyond during the war, with its staff working on wounded brought in from
floors above the cellars, with the uppermost, under the rafters, being given
the battlefield until all three literally dropped in their tracks. They’ve re-
over to living quarters for the staff. The largest room, “the Tusk Room”
covered now, I’m glad to say, and are back at work on their chosen task.
(decorated by a narwhal’s tusk running along one wall), is used for private
Turning the corner onto Iymril Lane and then again a block later to
meetings and heavily-wagered-upon games of chess and the like between
head back south on Khalamongre Street, we pass the Downunda Patisserie
masters.
(CB5), the source of fine cakes for special occasions, fresh bread (the cheese
It’s here that the pirate Miriel Smith lost her boots and breeches in a
loaves are especially delectable—and gone within a few minutes of the shop
game of Madknights (a popular local card game) but staked her remaining
opening, every mom), hand cakes, and pastries. It’s the most popular neigh-
garments and won two ships and a cargo of eels, happily refused to swap
borhood destination for Ravenians visiting from other areas of the city and
them back. It’s here that the mage Mastraero of Calaunt turned everyone
is always a busy place; the Watch officers always find time to drop by on
who witnessed his defeat at chess into snails—except his opponent, an un-
their rounds. Owner and chief baker Jemima Chisholm recently hired a sec-
scrubbed sailor who revealed himself as Ambassador Carrague, who
ond family (the Lontles, who own the oarlock-and-fittings shop next door)
changed the snails all back (Mastraero was found the next day, much the
just to purchase and fetch flour and the various fruits, nuts, seasonings, and
worse for wear, having been forced to eat ten pounds of salt by the former
other ingredients needed in the baking; her own children work a second
snails). And it’s here that two adventuring bands met to plan an attack on
shift at the ovens as well as putting out and selling wares. The Patisserie is
a ruined mansion being used by smugglers and ended up battling the patron
now open from before dawn until dusk—oh, the name? I’ve heard it was
who’d hired them—a vampire, who slew most of them before being himself
suggested to Jemima by a passing old and bearded mage who said he was
destroyed. In the process, the Tusk Room’s lone gable window was created,
from Shadowdale but had journeyed to “far places indeed,” and that
when the vampire thrust a plate-armored warrior bodily (and fatally) right
bakeshops like hers were sometimes called “patisseries” there.
up through the roof, punching a bloody hole and then stuffing a second ad-
Continuing down Khalamongre to Thavverdasz, let’s turn back west on it
venturer through it—sideways. The Dog is heavily patrolled these days but
towards the Snout Light. I think this tower would look more impressive—
remains a place that the delicate, easily offended, or unable-to-defend-
and be a more useful landmark for sightseeing travelers and sailors alike—if it
themselves shouldn’t enter.
was rebuilt. During the recent war, a band of Talos-worshippers got to work
The second stop on our tour stands at water’s edge below the bridge and
attacking temples, setting fires, causing explosions, and the like in the city;
is reached by means of a muddy alley that runs south off Riverview Road.
one afternoon they toppled the Snout Light. Something to do, I suppose.
It’s a large, rusty old building entirely sheathed in a clumsy patchwork of
Between Khalamongre and Sindle is an alleyway; right beside it stands
battered-flat, nailed-down armor plate and salvaged metal of all sorts, in an
our last site of interest in Burnt Gables: the Deephands Nettery & Net Re-
attempt to “ward off fire.” No sign tells anyone that this is Spengeloar
pair (CB6). This huge, old rambling barn of a building has a rooftop cat-
Masts & Spars (CS2), but once inside you can hardly miss the racks and
walk with hanging hooks, rollers, and cranked pulleys so that on any dry,
racks of smooth, oiled wooden poles that fill the place (carefully enspelled
sunny day nets can be stretched out to dry and be worked on. The shallow-
to prevent warping, or so the proprietors claim, and in some cases lami-
pitched roof is fitted with walkboards nailed atop its shingles to keep the
nated with inlaid strips of weirwood for maximum bend-not-break durabil-
staff from falling as they clamber over nets, sewing and braiding ropes and
ity in gales). Spengeloar masts are the best, most Ravenian sailors agree,
painting on grease to keep nets supple. Deephands buys old and damaged
and this place does a steady—and due to its high prices, very profitable—
fishing nets, sells refurbished and new nets, and repairs nets for those not in,
trade with shipbuilding and refitting yards up and down the Reach, as well
if you’ll forgive the expression, a tearing hurry. Many folk around here
as locally.
swear that Deephands nets are rented under the table to dealers in illicit
Two warehouses upriver, fronting on the end of Riverview Road, stands
goods that can’t be harmed by immersion—and used to sink goods in the
the Dyddow Barrelworks (CS3), where Ilias Dyddow and a staff of indus-
Fire River, to be left hidden under the murky mud until hooked to the sur-
trious gnomes turn out casks, kegs, barrels, and tuns of all sizes and several
face after dark and either dragged upstream for unloading outside the walls
degrees of sturdiness and sheathing (it’s now possible to get armor-plated
or taken aboard ships in the harbor for integration into their legal cargoes.
kegs, though I can’t imagine why anyone would want such things). Useful
Naturally enough, no one is volunteering any specific recent information
as seating, if nothing else, and fascinating to watch—the staves are steamed
regarding this practice, but everyone seems to think it goes on—and that
and bent, the hoops are fitted red-hot, and steam and the smell of scorched
those imprisoned in the Golden Ball and other harbor hulks occasionally get
wood are everywhere. Small forests of barrels are stacked on all sides, and
liquor or even weapons or bottled acid to eat away manacles and chains by
gnomes run along “trotboards” laid atop them to reach comers not yet quite
such means.
stacked to the ceiling or to retrieve barrels of specific sizes for clients (if I
was being chased by someone I really, really didn’t want to catch me, I
Shadystreets might try to lose them on those trotboards). A variety of identifying marks
can be branded into barrels upon purchase, or the buyers can apply their
T he north bank of the Fire River, for a few streets in, is home to this
poorest, grubbiest, most tumbledown neighborhood of the Bluff.
Named for the slum haunt-of-thieves reputation it enjoys, Shadystreets is
own marks later.
On the north side of Riverview Road, a few doors west of the Barrelworks,
stands the local Red Ravens firefighting hall (CS4), equipped with a fire-
home to a handful of surprises, among all the rotting-fish squalor citizens
tower that can actually spray water on flaming roofs from afar. Someone’s
expect to find. Refuse, hanging laundry, and mildewed, sagging, unpainted
been setting fires in the neighborhood recently, and I think it’s just for the fun
wooden rooming houses—most of them equipped with roofed porches that
of seeing the pumps in action (they are impressive). All this spectacular dis-
run the length of each floor and are held up by old pieces of ships set at
play is thanks to the good wares produced in the large building that stands in
crazy angles to serve as braces—are everywhere. Rats and dirty children
the southwest comer of the meeting of Stonekeep Concourse and Riverview
scramble here and there, and many folk don’t care to ever stray off Stone-
Road: Lalobaer’s Pumps & Piping (CS5). Another gnome-dominated work-
keep Concourse on their hurried way through this darkest of neighbor-
place, this one produces (and, within Ravens Bluff, installs or fixes leaks in)
hoods.
that new-fangled copper piping you might have seen or heard about. It also
Unless you’ve a real taste for squalor, there’s not a lot to see in Shady-
produces man-driven piston pumps of sturdy quality that can jet forth water
streets, but I’ll show you what does shine forth. Let’s begin our tour at The
with enough force to hurl aside the average person. The Ravens are experi-
Ravensbridge (also known as Pirateshead Bridge, among many other old
menting with a portable Lalobaer treadle pump for fighting fires—so if you
names) that links the north and south banks of the Fire River together. Our
see men and women taking turns jumping up and down in the back of a cart
first site of interest stands hard by the bridge on the west side, fronting on
at the scene of a fire, they’re doing something practical, not performing a friv-
Stonekeep Concourse. The Salty Dog (CS1) is the roughest sort of sailors’
olous dance or odd religious ritual. A few of the more forward-thinking Rave-
tavern—the refuge of those with a silver piece to get in, the thirst to want
nians now fill bathtubs on upper floors of their manor houses by means of

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Lalobaer pumps instead of struggling servants staggering up and down the
stairs carrying heavy panniers of heated water. Gundiman Lalobaer and his
son and two daughters are always at work on new pump designs, seeking the
one that will make them fabulously rich—and bring pumped water to every
Ravenian and many other Faerûnians. This factory has watchful guards,
thanks to a habit practiced by many visiting worshipers of Gond of casually
carrying away every pump part or fitting that’s not firmly fixed down, for sur-
render to waiting Gondsmen priests at the Turning Wheel.
Two blocks to the west down Riverview from Lalobaer’s, on the south
side of the road, stands a one-story stone building that sports one of the
must-see sights of Ravens Bluff: an animated rooftop sign advertising the
business of Signs Painted (CS6). The owner and proprietor, the illusionist
Kavan Brenzan (a moody sort who owns a playful miniature black panther
called Eclipse) paints and touches up fine quality signs, wall murals, and
shield scenes for warriors. He even paints or sketches folk he’s had dealings
with for his own amusement (including, of course, many well-known citi-
zens; the Watch has been known to bring folk who can’t speak or who have
lost their wits to view Brenzan’s many portraits, to see if they recognize one).
Even folk not interested in having a sign painted enjoy watching Bren-
zan’s sign (which is the result of a permanent illusion spell, one mage assured
me). Every quarter-hour, this sign fades to black, and a swarm of tiny
winged sprites dart into view from behind it, wielding paintbrushes larger
than they are. They dance in the air, painting “Signs Painted” in glowing
script, and then vanish around the ends of the sign again. The misspelling
remains for a few moments until a grumbling dwarf climbs into view over
the top of the sign, stamping on the letters as he climbs down them, and
drags the two transposed letters into their proper places. He stands back to
view the results with satisfaction and then climbs up the sign again, peering
back down at it one last time before vanishing. This animated scene takes
about five minutes, and the corrected sign remains intact for ten minutes
before it fades to black and the cycle begins anew. Well worth seeing—I
don’t tire of watching it over and over again.
The last site of interest to us in Shadystreets stands to the west of the
western end of Riverview Road, where it turns a comer to run north as Sin-
dle Street. This tall stone building is fire-scarred from many trash fires set
against its walls by children at play and sailors trying to keep warm; its doors
and lone window are fitted with heavy bars to keep the ropes and charts
within safe from theft. This is the Wavetreader Pilot & Rigging School
(CS7), where retired sailors (pirates, most of the locals insist, because of
their peglegs, eyepatches, and bristling whiskers) teach those with a few
coins how to steer a boat and handle sails. For a slightly larger fee, they can
show a newcomer or landlubber the ins and outs of the waterways around
the harbor or give advice for those planning to sail out into the Dragon
Reach (routes to take, prevailing winds and currents, good places to avoid,
etc.). Much of the space inside the building is given over to a full-sized
rigged mast with sails that students clamber around on, working the sheets
and yards while the instructors bark orders and inform them—at a pleasant,
casual full bellow—how fortunate they are not to be doing this on a rolling,
pitching ship lashed by a full-throated Reach storm. Buckets of water
hurled into faces with deadly accuracy give students a taste of what it’s like
to work sails blind in the face of lashing rains, and there’s a pulley-trough in
the rafters that can be filled with water and dumped, full-force, to give stu-
dents a taste of clinging to the yards and spars for their lives when tall
waves come calling. Sometimes live eels or an octopus or even a small hun-
gry shark will be added to the trough to give students an extra scare. I’ve
heard it’s all great fun; some students even finish the course.

The Shutters
F acing Shadystreets across the Fire River is the last neighborhood of
Crow’s End, known as “the Shutters” because it’s dominated by ware-
houses firmly shuttered against unauthorized entries by thieves. Not many
folk dwell in the Shutters except private hired garrisons of guards, and
those who do aren’t much better off than the folk of Shadystreets, though
here residents can dig for clams or build tidal mud-weirs to catch eels
(yum!) and other edible marine life. When gulls swoop down, children
throw sticks and stones to try to fell the birds for the family stewpots, too.
Only the ravens are safe here; any other animals are fair game—those of
you with edible familiars, take note. It won’t surprise you to hear that this is
another neighborhood little visited by sightseers.
Yet it holds some sites of interest. Let’s begin as we did with Shady-
streets: on the Ravenbridge, which carries Stonekeep Concourse across

137
the Fire River and links the city together. On the east side of the Concourse,
steps from the end of the bridge, stands The Last Jack (CT1), an inn that has
a tavern taproom on the ground floor in which the Watch are welcome guests
and the atmosphere decidedly quieter than in the Salty Dog across the river.
The Jack is where folk come who don’t find the rough sailors’ crowd of the Dog
to their liking, or who just want to sleep (in the three floors of small, simple
rooms that each hold a candle-lamp on a shelf, a water-ewer and cup, a cham-
berpot, and a bed with a rope frame, straw mattress, and two wool blankets).
The taproom is full of people talking, chattering, and chuckling, but rowdiness
or loud shouting will cause instant ejection; this is where the weary go to relax.
Old salts love it, despite the watery beer, truly awful sausage, and indifferent
bread with peppercorn butter. Fried fish here comes from the salty bottom of a
barrel and have long since lost any recognizable shape or species. The one sav-
ing grace is the tomato-and-onion chutney, into which ropy hot-throat spices
have been boiled; if you like its fiery taste, it can be spooned liberally onto
everything else to disguise all other tastes.
Two doors west of the bridge stands Fish Tails (CT2), a factory that I’d like
the proprietors of the Jack to visit—and buy from. In this drafty old warehouse,
sailors too maimed or stooped with the aches to crew aboard a ship any longer
chop, mix, sauce, bread, and light-fry fish (all the slop parts, not just tails) to
make hand-sized round fishcakes that I consider superior to most such meals—
if one has to eat fishcakes. Turtle, crab, and squid all find their ways in among
the fish, but the sailors indignantly deny tales of rats, cats, and other dryland
creatures occasionally making involuntary contributions to the mix.
If we continue west along Karen Court to Castles Way and take either alley
that runs west from its end within leaping distance of the water, we’ll fetch up at
Ambra’s Small Boats Rental & Harbor Rescue/Retrieval (CT3), whose name
fairly sums up what business Ambra conducts from this ramshackle old house.
Ambra herself is a feisty little verbal whirlwind of a retired adventuress—
human, but little taller than a halfling!—whose mane of glossy auburn hair is
longer than she is tall. Her house has been cobbled together from pieces of old
boats, and looks it—almost like a delightfully arranged wreck on the shore
rather than a home and business. Ambra lives here as a sort of den mother or
perhaps shared wife—I’ve never worked out which—to seven halflings, who
can mount impressively energetic sculling in dashes across the harbor to rescue
drowning victims or to dive down for lost items. I’d always thought halflings
hated water, but these little fellows are nothing short of amazing. They also help
Ambra maintain the fleet of a dozen or so rowboats, dinghies, and skiffs that can
be rented here—all very small boats not meant for the waves of the open Reach
but only for river and along-the-shore work. A briefly popular pastime among
nobles (now being revived by prosperous merchants with time and money
enough to play) is the “harbor party” where each participant rents a small boat
from Ambra’s, complete with rope fenders and full mooring-gear, and all of the
boats are lashed together into a floating “drift-island” that wanders around the
harbor, clumsily steered from time to time with the aid of long poles. More than
once Ambra has had to rush out to a party island with pumps to put out fires
that threaten her entire fleet, so she’s more interested in renting party boats to
lovers and plotters than to folk stupid enough to try cooking roasts on spits by
building fires in the holds of wooden boats.
Next door to Ambra’s, on the east side of Deepaxe Way at its harbor end,
stands Delmer’s Ferry (CT4), which offers all comers rowed rides across the
river, fees varying by how many folk and how much gear is taken, and where it’s
taken to (jaunts out of the rivermouth harbor and along the shore north or south
are very expensive, and specific destination docks must be agreed upon before de-
parture). Bald but dashing, Wamaer Delmer and his fellow strongly muscled war-
rior-employees are ready to whisk running clients away from pursuers in a few in-
stants and have shields in each boat that can be raised and fixed in place to ward
off hurled bottles, arrows, spears, and flung chairs. Delmer’s boys are often invited
away for an evening by ladies with money enough to host them to revels, and
they cheerfully avail themselves of such opportunities—sometimes leaving the
ferry office shut, with all its boats inside. Warnaer Delmer is a good dancer and
enjoys an awesome bedchamber reputation around town—and several of his
men habitually oil their thews before each shift, to attract the eyes of ladies who
might hire them later. There’s even been the occasional ferry ride that took a
very long time to cross the harbor, or went for a discreet side-trip along shore, but
Delmer frowns on such practices; the chances of bad weather, sharks, or pursuit
by angry husbands all add up to risks too steep for his liking.
Delmer is something of a legend along the river; he once outrowed a skiff
under full sail to land Watch officers on a dock before hurrying pirates got
there. He also once rowed a band of accused pirates away from a furious Watch
patrol. He can be summoned to take a package across the harbor from one

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acts, and comedians to minstrels and dancers (performers from Mooney’s
dockside business to another by blowing on a shell horn on either Ladyrock
circus often perfect their acts here). Some of the performers include a lizard
or at three places along the northern shore: by the Harbor Office, near the
man, a minotaur, a kenku, a pseudodragon, and a giff. The most popular
end of the city wall, and near the Ill Eagle Inn. In calm water, when haste
features are local wisecracking comedians (who never fail to satirically
matters more than staying dry, Delmer can make a rowboat fairly leap out of
comment on current Ravenian events) and, of course, the dancers. The
the water when taking small packages or a passenger no bigger than a half-
music is good, many of the dancers can sing well and enjoy close (in some
ling on a harbor crossing. He even works in winter, stringing a line across
cases, very close) friendships with regular patrons. Private rooms can be
the harbor to hold onto when storms are bad and using a metal-sheathed
rented for covert meetings or by those who overindulge.
boat to ride up and over floating chunks of ice.
From time to time, special occasions are celebrated here, such as Tale
In the block west of Delmer’s, bounded by the shoreline lane, Deepaxe
Nights (funny stories only), Haunt Nights (ghost stories and songs only,
Way, and Karen Court, stand our last two sites of interest in The Shutters.
with the dancers all made up as vampires or other undead—and a priest
The first is Muldryn’s Chainworks (CT5), where sweating smiths hammer
hired to animate skeletons to dance), and special events, such as the launch
out heavy-duty chains (“short lengths our specialty,” as the sign says). The
of a new merchant consortium, a new wine, or a visit by an exotic group. In
emphasis here is on massive strength, not pretty looks or miniature links;
this last year, such events were hosted by two adventuring bands seeking to
no jeweler would be interested in Muldryn-work, but it’s durable, depend-
recruit new members and for a demonstration dance ritual by the drow of
able stuff. Drovers come here to find wagon-links, citizens with large gates
the Dark Dancer shrine to Eilistraee that one patron described as “the ulti-
sometimes order gate-lock chains, and the occasional warrior or drover who
mate thrill of my life”—poor fellow; must not get out much. A pair of crab-
wants to wield a chain as a weapon will order a length of chain with a solid
men serve as security bouncers in the club, with a pair of far more capable
grip on one end. Anskaler Muldryn is reputed to be one of the strongest
giff as backup.
men in Ravens Bluff; he once lifted up an entire coach to pluck an injured
In the angle between Zeldazar Street and Samarglast Lane stands Mages-
child from underneath it.
trand Manor (SP4), the palatial whitestone mansion of the quiet, reclusive
Two doors south of the Chainworks, across an alley and fronting on
mage known as Oracle, formerly Minister of Divination in the Ministry of
Karen Court, stands Fruits & More (CT6), the closest thing The Shutters
Art and now a member in good standing of the Wizards Guild. Thieves are
has to a grocery store. Sugars, jams, and compotes galore are brought here
warned that the white statuettes flanking the front doors and placed here
for sale by both townsfolk and nearby farmers—and certain of the staff have
and yon among the garden plantings and as rooftop comer ornaments are
begun to make cordials by pouring cheap spirits into jars full of berries and
known to animate and attack intruders. I could say more, but frankly I don’t
just letting it all sit for some months. The results are sometimes vile but oc-
think it’d be healthy. You know wizards—and it’s the quiet ones I worry
casionally marvelous!
about. Let’s move along.
Under the hard stares of the many warehouse guards, most visitors tend
Our next stop is a little less luxurious but much more interesting. On the
to leave The Shutters as swiftly as possible—let’s follow their fine example.
east side of Zeldazar Street, just before its meeting with Brightbuckler Street,

Southside District stand the new quarters of the Ravens Bluff Sanitation Facility (SP5). Like
the original junkyard it replaced, this place stinks, pays for garbage by weight,
and is run by ol’ John Porter. Metal, glass, and other things that can be melted
Pumpside down and sold are sorted out. The organic refuse gets bought by farmers for

A
use as feed or fertilizer. Scraps of wood get stacked and carted off to Torch-
curious mix of poverty and prosperity, this easternmost neighborhood
town or the harbor. Anything that no possible use can be found for is fed into
of Southside stands in the protective shadow of one of the most im-
a well-guarded sphere of annihilation owned by the mage Marian Wicksal
pressive building complexes in Ravens Bluff: the newly-rebuilt House of
(who’s never without her pet pseudodragon, Rouge). The sphere has to be the
War, Ravenian home of the god Tempus (SP1). Lay worshipers are met at the
approach avenues by armored priests of the god, who accept offerings on the
spot. A huge wall of riven shields, battered weapons, and bloodstained armor
fills the space between the two paved temple lanes. Holy escorts are provided
beyond this point, so our tour will turn aside to less sacred sites, such as the
Brothers Galgolar Pawnshop (SP2), which stands on the south side of Ham-
merstone Street half a block east of Stonekeep Concourse. This three-story
stone building is the home of twin brothers, Jeffers (the honest one) and
Malachi (the other one), who loan funds across a counter in exchange for
goods brought in as collateral. They take turns running the shop, rarely lend-
ing more than 500 gold ravens to anyone, and the goods they take in ex-
change (which, of course, they sell if the debtor defaults) range from chil-
dren’s marbles to active golems, from good leather gloves to grand gilded
coaches. Magic items can sometimes (rarely) be found among the shop stock,
although the Watch and Wizards Guild confiscate any such items offered for
sale if they find out about them. When the most valuable pieces are sold, ad-
venturers are often hired to escort them to their new homes—sometimes
clear across Faerûn.
Those interested in borrowing should be aware that the collateral must be
acceptable to whichever brother is on duty, and that loan repayments follow
government-set rates. Loans of 10 gold or less attract 1% interest and are due
in 15 days; loans of 11 to 50 gold are at 2% interest, due in 30 days; those of 51
to 100 gold at 4% interest, in 60 days; of 101 to 1,000 gold: 5% interest, 120
days; of 1,000 to 5,000 gold: 10%, 240 days; and of 5,001 to 10,000 gold: 20%,
due in 1 year. Be aware that Malachi considers these rates unreasonably low
and has been known to as much as double them when dealing with those he
believes are visitors to the city, pocketing the excess monies. The shop is open
from sunrise to dusk. Don’t worry if you accidentally address either brother as
“Gallowgar;” it’s an old Ravens Bluff tradition.
Almost hidden by trees and rundown rooming houses on the south side
of Stonekeep End (where it turns north to become Landleen Lane) is our
next stop: Cliff’s Bard & Swill (SP3). This has recently become the closest
thing in Southside to a nightclub (that is, drinking with entertainment). It
offers patrons (who come to hoot and catcall and have a good time, drink-
ing deeply) a succession of entertainments, from jugglers, trained animal

139
worst-kept secret in Ravens Bluff; children often show up at the yard asking Our next two sites of interest are adjoining houses that stand on the east
to see it. I suspect that some of the folk who come to see the sphere (visitors side of Deepaxe Way, across from the wooded park of the Ministry of Art.
are required to don a suit of restraining armor “for their own safety” that keeps The more southerly of these two mansions is Garnetgables (ST7), the
them chained well away from the sphere as it eats some garbage) are really home of Larraine Blacktree, the severe aunt of Lord Charles Blacktree. She
here to see ol’ John. His parents were the last guildmaster of the mysterious held the Ministry seat of Fire Magic before defecting to the Guild, where
Four Ravens Thieves Guild, and some think that John Porter has taken their she’s reportedly found new happiness and vigor training many young sor-
place and has a network of contacts throughout the city so well hidden that ceresses in her ways of magic. Though the doors of the house stay firmly
not even the Silent Network can uncover it. Better not to ask. The ravens shut by day, occasional bursts of flame and excited laughter at all hours tell
obviously like this place, though—see how many of them are around? Maybe of the magical activity within.
that’s how rumors like that get started. By the way, if you ever drop by and The house next door to the north, Morningsun (ST8), is the home of
he’s not here, try up at the city graveyard east of here, on a bluff overlooking Sylvia Dawnwatcher, a Lathanderite who once held the Water Elemental-
the river; he works there as well as a part-time gravedigger. ist seat in the Ministry but left to join the Wizards Guild. It’s guarded by a
Our last stop in Pumpside is to see its largest building (outside of the water elemental who lives in a pool that encompasses much of the ground
temple complex). Actually two joined stone warehouses that run along floor. The elemental is a longtime companion and friend of Dawnwatcher,
Samarglast Lane for half a block before turning along Helhavryn’s Walk, not a magically coerced servant; it’s free to come and go along water-pipes
the headquarters of the House of Whelk Merchant House (SP6) is always that link its pool with the river and Reach through a series of floodtide
a busy place. The House employs many fisherfolk down on their luck to chambers and overflow caverns. The pink pillar inlays on the gates are
make fish pastes and fishing nets. It buys catches of fish (to make the pastes rose-quartz, and quite valuable. Enchantments protect them, but I’m not
from) and jars (to sell the pastes in) and sells nets, fish pastes, and ship gear sure of the details—nor anxious to find out the hard way.
such as ropes, anchors, turnpins, oarlocks, rudders, hinges, grab-irons, and Facing the park’s south side, on Grismort Lane, stands our next home
so on (buying its stock all over Faerûn, as cheaply as possible). worthy of a look: Manscorpion House (ST9), the home of Sardoli Quislin,
By the way, where the name “Pumpside” came from has been forgotten; named for the monster statues that adorn its high walls. There are tales of
most sages think that a horse-powered pump for irrigating farm fields must these animating to attack thieves, but a wizard’s testimony from some years
have been located here back when Southside was mostly farms. back suggests that a manscorpion wizard dwells with Sardoli—or that Sar-
doli can change into a spell-hurling manscorpion, or summon one from
Tlasbras somewhere to defend his home against intruders. Whatever the truth, the
home incorporates two handsome glass domes in its roof that let shafts of

N amed for a half-elven adventuring hero who saved Ravens Bluff in its
early days from a stealthy attack by a huge warband of orcs who
slipped down out of the Earthfast Mountains, Tlasbras is home to the fa-
light down in to catch the rising waters from two indoor fountains. The floor
of this large fountain hall is of white marble but little else can be seen from
the street, and Sardoli doesn’t entertain uninvited guests. So that’s that.
mous—or infamous; if you prefer-magic-studying and -governing body Our next site is on the east side of Hippocampus Street, between Stone-
known as the Ministry of Art (ST1). It’s dotted with the homes of mages keep End and the Way of Blake the Bold. Called Shadowholme (ST10),
who are, or were (before the Wizards Guild defections that followed the it’s the silver-pillared home of the gold-elf mage Cluhurach Fair-Eyed.
war), Ministers in this organization. Prosperity seems to stream outwards Once the Minister for Enchantment, Cluhurach has now gone over to the
from the Ministry; homes and shops are neat and well-kept near it, not so Guild like so many of his fellows. The house is named for the shadowtop
grand farther out. The Ministry meets and works in a complex of three trees that surround it and seem to move slowly about it-thanks to a de-
buildings in a park. The western end of this park is marked by a nameless tailed and clever permanent illusion.
lane, beyond which stand three dormitories for Ministry understaff and ap- A little to the north and east, the southwestern comer of the intersec-
prentices, and the huge home of Harasiim the Blue (ST2), which fronts on tion of Stonekeep End and the southern leg of Whisper Lane contains one
Hippocampus Street. Fully as large as the smaller of the two main Ministry of shabbier structures in Tlasbras: the cobwebbed, gloomy one-story rubble-
buildings, it’s built to resemble a mock castle, with tapering turrets, over- stone shop known as The Sapient Sorcerer (ST11). Here an absent-
sized banners and battlements, and multiple portculli which slam down in minded mage sells spell inks, vellum, quills, inkstones, and scrollcases of all
an almost rhythmic sequence every dusk. Harasiim is a handsome Turmish- sorts. Olcrannon Fossa’s right side—face, arm, and all—are blackened and
man who held the Ministry seat for Abjuration before defecting to the scarred; among his frequent mumblings about red dragons are regrets that
Guild. Immediately to the north of “Blue Castle,” along Hippocampus he took its fire “rather, um, too squarely . . . um.” He loves to gossip, and
Street, stands the more modest—but still large and luxurious—home of the trading tales with him usually results in decreased prices—but I’ve heard
old half-elven adventuress Emellin (ST3), who holds the Ministry seat for that he’s not quite the old dolt he appears to be. He did win one to-the-
the school of Alteration. death mages’ duel with an angry customer that he shouldn’t have, a year or
Turning east onto Drovers’ Run, the third door along on the north side two back. There are murmurings about what lurks under his eyepatch.
is actually the bronze double doors of the black-marble-faced Echo Hall Some think that he’s really a powerful Red Wizard of Thay or perhaps even
(ST4), abode of the Minister of Conjuration, Alskander of Chessenta,
who’s said to entertain many Ravenian ladies in this high-ceilinged, rather
bare, and always gloomily-lit tile-floored mausoleum of a home. By the way,
there’s no truth to the rumors that Alskander’s a vampire—I have it on
good authority that those tales started at a revel when he rose out of a cof-
fin to surprise a certain lady, purely as an amorous prank.
Our next stop is a brisk walk across the neighborhood to the southwest
corner of the meeting of Zeldazar Street and Conant Court, and the two-
story stucco building there that houses Burnhart’s Outfitting (ST5). This
establishment sells traveling gear to caravan merchants, pilgrims, and ad-
venturers—everything from wagons and small boats down to holy symbols
and pot-scourers. The Burnharts play the part of wealthy, influential mer-
chants, but most customers see them as swindling hard-bargain artists,
someone whom you only deal with when there’s no alternative. A lot of the
money they make is gambled away by the magnificently dressed Frek
Burnhart, the owner of the shop.
Next stop: the northeast corner of Stonekeep End and Castles Way,
where stands the most unusual of the Red Ravens firefighting halls (ST6).
Rented from the Ampner noble family, it’s the keep of what was once a
castle. Rising six somber stories above the street, it provides a good lookout
over the neighborhood, (where it’s by far the tallest structure) and spray-
from-above protection for almost a block around.

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an unusually well-preserved lich, biding his time until the right adventurers prised to hear Derry and the two blink dogs yipping back and forth in ani-
come along for him to enspell into master killers and hurl at the most pow- mated conversation if you enter.
erful mages in the Bluff, to achieve total domination of the city. I’m sure Just around the comer, on the north side of Grismort Lane west of Hip
that’ll happen right before he pulls a few stars down out of the sky, reshapes pocampus, stands Horace’s Shirt Shop (SS4), once a refuge of fops and
the Sea of Fallen Stars—oh, yes: and blows up the moon. . . . dandies who wanted to wear peach-hued silk or pink tulle trimmed with
purple. This shop has recently expanded its range of wares to handle finely
Stormrime made everyday garb as well as the outrageous revel-wear for which it be-
came famous (or infamous); you can now find quietly superb, plain gar-

L ashed by icy seastorm winds in winter more than any other neighbor-
hood of the Bluff, this last neighborhood is named accordingly:
“stormrime” is the sparkling white salt-laden cake of glare ice that coats
ments here. Nobles, merchants, and folk with the coins to spare are begin-
ning to notice, and covet, and buy in great numbers. There may soon be a
brightly lit branch of this shop in Temple District, I’m told, or perhaps in
everything in the wake of a really stiff storm, leaving footing treacherous the Sixstar neighborhood in Uptown.
and getting about out-of-doors a tricky dance of slipping and sliding. Less The northeast comer of Xander’s Lane and Wyvernar Street holds our
prosperous than Tlasbras, it nonetheless has its share of mages’ mansions. next stop in the tour: Stormcloak House (SS5), a handsome greystone
We’ll begin our tour of Stormrime on Drovers’ Run, between Wyvernar mansion still owned by Marilene DeVillars, second cousin to Lady Lauren
Street and Pepper Street, where on the north side we find a sturdy two-story DeVillars and the former Minister of Illusion. She left the city to dwell
stone building with a dove-gray door and sign displaying the bound-wrists quietly in the countryside a few months ago—no one knows why. While
symbol of the god Ilmater. The sign identifies this as one of the reasons I am she’s gone, she’s rented Stormcloak to an all-female adventuring band, the
proud to dwell in Ravens Bluff: the Hand of Mercy Children’s Hospital Nine Talons, who reportedly delight in summoning monsters and then bat-
and Orphanage (SS1). Here a brother and sister who are both Ilmatari tling them all over the house, damaging it considerably in the process. On
priests run a hospital open to all but specializing in treating illnesses and in- one occasion the smokes pouring out of the house grew so bad that several
juries of children. Sister Mercy and Brother Kindly Hande keep a happy of Marilene’s former colleagues from the Ministry entered the house to see
home, but thanks to the recent war the “Hand” family consists of a score or what was befalling, receiving a very frosty reception from the interrupted
so children right now. Don’t be surprised to see a male drow elf (Valandrin adventurers (which they returned, with interest). When the Nine Talons
Telenna, better known as Dusk, a member of the Ravens Bluff Irregulars and went so far as to threaten to bodily pick up the “trespassing” Ministers and
a onetime candidate for the office of Deputy Mayor) about the place. He’s toss them out the windows, the Minister of Invocation, Variance Klane,
wary of women—something to do with his upbringing, I suppose. He told plucked a sword out of thin air and set it to circling the house. That was
me once that everytime he spoke to a woman he couldn’t stop thinking that three weeks ago, and it’s still there—ah! there it comes into view now,
if he said something wrong she’d feed him to the spiders. Tsk, tsk. gleaming in the last light of the sun as it tirelessly orbits the uppermost
Our next stop is a neat, clean building in the comer of the meeting of story of the house—Mariline’s reading cupola, where some of the Talons
Hippocampus Street and Xander’s Lane. See that small sign beside the can be seen of a morning, sipping hot drinks and glumly eyeing the circling
door, reading: “Hoaten Thee, Scribe—Documents Written, Read, Trans- sword. Whatever powers it may unleash if tampered with are unknown—
lated”? Hoaten Thee is the man inside, all right, but this establishment is but none of the Talons have been tempted to give it a try. Fortunately it ig-
never known by any other name than The Sign of the Quill and Scribe nores bypassers, like us, and also folk merely entering or leaving the
Shop (SS2). Inside, you’ll find the expected clutter of books, tomes, parch- house—except the Talons, whom I imagine are bored silly by now with
ment, maps, scrolls, quill pens, and bottles of ink. You can buy anything to their enforced idleness.
do with writing here—slates and chalk, wax tablets and stylii, charcoal Around the comer on Pepper Street (on the east side, between Xander’s
sticks, quill pens, various colored inks, brushes, vellum, parchment, and Lane and Grismort) stands a large, impressive three-story stone building
even bound blank books. This place competes a bit with The Sapient Sor- with a gleaming silver hawk on the door. This is the Silverhawk School
cerer, but whereas that store focuses more on mages, the Quill and Scribe (SS6), where the retired half-elven adventurer Angel Silverhawk trains
serves every literate need. willing warriors in the ways of fighting. Angel (a muscular, hard-drinking
Hoaten Thee is a much-loved and respected man in the Bluff—it’s said sixtyish fighter and thief who can still swing a blade or tumble and spring
he can read any language, and he’s always polite, discreet, honest, and fair- with the best of her pupils) lives on the top floor with her students. Classes
priced. He translates documents brought to him, drafts and writes letters, take place on the middle floor, and the ground floor is given over to a very
wills, and contracts, and witnesses agreements and wagers. His service is a secure armory (four successive glyphs, I’m told), a pool, and a practice gym
godsend to illiterate adventurers, believe me. Once an adventuring mage, open to anyone who wants to spend three coppers and some time. There
he’s now retired (at well past seventy years of age), affable, and absolutely are quintain-type dummies for thrusting practice, if the instructors are too
trustworthy, always maintaining the confidentiality of his clients. He has busy, and a weapons-check and cloak-check security office. Angel’s three
two beautiful granddaughters, Solandra and Zylara—competent scribes but servants can all give weapons training, and whoever is “manning” the en-
much sought after by young Ravenian men for more friendly purposes. trance has magical means of paralyzing even the strongest foe. This place is
Hoaten is almost always to be found wearing a high turban; he’s a spry, oft- very popular with the young and with visitors to the city, because Angel
amused man who seems to be able to remember everything, down to what treats everyone as an equal, demonstrates everything, and likes to drink,
rings someone was wearing when they came to see him at eleven o’clock on eat, and carouse with her students. She encourages would-be warriors of all
a particular day thirty-odd years ago! races and both genders to join the school and likes jokes (not pranks, it
In the next block down Hippocampus, we find the Friendly Familiar should be noted—be warned).
Pet Shop (SS3), the home and shop of a well-known retired adventurer, Our next sight worth seeing is a one-story stucco building with a slate
the warrior Derry Brandondale. I love to visit this place, and whenever I do roof, standing on the north side of Stonekeep End midway between Pepper
I always wonder why I don’t make it around to this side of town more often. and Wyvernar. Ye Who Dares (SS7) is the home and workshop of Johan
It’s a large, clean single-story stone building with an open-air courtyard at Branding, who with his family turns out armor of reasonable quality and
the back and a painted sign out front depicting a black cat sleeping on a prices (not the finest work, and certainly not for shiny show, but available
treasure chest. Derry sells common and exotic pets, trains animals, and at about 80% of the common price, item by item). Adventurers love this
cares for sick or injured pets and wildlife. He has two friends and shop place, and Johan always takes fatherly pride when the day comes for one of
guardians, the blink dogs Seth and Armas, but otherwise keeps no intelli- “his” adventurers to “trade up” from chain to plate, or from plate to full
gent creatures for sale (only briefly, for healing purposes); he considers field plate. His three sons and two daughters are attractive in looks, agree-
keeping such “thinking beasts” to be a form of slavery and can wax quite able in disposition, and skilled in making serviceable armor. One daughter,
eloquent on the subject. You can almost always find a hawk, songbird, cat, Kitrina, loves to flirt with adventurers and often carries messages or keeps
dog, or small snake for sale at this shop, but Derry is quite familiar with far items hidden for them. A light sleeper, she can be awakened late at night
more unusual creatures and often answers queries from adventurers on the by rapping on one of the rusted-out shields that hang on the back wall of
habits and fighting tactics of dragons, wyverns, gorgon, catoblepi, peryton, the shop: four times rapidly, then pause, then another rap, then another
stirges, and the like. He frequently hires adventurers to capture exotic pause and one final knock. If she answers, be aware that the heels of her
“monsters” to fill special orders for pets—or to help him free some intelli- small black boots are actually needle-point daggers—a little bit of insur-
gent animal from what he considers undeserved captivity. Don’t be sur- ance she adopted at her mother’s suggestion, just in case.

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A block to the east along Stonekeep End, on the south side, a large Half a block westwards, in the northwest comer of Pepper Street and the
painted blue star on a door tells travelers they’ve found the offices of the Way of Blake the Bold, stands the Ampner manor of Talontrumpets (SS10),
Blue Star Trading Company (SS8), one of the oldest surviving merchant rented for over two decades now to Begoas the Inquisitive, the Minister of
organizations in the Bluff. Owned by Lord Chancellor (and sometime Act- Necromancy. This three-story manor with front fountain and fern gardens is
ing Mayor and guildmaster) Arvin Kothonos, it trades in weapons, silks known to be guarded by undead animated by Begoas, including crawling
and other fabrics (especially fine textiles from the southern shores of the claws, a monster zombie that completely fills the main passages of the house
Sea of Fallen Stars), and items brought out of tombs, ruins, and dungeons from wall to wall when it walks, and a watchghost believed to have once
by adventurers. There have always been whispers that the Blue Star must been a female human companion of Begoas. At any rate, she has some sort of
have pirate connections—shins bearing Blue Star cargoes never seem to symbiotic connection with him; when he doesn’t leave her behind as a
get boarded and raided—but there’s never been any proof of illicit dealings. guardian, she’s with him, sometimes even wrapped around him like a cloak.
The Blue Star stands open right through every night, trusting in its garrison In recent months, Begoas seems to have begun watching for something or
of veteran warriors. A new, and very popular, service they’ve begun offering someone, going out to prowl the city by night muttering about “those who
is organizing caravans; for rather stiff fees, its staff will put your package on come to open what should not be disturbed.” He refuses to elaborate on
a wagon going to their depot in such-and-such a coastal Inner Sea city, for whether “what should not be disturbed” means a tomb, a gate, or something
delivery within the month (or tenday in the case of the Reach, Sembia, or else—or who “those” are. Talontrumpets rises four stories above the street
the Moonsea). and descends at least three cellars below, with the lowest cellar regularly
Our next stop is a large, three-story stone building on the north side of flooding with seawater. Its front hall boasts two fat helix-staircases that twine
the Way of Blake the Bold, the Boar’s Head Inn (SS9). Formerly a butcher around each other as they ascend to the floors above. Since the arrival of Be-
shop run by the Cedmac family and known as “The Pig-In-A-Poke,” this goas, a gleaming black casket has rested on a stone plinth between the bases
expanded into an inn in a year when hog-slaughtering underwent a sudden of these two stairs; it’s said to be empty of all but sleep-dart traps that can be
slump. Recently torn down and rebuilt, now the butcher shop takes up triggered by the unwary, something meant to scare intruders away, not house
one-half of the front (with kitchens behind it) and the inn lobby and a vampire or other undead—at least, that’s what they say. . . . Some local cit-
restaurant the other. This place is popular with the locals because the food izens firmly believe that Begoas is a vampire, but he insists that such is not
is good and the ambiance quiet and relaxed. Rooms are well-appointed and the case. He “can’t help what folk believe,” however, and if it keeps thieves
comfortable, like staying in the home of a well-to-do, established, and not away from his house . . . .
socially pushy merchant. A carved wooden boar’s head greets customers in Three doors down from Talontrumpets, heading west along the Way,
the lobby, beyond which is a small, cozy restaurant running to nice booths stand the offices of Swiftfleet Guides (SS11). This halfling firm, owned by
and too many pillars, breaking up a room that always smells of sizzling the very shrewd Baladric Tarkingtoes, offers caravan escort and guiding ser-
bacon. As long as you like pork in its various guises (including a marvelous vices. The “Swiftfleet boys” have lots of fun carousing together but are
leek-and-hock soup), this is the place for you. They have handrolls of black justly proud of their skills at horse archery—that is, firing shortbows from
bread with strong cheese, just to liven things up, and for dessert a savory horseback (at full gallop, if need be). They train their own horses (most
dish of chilled almond cream; a choice only the gods (well, some gods) halflings have limited success in the saddles of mounts not used to a halfling
could improve upon. If you don’t mind literally being on the edge of the rider; these lads ride full-sized horse, not the usual halfling ponies) and go
city, these are accommodations that’ll please you—and you can ride off about their work with enthusiasm—even gusto. It was only after a dozen
with fresh-cut or smoked meats to go (Boch Cedmac maintains a smoke- years of hiring the Swiftfleets that I discovered some of their “boys” are
house not far away). girls; the female staff take on only the most trusted clients because many

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customers think (wrongly) that young halfling women can’t provide the
protection they’re paying for. The Swiftfleets use a white-fletched black
arrow as their badge; anyone who injures one of their lads can expect to be
The Vast
expertly tracked down and introduced to the business end of a great num-
ber of similar arrows. he Vast” is the name given to the relatively sparsely
Our last site of interest in Stormrime is Garuddyn Manor (SS12), a settled, rolling farmlands that lie along the eastern shore
large mansion that stands on the south side of Drovers’ Run, just east of its of the Dragon Reach. On the north and east, this region
meeting with Thornton’s Pass. Named for its long-dead builder (one of the is bounded by the Dragonspike Mountains (except for a
first merchants with hopeless pretensions to nobility), Garuddyn is the gap where the High Country thrusts east towards Impil-
home of Variance Klane, the Minister of Invocation at the Ministry of Art. tur). To the south, the Vast is generally accepted as extending through the
This battle-scarred onetime Cormyrean War Wizard delights in revels and Earthfast Mountains to the lands that shelter under the direct influence of
joins dances with the same glee and energy as her apprentices. She’s also be the coastal cities of Procampur and Tsurlagol.
known to slide down banisters and launch herself gleefully into her escort’s The origin of the term “the Vast” has been lost with the passage of much
arms, silken gown and all. In battle, however, she is all no-nonsense time, but most sages believe that it derives from “Vastar” or something sim-
efficiency—and at need can get that way, from the mirthful height of rev- ilar, a name in use when orcs ruled all these lands, some two thousand
elry and merriment, in an instant. Her house is more quiet and somber than winters ago.
most expect, showing guests a front hall of sorrowful “after the battle” statues
that show her full awareness of the cost of war. The inner rooms are all
quiet luxury, the dignified home of a woman set off from others by her scars
Vastar: Orcs Rule the Vast
and unhappy past.
I n those days, men were not seen on the northern shores of the Inner
Sea, save in occasional daring (or desperate) raids or exploring bands.
Elves ruled the deep-forested western shore of the Dragon Reach from fa-
So there you have it: Raraerdo’s whirlwind tour of the City of Ravens,
Gateway to the Vast, Jewel of the Fire River—and my home. I love this bled Myth Drannor, dragons laired about the Moonsea and held sway over
place, and I hope you will too. There are hundreds of more spots we could its lands and the broad gulf of the Reach itself, and orcs ruled the eastern
visit, but the sun’s set so that will have to do for now . . . after all, you’ll shore of the Reach—a brawling rule of constant coups, counter-attacks,
want to do some exploring on your own, won’t you? Don’t forget to look me and strife with all other inhabitants of the mountains.
up in a few months when you’re an old hand at finding your way about and Despite the chaos, the birthrate of the fecund orcs allowed them to re-
share your discoveries with me. I’ll be looking forward to it. Till then, I’ll cover from even the bloodiest civil strife or dragon raids (for young dragons
say “goodbye for now.” were wont to dine on roast orc, plucked from hillsides and gatherings by the
talonful). Orcs grew so numerous as to gather into raiding hordes every
dozen summers or so. These great, undisciplined hosts of warriors would
build or seize ships and sail away south to plunder and slay. Few ever re-
turned, the survivors spreading out across the warmer, richer southern
Realms, and so the overcrowding of Vastar was regularly relieved.
To build their crude, ramshackle ships (“barges with sails,” one disdain-
ful elven observer called them) the orcs felled the timber of The Vast re-
peatedly, until little remained and they had to seize what they needed from
the elven shores across the Reach. The orcs soon found that if they sailed
across the storm-torn Reach without securing a landing-place first they
were doomed to a swift death under elven arrows and magic ere they could
land. So army after army crossed the River Lis (then known by its full elven
name of “Nuathlis”) at the northern end of the Reach in the years between
hordes. Time after time these armies found the elves waiting for them. The
hail of arrow-fire on orcs slogging slowly through the marshy banklands of
the Lis brought great slaughter, earning the Lis the nickname “Blood
River,” still in use among orcs and half-orcs today.
In such raids, in crude farming, fishing, and mountain-hunting to feed
themselves, and in mining and the forging of weapons, the orcs of Vastar
occupied their time. Proud and reckless, they often mounted raids to seize
goods in short supply but never staged strategic attacks to weaken enemies
gathering strength nearby nor worked any diplomacy or trade with the
lands around. They formed no formal tribes but dwelt in groups following
the most charismatic (or brutal and feared) orc heroes—large living groups
known as glauraur. Human sages are correct in labeling glauraur as the fore-
runners of tribes but most erroneously believe they were large family groups,
or clans formed of allied families. In truth, the orcs of Vastar were all inter-
related, and once children were reared little attention was paid to the
human idea of “family.” They concerned themselves with power and hedo-
nism, chiefly enjoying the torture and devouring of hunted-down prey and
gossiping about the endless struggles among the orc chieftains to gain
greater standing and so win “closer to the Overking.” The orcs were a
mighty people, who—so long as some prudence was practiced when
dragons were a-wing or elves about—gave little thought to any foe ever ris-
ing to challenge “the teeth of Vastar.”

The Coming
of the Dwarves
A nd so, in the end, the proud orcs fell. Dwarves, mining in the moun-
tains, came west and south underground, following veins of good ore,
and met with the orcs in the lightless ways of the deeps. After the initial

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skirmishes, the dwarven war-councils determined that no orc who had seen work would they part with in trade—just enough to buy more livestock or
a dwarf in the mines must be allowed to live, so that no word would get back else honey (which many dwarves love, especially in mead) from halflings
to the orc chieftains of any organized foe. Lesser goblinkin (mainly gob- who dwelt in woodlands here and there along the shores of The Inner Sea.
lins and kobolds) enslaved by the orcs to work the mines were ignored by A few bold men came to dwell in the region at this time, notably the pow-
the dwarves—so they never told their cruel orc masters of dwarven activ- erful mage known afterwards as Maskyr One-Eye (his vale is today the site of
ities they saw or aided their orc overseers when the dwarves came slaying. the human village of Maskyr’s Eye). In those days (645 DR), men were few
The deaths of many orcs in the mountains were ascribed to the great north of the Sea of Fallen Stars, and they went quietly and well-armed. The
struggle for the throne of Overking (created by a monstrous orc known only beast-men (ogres) held Thar, goblinkin were furtive and few after the orcs’
as Ologh and left vacant upon his death in the jaws of the great Wyrm of defeat, and the dwarves held the lands east of the Dragon Reach from where
the Peaks, the black dragon Iyrauroth). Warring factions among the orcs Mulmaster now stands to what is now eastern Impiltur. Maskyr was exploring,
fought each other up and down Vastar for eight blood-soaked summers and looking for a place far from the affairs of men to build himself a tower, when
winters, until Grimmerfang defeated (and ceremonially spitted, cooked, he found a certain wooded vale much to his liking. Shrouded in mountain-
and ate) the last of his rivals, renaming Ologh’s court of the Hollow Moun- mists as he came upon it one morn, it lay quiet and beautiful, and he decided
tain “Mount Grimmerfang.” that he would make his home there—and there alone.
It was to be his tomb. The dwarves had worked in secret with a few men King among the dwarves then was one Tuir, called “Stonebeard” for his
and elves to develop a steel whose bite was poison to orcs, and with its aid grim stoicism and slow humor. Tuir set his throne deep under Mount Grim-
broke out of the mountain caverns to, in the words of the sage Fairin Ice- merfang, where the dwarves had once slain the orc-king to seize control of
mantle, “run in waist-high riot across the land.” Fairin had grave misgivings the realm. Maskyr sought audience with Tuir in his halls one day and before
about the use of the “orcslayer” metal, fearing it would be only the first step all the Court asked the Deep King his price for the vale. At his words, si-
in the making of many alloys harmful to other races, bringing ruin to all. lence fell like a cloak throughout the great hall. Maskyr had learned pa-
His Treatise Against Blood-Metal survives in libraries in Sembia, Cormyr, tience in long years of seeking out and experimenting with the Art, so he
and Waterdeep (and perhaps also in the ruins of Myth Drannor), giving us leaned upon his staff and held his peace, his eyes meeting the stony gaze of
the only first-hand account of the dwarven victories. the Deep King. Tuir stroked his beard in thought for a time. He could see
The secrets of making “orcslayer” blades, and even just which mountain that this human must command the Art, and in some power, too—and yet
is Mount Grimmerfang, have been lost over the years. The few dwarven el- he was loathe to give up any land to humans and trusted powerful mages
ders who can still identify the Hollow Mountain do not speak of it to hu- not at all. Finally, he said gruffly “The vale is yours, from rim to rim and be-
mans or elves (Elminster says he’s never investigated in person but believes neath the grass as deep as four men stand upon each other’s shoulders, upon
it to be the first peak north and east of Mount Wolf). The victorious one condition only. Pluck out thy right eye and give it to me, here and now,
dwarves drove the orcs far to the north and south into the mountain and the vale is thine.”
heights. Claiming all the Vast as their own, the dwarves founded a surface And to the astonishment of the Roldilarren Court, Maskyr did, without
kingdom in 610 DR. “The Realm of Glimmering Swords,” dwarven songs hesitation. Tuir, with new respect for this human (he’d never thought any-
call it, though it also had a less grand, everyday name: Roldilar. Dwarves one would pay such a price), commanded that no dwarf disturb the arch-
built themselves stone towers and brought herds of sheep, goats, and mage’s studies nor intrude upon his borders. Maskyr the One-Eyed lived
shaggy-hair cattle up from the lands south across the Inner Sea to roam the contentedly alone in his valley for several hundred years until he vanished
rolling grasslands cleared by the orcs. The dwarves devoted themselves to (presumably slain) while on an interplanar journey.
drinking (concocting fiery, legendary potables to do so), mining, and the During that time, the power of the dwarves waned, orcs came again to
making of wondrous armor, finery, adornments, and weaponry. Little of this the northern Vast, and humans came in numbers, to hurl back all other
creatures and claim the Vast for their own. For all the songs and tales, the
rule of the dwarves was short-lived, perhaps forty years in all. Orcs “breed
like nothing else on or under Faerûn; they put even hares to shame,” as
Elminster so delicately put it; all too soon, they rose again, and the dwarven
kingdom vanished like an elephant swarmed by a million ants. The dwar-
ven defenses were broken by defeats at the fords of the Vesper and in the
battle of Deepfires, a long and bloody fight that raged throughout the un-
derground ways of the mountain for nearly twenty days. This infamous
struggle (649 DR) is still remembered in dwarven laments and sayings, such
as “I feel as if my axe was broken in the midst of Deepfires,” often uttered by
dwarves who are sick, depressed, in pain, or simply overwhelmed by a mul-
titude of woes.
In the aftermath of this disaster, the weakened dwarves retreated east
and overseas southwards. Tuir was the last Deep King to claim the surface
lands or even to be known of there. If an organized dwarven kingdom still
exists in the area, it must be deep and quiet indeed.

The Vast in Human Hands


I nto the power vacuum left by the collapse of the dwarven kingdom
came humans, mainly by ship from the crowded southern lands across
the Sea of Fallen Stars, and began to settle south of the Fire River. The hu-
mans spread rapidly across the Vast, clashing often with orcs and the wild
menaces of the mountains (notably leucrotta and trolls) who had grown nu-
merous preying upon wounded and dead dwarves and orcs all across the war-
tom land. Men cleared land for farms, collected fieldstone into low walls,
and built good roads. Adventuring bands built themselves small keeps and
collected “shield taxes” from nearby farmers in return for a promise to pro-
tect them against attack. Such defense (usually against orcs, trolls, and brig-
ands) typically came by means of mounted warriors, bolstered by a minor
battle-mage and a cleric of Tempus or Helm—and usually came too late.
Still, humans, as one elven writer of the time put it, “breed almost as
recklessly as the burners” (i.e., orcs), and their swelling numbers, aided by
immigration as much as by birthrate, soon absorbed the former inhabitants
and pushed the predators of the Vast back into the mountains and wilder

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foothills. There seemed a higher number of those who cheerfully seek out would find. Many farmers hide their wealth in such holes, while others
adventure among humans than among the other races, too. Bards of the build privies over them.
Vast sometimes call this “The Time of Glorious Fools,” after the many ad- Where the farms end, the forest proper begins, broken by occasional stone
venturers who took on hopeless odds and undertook foolhardy attacks— outcrops as the foothills rise up into the mountains. Like the woods and
and, astonishingly, won almost as often as they perished. When good roads copses dividing the farmlands below, these trees are largely regrowth sprung
linked Mulmaster on the Moonsea and Procampur and Tsurlagol on the up from saplings left behind by orc treecutters long ago. The local druids (see
Inner Sea to the rest of the Vast, and several years of bountiful harvests fol- page 27) carefully tend this second-growth forest and have encouraged some
lowed, human rule of the area was assured. The ports of Calaunt, Tantras, sylvan creatures to relocate there from older, more distant forests.
and the old dwarven city of Sarbreen (later to become Ravens Bluff)
quickly found use by trading vessels from Sembia, Impiltur, Aglarond, and
the city-state of Westgate seeking farm produce and selling fine cloth, iron- Hunting
work, locks, and weapons. The harbors became trade-stops, in addition to Boar, deer, and black-masked bear roam the forests of the Vast and can be
their established uses as pirate rest-and-repair stops and immigrant-ship found, well roasted, on local inn tables. The Vast is known around the Inner
landing-places. Human settlers explored the nearer and more accessible Sea for its succulent roast stag, the meat being of the highest quality and size.
mines of the area and prospered further. Many of the larger farmers grew Traditionally, this dish is served on large platters, the first bearing the full
wealthy, bought up surrounding farmers, and began calling themselves rack of antlers to the tables, surrounded by sweetmeats and choice cuts.
“lords.” These country gentry were often retired adventurers, while others Hunters say that game has remained surprisingly plentiful over the years.
lost their lands to adventurers looking for a place to retire, who thus re- Most sages specializing in such things believe that the High Country has
placed them as the local lords. Even today, many of these petty lords are acted as a sort of protected breeding-ground over the years, and only the rich
folk of considerable ability and dangerous to cross. Among the most food offered by farm plantings tempts the choice game down into the farm-
wealthy gentry today in the Fire River uplands near Ravens Bluff are Lord lands, where the woodlots and wilderland groves offer shelter between feasts.
Thalmir of Mossbridges (CN hm W12), Lord Malaph Serpentshield of Most hunting is done in the scattered woods, either by a few archers on
Dark Hollow (NE hm F14), and Lady Estele Greymantle of Highbank For- foot or by four or more stout men armed with spears, daggers, and clubs,
est (CG hf 11th-level Priestess of Eldath, dedicated to nurturing and re- hunting with the aid of trained dogs. The first method requires more skill
building woodlands within her holding). and delivers game in better condition. Hunting in the foothills and on the
Although orcs and various monsters continue to infest the mountains, wooded mountain flanks has always been a more dangerous game, under-
raiding down into the Vast now and then (especially during harsh winter taken only by large, well-armed bands, as wolves, orcs, brigands, and
weather), barring some great disaster human rule of the Vast seems assured monstrous creatures have frequently attacked overbold hunters in the hills.
for now and years to come. More worrisome still, strange and dangerous creatures have begun to appear
near the fey, mist-cloaked marshes of the Flooded Forest on the northern
The Vast Today edge of the Vast. Giant owlbears, stirges, and other, rarer creatures that
local hunters have never seen before and for which they have no names

T he three largest settlements in the Vast are the cities of Ravens Bluff,
Tantras, and Calaunt. Exploring the rivals of Ravens Bluff in detail is
beyond the scope of this work, but it is worth noting that most rural folk in
have increasingly been encountered by the unlucky. Hunting near Yl-
raphon is now done in large, well-armed bands, who never camp overnight
in the woods if they can help it but return by torchlight with ready swords.
the Vast view Tantras as a “god-ridden” place of “suspicious, unfriendly folk,”
(thanks to the many worshipers of Torm who reside there) and consider
Calaunt as an openly evil, sinister place: a den of thieves, dominated by ar-
rogant idiots. Anyone acting in an arrogant, dangerously silly or foolish
manner may be called a “Calaunt-head,” or told “oh, go back to Calaunt.”
Many of these same rural folk view Ravens Bluff as a colorful, dangerous
place of chaotic intrigue. Some of them even call it “the Mad City.” These
views are hardly surprising, given the judgment of the prominent sage
Elminster of Shadowdale, who recently commented that the cities of the
Vast “aren’t exactly stable and easy-going places to dwell, now, are they?”
When asked for advice folk should heed when traveling in the Vast, Elmin-
ster added: “Beware—there are beasts and secrets sleeping in those moun-
tains that had best be awakened only by someone with a ready blade and
fast spells, if they would live to boast of it . . . . Another watchword of the
Realms springs to mind as fitting, too. Remember: bandits and orcs are al-
ways with us. Slay one and three stand up in the same place. Kill one at thy
gate, and expect to find another waiting under thy bed. Conduct thyself ac-
cordingly, and live longer.”

The Countryside
The countryside in general consists of rolling farmland, the fields being
used for all manner of crops suitable to the climate and for grazing. Low
stone rubble walls divide the fields; where a farm fronts on roads, these have
often been encouraged to grow into wild hedges. Woodlots have been left
here and there among the farms, although these are small in both area and
tree-height; they have grown from the scrub left behind by orc treecutters
centuries ago. Small brooks and streamlets are plentiful, but these seldom
join up into the large, named rivers; instead, they tend to drain into pools
and thence by underground ways seep down towards the sea. Some spring
up again later and repeat the process. This crazy jigsaw of a water table is
due to the broken, tilted layers of rock that underlie the deep soil of the
Vast; dwarves say that it looks like a vast cauldron of ice chunks was stirred
and then allowed to freeze with the ice sticking up at odd angles. Sinkholes,
caves, and rifts are plentiful but very small; local farm children can often
hide from visitors in an “empty field” by using small stone nooks and tiny
sinkhole pockets that only someone intimately familiar with the ground

146
Customs Mulmaster, while Tsurlagol, Calaunt, Tantras, and Ravens Bluff all have
temples of Tymora of their own. Waukeen’s temples suffered gradual decline
Folk in the Vast tend to keep to themselves and see themselves as one with during her imprisonment but seem likely to make a quick recovery follow-
the land they inhabit, loyal only to their local village or community. The ing her recent return. In addition, shrines and the occasional temple to
countryside is beautiful but dangerous, and from their earliest days humans in other gods can be found across the Vast, most of the temples being within
the rural Vast go armed. Even the youngest child allowed out of its mother’s the major cities. One relic of the fallen dwarven realm still to be seen here
reach will have a sling and a belt-knife. Most folk in the Vast are contented and there along the North Road are boulders etched with the crossed
with their homes and their lot in life but are always eager to hear news of the battle-axes of Clangeddin, Father of Battles—and many local warriors pray
wider Realms “outside.” Such news gives them much entertainment, and to both Clangeddin and Tempus before they go to war in the mountains.
they also enjoy ballads—even ballads they’ve heard a hundred times before.
Local bards of distinction are few, but many bards who wander Cormyr, Inns and Roads
Sembia, the Dales, and the Vast prefer the eastern side of the Reach above
all else. “They treat you as a friend, as an honored guest, and as someone de- According to most travelers, the best inns in the area are not found in the
serving good coin and the best food,” said one. “Whenever I come into an cities or even in the Vast proper but in the wilder stretches of road linking the
inn, even if there be five or six harpers already gathered, smiles light up the Vast with neighboring cities. Arguably the finest of these is The Wizard’s
faces of folk there, and they call out to me as if I were an old friend. Soon, I Hand in Maskyr’s Eye in the north; close behind come a pair of southern inns:
am. I’ll keep walking those roads until I’m too old to walk anywhere.” Wan- The Worried Wyvern in Sevenecho and The Elf In Armor in High Haspur.
dering minstrels often to be met in the Vast include the sharp-tongued and The Hand, some eighty winters old, is named for the vanished wizard
keen-witted Nalabar of Selgaunt, the jovial and well-loved “Happy” Mam- Maskyr One-Eye. The Wyvern is comparatively recent, not quite twenty
blat of Hillsfar, and the beautiful half-elf lady Sshansalue Wonderharp. years of age, and dominates the hamlet of Sevenecho (named for the family
Several unique local festivals are celebrated throughout the Vast. These of the innkeeper), located where the main overland road from Procampur
tend to be more energetically celebrated in the country and paid less atten- meets the Tsurlagol Road. The Elf in Armor is named after the elven war-
tion in the cities. rior Beluar, who aided the dwarves of Tuir’s fading kingdom in their battles
against the orcs. Beluar and his small band of elven riders perished in an orc
• The Arming (on the fourth day of Tarsakh) commemorates the rise of road-ambush in the mountain pass south of Ravens Bluff, known ever since
the farmers and merchants together to defeat raids from the mountains as Elvenblood Pass. Beluar is buried in Sarbreenar, the hamlet just south of
south of Ravens Bluff, orc raids along the North Road, and brigand and that pass. From his resting-place, the High Trail runs south to High Haspur,
pirate attacks throughout the Vast. On this day militias are mustered where it forks to run southwest to Procampur and southeast towards
and inspected, well-polished weapons are proudly worn, and youths of Tsurlagol and a junction with the main North Road.
both sexes are given gifts of weapons or armor in coming-of-age cere- Farther north, Belaur’s Hunt and the rival Rolling Heads Inn both com-
monies, in token of their now being old enough to join the local adults memorate Beluar’s most famous victory over the orcs. Routing the humanoids
in defending their farms and villages. Weaponry contests draw specta- at Viperstongue Ford (where the Cross Road from Kurth to Hlintar crosses
tors and challengers from miles around, followed by feasts where the the River Vesper), Beluar’s forces pursued them north into a rugged line of
ballads are sung, local troupes act out famous duels and battles, and hills southwest of Kurth, and thence north along the road as far as Maskyr’s
many a tale of deeds of valor is told and retold. Eye, where Beluar himself slew the last of the orcs on the road outside the
• The Plowing (6th Mirtul) is the traditional day when the ground is bro- town smithy. The hills west of the road, between Kurth and Maskyr’s Eye, are
ken for planting all over the Vast. Neighbors often work together, with locally known as “Beluar’s Hunt” and have given their name to one of Kurth’s
local teams traveling about to break ground for the entire community. two inns; the rival Rolling Heads Inn at the other end of town takes its name
Casks of beer aged winterlong are opened at sundown for an evening from the most notable token the routed orcs left behind.
feast. The free plowing continues for up to four days, until each farmer Some travelers mark their progress not by the inns but by landmarks on
in the neighborhood has at least one field ready for sowing. the roads in between. South of Maskyr’s Eye, the border of the Vast proper
• Hornmoot (14th Kythorn) is an old, fading holiday. In the days of the is marked by Mount Wolf, towering high above the North Road. Of old,
dwarven kingdom, it marked the first trading-day of spring between hu- many gray wolves laired near the peak, until local hunters saw them as far
mans and dwarves, when the dwarves emerged from their underground too efficient competition for the highly prized stags and greatly reduced
halls at the ending of winter. The dwarves would blow horns in the their numbers. There are no known passes through the mountains from the
mountains to signal their coming, and the humans replied with horn- Vast to eastern lands, although rumors persist of hidden ways through the
calls of their own in settlements that wanted to trade. Dwarves still peaks from the easternmost reaches of the High Country to Impiltur. This
come to these moots (and lesser ones held on the fourteenth of each range of peaks that wall in the Vast on the east is sometimes called the Gi-
month from Kythorn through Eleint), but each year there are fewer antspike Mountains.
dwarves. Traders come from as far away as Amn to get good axes and To the south, the road runs through the market town of Kurth and into
swords from the Stout Folk at these moots. Three Trees Pass (named, it is said, by one merchant of Sembia talking to
• The Bone Dance (9th Highsun), a hunting-festival hosted by clerics of another long ago, when both had explored the dwarven lands in hopes of
Malar, involves a nighttime combined pageant and feast held around a opening up a trade-route from the dwarven mines to the River Vesper). The
bonfire. Magically animated bones of huge stags and other beasts enact mountains on either side of the pass are sometimes called the Troll Moun-
stirring hunts, with the very young and very old members in each com- tains, although few trolls are seen there today. They have been almost erad-
munity taking the parts of the hunters. All the participants consume icated by the dwarves who live in mines high above the Pass—once-rich
much food and drink late into the night, rising early the next morning mines that now yield only a little iron and less copper.
to set forth en masse to track down and slay any local predators or dan- South of “the High Reach” (a nickname used to distinguish the town of
gerous monsters known to be active in the vicinity. King’s Reach from “the Reach” or Dragon Reach, the great arm of the Inner
Sea that divides the Vast from the Dales), the road leaves the mountains,
crossing rolling hill-country. Its southerly route roughly divides the walled
Temples & Clergy farms of the Vast from the High Country, a large expanse of grassy hills and
In common with the agricultural lands nearby (Sembia, Cormyr, and the rocky moorland inhabited mainly by shepherds and their flocks. Several small
Dales), the Vast is a place tolerant of many religions. All major human stop-over camps may be found along the North Road as it crosses this rolling
faiths can be found in the Vast, notably those of Eldath, Chauntea, and open land, each by a pond or stream. At least two of these sites boast inns,
Torm. The latter came in person to his temple in Tantras during the Time The Nine Swords at Swords Pool and The Blue Stallion at Dead Tree Hollow.
of Troubles, and his avatar’s fall devastated an area north of the city walls,
leaving it an area of twisted and tortured rock where no magic works and The High Country
spellcasters of all races feel sick or faint. Shrines honoring the “travelers’
gods”—Tymora, Tempus, and the newly-restored Waukeen—may be found Local legends-even in the days when the orcs ruled-have always held
throughout the region. For example, King’s Reach and High Haspur have that the High Country was home to an elusive, unseen people. Wanderers’
shrines dedicated to Tymora, both administered from a small temple in reports of sightings have been few and contradictory, so the exact nature of

147
the inhabitants is not known: guesses include dryads, sprites, dopple- trade-routes makes it popular with successful and not yet entirely retired
gangers, treants, feral halflings, and some unknown fey race. There are merchants and adventurers looking to build manor houses. Wealth is every-
areas—particularly small, hidden dells crowded with old, moss-covered where in Bambryn, albeit guarded by hired armsmen, and tends to be in-
trees, sparkling pools, and the occasional standing stone—that prudent vested in fine horseflesh and luxury crops (such as flowers whose freshness is
shepherds always avoid. If weather or mischance brings an experienced augmented by cantrips before shipping elsewhere, or truffles and other ex-
shepherd into one of these areas, their custom is to leave as soon as possible, otic fungi). Portable treasure that can be seized without a fight is less plen-
move quickly and quietly, light no fires and cut no trees, and leave behind tiful, but there are tales of a highwayman’s lost loot.
one or two sheep tethered to a stake, with a loudly-spoken but humble Iljack of the Black Blade was a daring brigand who swung a dull black
apology for trespassing. The less prudent take their chances, but fewer re- broadsword with magical powers. He terrorized the central Vast in the early
turn to bring back tales of the hidden dells. days of human habitation, stripping peddlers and dwarven metal-traders
Sheep-trails crisscross much of the High Country, but the Hidden alike of their goods. On many occasions Iljack narrowly escaped death,
People tolerate few buildings. Most shepherds use simple, temporary turf- using the magic of his blade to spirit himself out of traps and bloody am-
huts. A few lonely, widely separated stone towers standing in the eastern- bushes—and he would return the favor by hunting down and assassinating
most reaches of the High Country are said to belong to powerful, reclusive anyone who led a strike against him, wherever they ended up (even if he
mages, who are left alone by the Hidden People because they turn back had to travel to Procampur or a more distant city to do so).
most of the orc bands that wander down from the surrounding mountains. In the end, this thirst for revenge claimed his life. He hunted down a
merchant who was riding to wed a sorceress—and she rose from their bridal
Treasures of the Vast: bed to hurl Iljack out the window of her tower in Procampur. The highway-
man made the flight out over the water in the heart of a swarm of fireballs,
An Adventurer's Guide and only ashes and a blazing blade struck the water below. Iljack’s booty,
widely believed to be hidden somewhere in Bambryn (his base of opera-
tions), has never been found. A stone marked with a black sword was found
Treasure? Aye, lots of it in the Vast, lad; buried under a tree felled by a storm—but under it was no treasure, only an-
why didn’t ye ask earlier? other stone bearing the words: “Moved it all. See me for your share.” Under
Oh. . .I see; ye wanted to live a while, first. these words was the black sword symbol.
Buirin Thalshond, From time to time, adventurers still come to Bambryn looking for the
merchant of Tantras highwayman’s treasure. Those who go looking around manor house grounds
Year of the Prince are usually welcomed in an unfriendly fashion by war-dogs-or worse.
avens Bluff is a city of adventurers, and such folk tend to
see the Realms in terms of treasure sites. Cities, with their
constables, laws, and crowding, tend to be another matter, Beluar's Hunt
and the following adventurers’ “Treasure Tour” of the Vast
leaves all of them out. Although many expert sources were
consulted in the compilation of this tour, this is a by-no-means exhaustive
T his area of rolling hills is the site of the elven warrior Beluar’s great
victory over the orcs long ago. Today, it is a grassy wasteland where
the occasional brigand band lurks and wild horses roam. Popular Vast folk-
survey of where the loot is (or may be) in the countryside. lore says that some of the drumlin hills of the Hunt hide barrow-tombs of
great antiquity, as well as shallow and hasty warriors’ graves from the early
days of human rule in the Vast. Such tales are given support by the disaster
Adhe Wood that befell a Dragon Cult expedition some twenty winters ago. They dug

T his wood is old and very thickly grown. The giant trunks of trees stand
close together, rising like dark lances eighty feet or more. Duskwood and
shadowtop are the predominant varieties, with some felsul and oak on the
away a hill around some stones that looked to be broken pieces of pillars,
opening up a tomb that was home to a lich whose skull-head had antlers
like a great stag. The stag-headed lich slaughtered them with its spells in a
southern edges of the forest. very short and terrible time, tearing their bodies apart with phantom claws.
The depths of Adhe Wood is a place of perpetual gloom, home to many spi- It then strode around the nearby countryside, slaying every living creature
ders and ettercaps. Some ancient and evil magic works in the heart of the it met with, before retreating into its lair and using spells to bury itself
wood-perhaps a crazed mage given to experimentation or an artifact that again. The only surviving witnesses were scared mages in Tavilar and Kurth
warps the local wildlife-and the result is a wild variety of spiders. The sage using scrying spells quite independently of each other, so their tales ring
Alither of Lyrabar believes the source of the numerous spider mutations is a true. The lich still lurks somewhere under the grassy hills, presumably
diseased or magically altered deepspawn (“the Father of Spiders”). Another guarding some powerful magic.
sage, Othla Multar of Spandeliyon, believes that drow are behind the arach- Veteran adventurers note: rumor has it that the Dragon Cult force found
nids, breeding and release them here to guard an entrance to the Underdark. and carried off more than one tomb-treasure before unleashing the lich. Many
According to this theory, drow emerge from time to time and steal southeast of them speak longingly of searching the hills again one day. Then someone al-
into the Tsurlar Forest, where they trade with pirate ships in hidden coves. No ways speaks of the stag-headed lich—and silence falls.
adventurers have investigated the true cause of the wild variety of spiders—at
least none have returned to tell others what they found there.
Arachnids encountered here may be of any size, and most have strange Blanaer
spell-like powers and body weaponry (such as hooked slasher-claws or sting
tails). They stalk each other and intruders in an endless bloodlust. Local lore
in Tsurlagol whispers that the bloodless, web-shrouded husks of many fallen
T his waystop village is the local market for scores of sheep and cattle
farms—a place of stock-paddocks, manure piles for sale, and other ex-
citing attractions. “Stinks like Blanaer” is a popular Vast expression. Lost or
adventurers litter the forest, and that the ruins of an old temple they were try- perilous treasure is not something most folk associate with this hard-work-
ing to reach can be glimpsed from the North Road—a temple shrouded in ing center of farming. Still, there are some tales of riches hastily buried
spiderwebs and adorned with statues of rearing snakes whose eyes are gigantic under manure piles and in the heart of busy stockyards, guarded by the ever-
emeralds. There is much argument among citizens of Tsurlagol as to just which present hooves, horns, and sheer bulk of the cattle.
god this temple is dedicated to, but everyone seems sure that it is a storehouse These treasure caches, the tales say, were buried by thieves on the run
of a fabulous collection of gems. Strangely, the inhabitants of the nearby ham- from treacherous comrades or vengeful victims, or by metal-traders from
let of Sevenecho profess to have never heard such stories—but they never go Kurth on the run from brigands. It is certain that bodies have been found
near “spider-haunted Adhe Wood” either. hanging from roadside trees in Blanaer on more than one morning in the
last decade and that in earlier, more lawless days brigands fought openly up
Bambryn and down the Cross Road in the vicinity. Coffers, rotting saddlebags, and
even water-pails and nosebags full of coins have turned up in Blanaer’s pas-

T
his way-village is a place of horse-ranches and hedgerows, located tures and manure-piles from time to time, but only the gods know if there is
where the trail known as the Long Reach crosses the large, well-trav- more booty to be found here.
eled road known as the Hlintar Ride. Its pastoral beauty and easy access to
148
Brynwood Ravens Bluff will find no welcome here, as Calauntans both hate and fear their
rival to the south.

T he large forest of Brynwood rambles up and down many rocky outcrops


and steep-sided ravines, covering a large area north of Maerstar and
Sevenecho. This trackless, tumbled terrain is as difficult to travel through as
There is much magic here, but of a heavy-handed nature, intended to sup-
port the rule of the Supreme Scepter and his Merchant Dukes. For example,
six great stone golems stand beside the city gates, their purpose as much to cow
the Stonelands north of Cormyr—and like that infamous region, the Bryn the populace as to protect the city. Any magic brought here by outsiders tends
wood hides many a monster. It was once home to many korred and satyrs, but to be confiscated by the rulers “for the benefit of the city” and then used for
these two races disputed territory with each other, and in the strife that fol- their personal aggrandizement.
lowed both fell prey to monsters that grew steadily more numerous, until the Daily life here is dominated by two large temples. The House of Scarlet
original inhabitants have almost disappeared. Human incursions have cleared Hooks is a grand temple devoted to Loviatar; its high priestess, Shaleen
much of the land between the mountains and the Tsurlagan coast, but the “Talonkiss” Oomreen (LE hf P14) is aided in her duties by twenty-four priests
Brynwood remains a deadly heart of the woods that no human dare try to fell. and priestess eager to spread “holy pain.” Less daunting to the visitor is Moon-
Legends whisper that a clan of evil silver House, the temple of Selûne, led
shapechanging creatures dwell here— by high priestess Wyndra Syrylstone
spell-using beings who can appear as fe- (CG hf P19) and twenty-two priest-
male humans to lure male adventurers esses. Smaller shrines to Auril the Frost-
into the forest depths and then change maiden, Malar the Beastlord, Talos the
form into giant spiders, wolves, owlbears, Storm Lord, and Lliira the Joybringer
or huge snakes to devour the hapless all have their adherents as well. And
men. A rival legend holds that the behind the scenes, a large and active
women are human who take animal form Thieves Guild, the Shadowcloaks
to discourage intruders of all kinds. A (widely believed to work directly for the
minstrel even composed a ballad about Merchant Dukes), prowl the twisting
one of them, a white-haired, scornful backstreets of this dark town.
mage he called “Snowhair the Sorceress.” Tantran merchants who trade here
Whatever the truth, at least three have taken to hiring adventurers and
notable adventuring bands—The Com- mercenary hireswords to guard their
pany of the Talking Shield, The Men of warehouses, caravans, and goods being
the Purple Sash, and The Skullsword loaded and unloaded in Calaunt. Some
Reavers—have vanished while explor- of these hired heroes recently spent a
ing Brynwood in the last decade, and frantic evening hacking gargoyles or
Harper rangers have been heard to mut- similar winged, fanged things out of the
ter unhappily that “something evil lurks air—creatures that seemed to teleport
in that wood.” One tavern-tale popular from place to place at will. Those who
in Impiltur tells of an ancient, many had fought gargoyles before said that
spired castle at the heart of the wood these beasts were much more dangerous:
where the shapeshifting women dwell, huge, quick, and cunning. So far the
devising powerful spells. According to plague of “Calaunt gargoyles” seems not
this story, they use magical gates to to have spread beyond the city—but the
travel to Westgate, Telflamm, Airspur, surviving adventurers noted with con-
and even Waterdeep with a single step. cern that the gargoyles ignored Calaun-
There, the tale whispers, they gather tan targets, suggesting that they are ei-
magic by stealth and poison, slaying or ther under the control to this sinister
drugging wizards and seizing what they city’s leaders or that the Merchant
can. One day these “Bryndar,” as the Dukes have reached some mutually ben-
tale dubs them, will emerge from their eficial accord with the monsters.
woody retreat to try and rule the Realms
by their magic, if they aren’t stopped in
the meantime by brave (or foolish or Dark Hollow
lucky) adventurers. The truth of this
surprisingly vivid and persistent tale remains unproven; Elminster believes
that someone or something is spreading the tale or keeping it alive in order to
T his small village gets its name from
the tree-cloaked valley where Fel-
dar’s Trail (from Fallentree to Mossbridges) crosses the Hlintar Ride. Dark Hollow
lure adventurers into Brynwood for purposes unknown. has always had a fey, dangerous reputation across the Vast. Folk see it as a place
where faerie dragons frolic, brownies and other woodland beings play pranks on in-
truders, and many crazy would-be wizards dwell in little ramshackle cabins in the
Calaunt woods and try to devise spells that will allow them to rule the Realms—spells

T his medium-sized city perches at the mouth of the River Vesper, just as
Ravens Bluff sits at the mouth of the Fire River. One of Ravens Bluffs
four sister-cities in the Vast (the others are Procampur, Tantras, and Tsurlagol),
whose experimentations often prove disastrous for anyone nearby.
In such a place, monetary treasure is paltry: wizards never have enough
coin for the very expensive business of working magic and are often reduced to
it is a squalid, depressing place, full of tumbledown buildings and rotting slums. selling potions in order to put bread (and a little cheese) on the table. Some
Only a few upperclass merchants and successful adventurers can afford to live merchants from Ravens Bluff and Hlintar do a brisk business in selling these
in the manor houses along the city wall. The city’s chief business is tanning; hedge-wizards spell components and fragments of artifacts or broken magic
mariners say you can find Calaunt in the densest fog by the stink alone. items, buying up potions in return for their trouble. Adventurers often find
Calaunt is ruled by Supreme Scepter Bellas Thanatar (NE hm F12), a for- this a lucrative trade but a dangerous one: thieves are always alert for such
mer adventurer whose regime is supported by his six former adventuring com- valuable loot—so much so that guarding a traveling “magic merchant” is a
panions, “Bellas’s Band.” These Merchant Dukes, as they are called, became steady job for some adventurers in the Vast.
rich by following Bellas’s orders and richer still by helping him run Calaunt. The hedge-wizards of Dark Hollow range in levels from 1st through 8th
The “free city” also has a standing army of six thousand soldiers led by twenty (most are 1st to 4th), and all alignments are represented. Their magical trea-
captains (5th-level warriors), each paired by his or her own battlemage sure—spellbooks and scrolls, collections of rare components, and working
(twenty 4th-level illusionists). A navy of six ships helps keep the pirates at magic items—is considerable but often hidden in extremely ingenious ways,
bay—although rumor has it that the pirates find more welcome here than in and heavily trapped and guarded to boot. More than one wizard has wands
most other ports on the Dragon Reach. The average citizen or adventurer from built into his or her desk, so as to fire at intruders standing in front of it with-

149
out getting up or moving his or her hands. Others have had their familiars from the devoured bodies of victims or seized from those robbed on the road.
transport their valuables bit by bit to locations unreachable by human- or Among the coins and trinkets buried or stuffed into rock crevices in the Pass,
demihuman-sized burglars. legend whispers, are at least two great treasures.
More than one thieving band has found Dark Hollow’s reputation to be a One is the coffin of the long-dead human wizard Naer Tlarra, said to con-
convenient cover for stashing loot, choosing a wizard’s woodpile or compost tain his spellbooks, wands, staff, and a twelve-pointed magical crown that al-
heap to bury a pot or well-oiled sack of coins. There’s just one problem: recov- lows the wearer to use the powers of all magical rings placed on its spires as if
ering it. That kitten playing on the woodpile may very well be a familiar who they were worn directly (overcoming the usual limit of two operative rings at
guards its master’s property diligently (including the stash, once it’s been put in one time). The tales say that a ring rests on each point—and at least two of
the woodpile). A familiar might also report the “donation” to its master mo- them possess rare and unusual powers. No tale hints that Naer (who lived al-
ments after the thief has left, so the wizard will have long since spent the coins most a thousand years ago, in what is now Chessenta) is undead. His ten-foot-
before the thief returns for them. long stone coffin is said to be guarded from thieves by several layers of spells
and bound guardian creatures and is probably buried (or at least hidden in
overgrown by now) as well. It would be far too heavy for wagons or carts capa-
Dead Tree Hollow ble of negotiating the Pass to carry.

T his onetime camping-place on the North Road is a small valley with its
own ponds, marked for years by a huge, gnarled old oak whose trunk was
as large around as many cottages. Only the rotting stump now remains: the
The other great treasure said to be hidden in or near the Pass is the royal
treasury of Westgate, stolen from King Glaurauth “the Great” in the days
when that city-state was the northernmost human settlement in the western
druid who made his home in the hollow tree years ago was burned out of it by Inner Sea lands. The thieves were traced by Glaurauth’s wizards and hotly pur-
a hungry dragon (perhaps the dragon that laired in nearby Dragon Falls). Dead sued. They fled by ship to anchorage at what is now Procampur, and took their
Tree Hollow is today a sleepy little wooded village, known for its fiddlehead spoils hastily north into the mountains, as the spells of the Court Wizards of
(in season) and fern-frond soup, exotic mushrooms (much prized by gourmets Westgate slew them one by one. Elite troops from Westgate followed the
around the Dragon Reach), and its excellent wagonworks. thieves and caught up with them somewhere in the Pass. The canny thieves
The Hollow also has its own treasure tale, more unlikely than most. An set off avalanches and mounted ambushes, but their pursuers outnumbered
elven carriage is said to be buried somewhere in the Hollow (perhaps sunk in them thirty to one, and the spells of the wizards made the outcome inevitable.
one of the ponds): a magical, flying conveyance from long ago, still packed The daring thieves perished or were captured—but the spellhurlings and clash
with the gem-adorned silk gowns and jewelry of the haughty elven lady who of arms had not gone unnoticed. A thousand orcs streamed out of high caves
died on it. Her bones—and those of her guards—may well lie with the fallen and the ravines and fell upon the forces from Westgate.
craft, too. They were slain by a furious elven mage (a scorned suitor) whose The Pass ran red with blood, and to this day travelers can see a grisly relic
spells smashed them from the sky and then buried them alive. This happened of one wizard’s last stand: he sacrificed his life to power an everdance spell that
a very long time ago, but elves in the lands around remember the incident be- whirled a dozen orcs forty feet up into the air and spun them in a circle. The
cause of the extreme wealth of the lady in question (she had outlived six hus- orcs died and their bodies crumbled to bone fragments and powder long ago,
bands and taken all their wealth for her own). but this debris still circles endlessly above a ledge overlooking the midpoint
Adventurers still search, from time to time, for the final resting-place of of the Pass.
Lady Alauthshaee—but be warned: the entire Hollow is a dead-magic zone, The forces of Westgate were doomed, but they held out long enough to
where no spells work. This effect is said to be the price of the reckless spells hide the riches they were about to die for. The few surviving thieves joined
hurled by the angry elf-mage Ilthuryn long ago. forces with their pursuers to help conceal the treasure with all their skill. Un-
less someone has found the lost regalia since, it still lies somewhere in the Pass.
Dragon Falls
T he largest settlement along the North Road between King’s Reach and
Tsurlagol is the village of Dragon Falls, named for a spring that cascades
down a bluff beside the road and runs down to the Fire River. Of old, it was the
lair of a fearsome red dragon named Halarglautha Firewings. Some say that the
Fire River’s name comes from the devastation this great wyrm wrought on orc,
dwarven, and human encampments and settlements up and down the river,
until a human adventuring band finally slew it. Rather than cart off its hoard
of treasure, the survivors founded a stronghold on the site; their headquarters
eventually became the fortified Inn of the Dragon and the center of a growing
village populated largely by their descendants. Dragon Falls stands where the
North Road and the Hlintar Ride meet, just north of the Fire River.
The village stands on a crag overlooking the only large cataract on the Fire
River. The original dragon’s lair and much of its treasure were destroyed by the
adventurers who slew the wyrm with their spells, but a vast pile of coins re-
mained to be divvied up by the dragon-slayers. Each share was then divided
again and again among their children, grandchildren, and great-grandchildren.
Some say the last coins were spent long ago, but persistent rumor would have it
that a lot of the old hoard still lies buried in small caches under the cottages and
gardens of the village (adventurers who show up with shovels won’t be wel-
comed). There’s also an old local belief that the dragon made its lair here
(rather than on a taller, more easily defended peak in the nearby Troll Moun-
tains) because it knew of dwarven storage-caverns full of gold under the crag
and hoped to eventually trick, bribe, or bully smaller creatures to dig down to
the riches and bring them up to it.

Elvenblood Pass
T his rugged mountain pass carries the High Trail through the mountains
between Ravens Bluff and Sarbreenar. Its reputation has always been
one of danger due to frequent rockfalls, hunting stirges, wyverns, and other
mountain-dwelling predators, and brigands. More than a dozen narrow
ravines, all thickly cloaked in trees, cross the trail. These are home to the ban-
dits, many of the flightless monsters, and, rumor insists, much treasure fallen
150
According to the royal auditor’s report, there were six large strongchests and
Glorming Pass
almost twenty smaller coffers and hand-chests, containing many necklaces of
gems, a collection of fanciful filigreed and jeweled masks, at least four gem-
laden crowns, a ceremonial chalice, and a scepter said to have magical powers
T his wild mountain pass into the southern Vast is less used than Elven-
blood Pass further to the west. Named for a local orc chieftain—a
hero to his kind—who fell fighting in the pass, it is still a dangerous place
as well as displaying three rubies all as large as a man’s fist. today. Still, it sees a good deal of traffic, as it carries the North Road
Oddly enough, a wizard found dead at a party thrown by a visiting through the broken land between Dragon Falls and Sevenecho.
Cormyrean noble in Ravens Bluff six winters ago was wearing a gem-adorned Glorming Pass is haunted by “The Phantom Knights”—ghostly horse-
mask that sages agree is probably from the court of Westgate. But they all stress men in full plate armor who gallop spectral mounts the length of the pass,
that it might not have been part of the stolen royal regalia, as many nobles of lances lowered. They sound solid and look real, turning their closed helms
Westgate had their own impressive masks made—and with the changing to face nearby living beings as they pass. They ride right through any that
themes and fashions of the festivals, craftsmen were forever tearing apart bar their way or simply fail to get out of the path in time but do no harm to
masks to make up new ones from the same materials. Still, it is possible that those they pass through, except to confer a momentary chill and a longer (1
someone has discovered the lost treasury and may be removing its more valu- turn) period in which the touched being glows with a pale blue faerie fire ra-
able contents a piece at a time to avoid notice. diance. No one knows who the Knights are or were, and they ignore all
magic and attempts to influence or control undeath. Their touch causes all
Fallentree magical dweomers to glow a flickering ruby-red (revealing hidden or dis-

T his wayside village got its name just how you think it did. Located at the
meeting of two trails (Blaern’s Trail, linking Calaunt with the North
Road at Dead Tree Hollow via Thindilar and Sendrin) and Feldar’s Trail
guised magical items), and this has on occasion drawn attention to magic
fallen by the roadside—usually on the corpse of someone orcs have slain.
Orcs are numerous in the mountains around the pass; merchants are
(which runs from Fallentree to Mossbridges, via Dark Hollow and Highbank advised not to attempt passage without numbers sufficient to give battle
Forest), Fallentree is a place of dark pines and horse farms. Of old, it was a if need be. Sites for ambushes and deliberate rockfalls may be far fewer
haunt of brigands, who could hide in any of a dozen pine woods among the than in Elvenblood Pass, but the orc patrols are heavy and monsters of
rolling hills and swoop down on travelers at full gallop—or fell a tall pine all sorts are frequent. At least one authority (Riliyyn Scantshar of Sev-
across a road, forcing a hurrying caravan to a halt in the grip of a brigand am- enecho) believes some evil power, perhaps a wizard, lich, or even an al-
bush. Many merchants took to avoiding the area altogether, forcing the brig- hoon (illithilich) dwells in the peaks near the pass and has placed a
ands to ride farther and farther afield. Other traders banded together into deepspawn in the area to generate monsters and discourage intruders.
large caravans, hiring small armies as guards. Fallentree was the field for sev- This hidden lair, if it exists, may have powerful magic among its trea-
eral pitched battles, and many brigand cabals died without leaving anyone sures. Other sages believe the deepspawn guards a fortress built around a
alive to know where their loot was hidden. gate leading to the demiplane of Ravenloft or another world entirely.
Over the years since the more powerful brigands were all slain (small bands Whatever the truth about Glorming Pass, the orcs who swarm in the
are always forming and dissolving in death or treachery to this day), many mountains around it have taken a considerable amount of treasure from un-
small treasure caches—-usually a chest or a few rotting sacks crammed with a fortunate travelers over the years. Some at least must remain in the orc cav-
varied assortment of coins—have been found around Fallentree, usually ern-lairs in the vicinity.
buried at the base of old pine trees. One larger cache was an entire wagon of
silver trade-bars, buried whole with its dead guards (transformed to undead
skeletons over the years by their proximity to guardian spells on the treasure). Highbank Forest
Rumor has it that once a mid-level wizard and his two apprentices fell in
battle with brigands and that their spellbooks, magic rings, and other items lie
buried somewhere in or near Fallentree. Local legend also holds that an an-
A wooded village located where Feldar’s Trail meets the Tantras Trail,
Highbank Forest is a sleepy place today. It is best known for its skilled
who make furniture and toys of the finest quality and intri-
cient temple to Garagos the War-God is located in a cavern under one of the cacy. The carvings of Highbank Forest are justly famous and quickly bought
cottages in the village—a temple adorned with magical weapons gathered by up by enterprising merchants for sale to the nobility and the wealthy all
cultists from all over the Realms. Rumor also has it that the temple still sees over the Realms.
worship of the fallen battle-god and that spells in the sanctuary can be called Highbank Forest gets its name from a steep-sided wooded hill just to the
on at need by the devout to animate the collected weapons in a whirling de- north of the village proper; its flanks shelter the cottages of the village from
fense of the holy place. the worst winter winds. Of old, a keep stood atop the hill. Now only ruins
among the trees remain, with a central shaft leading down to the disused
Fire River dungeon levels below. The villagers throw their garbage and carrion into it
(including dead strangers), and children playing nearby know well enough

T his large, generally placid watercourse descends from the grassy plains
of the High Country (where it may well feature in legends and trea-
sure finds not covered here) cutting across the Vast to reach the Sea of
to avoid the pit, as none who have gone down it have ever sent anything
back up other than their screams.
Unbeknownst to all, a huge gibbering mouther lurks at the bottom of
Fallen Stars at Ravens Bluff. Many springs rise in the southern Vast to join the shaft, waiting eagerly for anything that falls in. The mouther is trapped
it, and their sources are cloaked in thick stands of trees which have hidden in a large central room (empty save for a well); all three of the doors lead-
many an outlaw, treasure, and reclusive mage over the years. It is said that ing out of the room are guarded by walls of force that must be dispelled be-
more new and terrible spells have lashed down the Fire River valley than fore anyone can touch (much less open) them. The areas beyond contain
anywhere else in the Realms since the fall of Netheril. Some of these wiz- the spellbooks, half-finished magical items, wealth, spell components, and
ards’ secrets have died with them—including where their magical items personal belongings of eleven apprentice wizards. They were all slain years
and spellbooks are hidden. The oldest and most powerful mages have extra- ago by brigands using poisoned arrows and trained monsters, who tricked
dimensional residences, with helmed horrors and other guardians, magical their way into the keen and slew the wizards of the school one by one. The
traps, and gates linking them to other places in the Realms and to other last dying wizard released the mouther (kept as a trapped guardian) and
planes; most of the wizards have simpler hiding-places. used her spells to bring the keep crashing down atop them all.
There’s also a smugglers’ tale from the early days of Ravens Bluff. Barges The villagers know nothing of this lost school of wizardry. As far as they
of goods were often brought into the city by night from ships standing well know, the keep belonged to a brigand who set himself up as a local ruler.
out in the Reach. On one occasion there was treachery and open spell- Under the title “Lord Wolf,” he and his band preyed upon caravans for
battle on the docks. The barges hastily sculled away, up the river. In the many years, until the nearby cities of Ravens Bluff and Tantras hired an
darkness and confusion, at least one barge sank and presumably still lies army to eliminate him. In fact Lord Wolf did exist, but he dwelt in hiding
somewhere in the mud of the river bottom with its cargo of thousands of in an outlying cottage of the village, using the ruined keep only as a rallying
crated, newly minted gold pieces. place for his men before mounting a mid.

151
High Haspur the graveyard day and night, waiting to relieve the bereaved of any wealth
they might happen to be carrying. There were pitched battles between rival

T his mountain village stands south of Elvenblood Pass, where Helve’s


Trail (from Maerstar) meets the High Trail (from Ravens Bluff to Pro-
campur). High Haspur is reputed to be a place of riches: the ruling Morn-
gangs, and between thieves and bodyguards hired by bereaved Hlintarans,
till the habit of hiding gold in graves lost popularity. It is quite possible that
some caches of treasure remain in Hlintar’s knolltop graveyard—thanks to
inglight gnomes are said to be the only miners and gold-smelters currently the thieves and some ghouls that have arisen from graves since, some be-
operating in the Vast. This clan work underground, digging tunnels down reaved folk may not have lived long enough to recover their hidden savings.
from their gold-cellars and the caverns where they assemble and test their
many inventions. Among the Morninglight innovations are multiple-bolt
crossbows, various nasty traps, mobile corridor-blocking armored shields, King’s Reach
and other devices that would enable a few gnomes to defend a subterranean
area against more numerous human or orc raiders.
A shaft leading down from a fireplace in The Elf in Armor, the excellent
K ing’s Reach is a wealthy, fortified town that has always served as a cen-
ter for trade between those bringing ore from the mines to smelt (or
worked metals smelted elsewhere) and those bringing goods by barge upriver
inn run by the Morninglights, is said to be the main way into the under- from the Reach to trade with the miners. Originally the miners were
ground family holdings. Certain elderly dwarves who hold grudges against dwarves: now they are mostly human, with only a few dwarves remaining.
the gnome clan can be persuaded (by gold and drink) to tell something of The Reach marks the highest navigable upriver point on the Vesper;
the traps in the shaft and the locations of the various caverns and other en- above the town, the Vesper’s chill, clear waters are broken by a long series of
trances. There’s a local dwarven legend about a natural cavern in the rocky cascades. The town’s name comes not for the reach of any human king
mountains somewhere northwest of High Haspur: a cave entirely lined with into the dwarven lands but for the fact that Tuir Stonebeard, king of the
flashing and glittering beljurils. These seawater-green, fist-sized, and very dwarves, decreed long ago that this far into the mountains—and no further—
hard gems periodically blaze with light, briefly giving off enough radiance to would men be permitted to reach. Other origins for the name have been
read by. Much prized all over Faerûn, they are worth 5,000 gold each—and given, but most sages agree that this is the oldest, and possibly even true.
the cavern, if it still exists, must hold many thousand beljurils. The legend Today, King’s Reach is the largest smelting center in the Vast, the source
is vague about how the cavern is reached (or guarded) but says darkly that of many trade-bars of iron and silver and palm-ingots of nickel and copper.
all who try to find the cavern either disappear or are soon found dead, each Zinc and gold are also found in lesser amounts. The trade-metal all winds
with a single beljuril crammed into his or her mouth. up in well-guarded fortress stronghouses guarded by men whose crossbows
let loose at the first hint of trouble. Orcs and brigands try their luck fairly
often but are more successful attacking mule-trains of ore in the mountains
Hlintar than in overwhelming the defenses of King’s Reach. Adventurers and mer-

T his small crossroads town, ruled by a Master Merchant who heads up a


council of eight local merchants, is known for its finely trained horses
(bred locally). It is also home to several large and muddy pig-farms famous
cenary warriors do a brisk business as hireling-guards seeing ore-trains safely
to the smelters—and at one time or another, just about everyone in King’s
Reach goes out alone or with a trusted friend or two (trusted at the outset,
for their top-notch bacon. at least!) seeking that rich vein of gold that will make them rich for life.
Almost a hundred winters ago, a greedy and ambitious Master Merchant There are small but very pure gold deposits in the Giantspike Mountains
of Hlintar, one Marakus Beindold, sought to enrich his coffers and expand east and north of King’s Reach (the Troll Mountains to the northwest have
Hlintar’s farms into the hills east of the town—land traditionally claimed been thoroughly worked out, and the resulting disused mine-passages that
by the dwarves. Inviting the dwarves to Hornmoot, Marakus sent hired honeycomb them have become infested with monsters). The dwarves of old
mercenaries to forcibly occupy the village before the guests arrived. He wel- knew of this gold, but their attempts to reach it attracted much orc atten-
comed the dwarves and feasted them, plying them with drugged wine, then tion. Orcs still lurk in the peaks and mountain-valleys, as well as bugbears,
had them butchered in their bedchambers during the night. Only a few es- human brigands, and other predators—but gold still turns up often enough
caped—enough to elude the Master’s guards and break all his joints with to keep hopeful prospectors going up into the mountains. Many leave
their hammers in his bedchamber ten nights after the battle. He was found King’s Reach on the road south, circling up through the High Country to
horribly crushed, helpless in his blood, in the morning and was rescued only cross the River Vesper and sneak into the peaks by their own secret route.
through the heroic (and expensive) efforts of several local clerics. And if a prospector ever finds gold, finding a way to get it out and reach
That was the last Hlintar has seen of dwarves from that day to this. King’s Reach unnoticed becomes the paramount challenge of survival!
No dwarf of the Vast will knowingly or willingly set foot in Hlintar, nor Lone “gold-crazed” dwarven and human prospectors are said to live like
trade dwarven-work with a merchant known to trade there. Yet this beasts high in the mountains, attacking those who venture too near their
crossroads town is always jingling with the money in the pockets, purses, claims. There are tales of caverns stacked high with dwarven gold, each
and saddlebags of the busy merchants passing through it. Despite being guarded by a “lone wolf’ prospector who managed to slay the dragon or
shunned by the Stout Folk, Hlintar is a place of much intrigue and wyvern who gathered the hoard. Some of these tales have proven to be true
wealth. A traveler can hear tales in every bar of double-crossing mer- over the years; Lashan of Scardale is said to have founded the treasury that
chants who didn’t live to reclaim their hidden savings. Folk in Hlintar drove his dreams of empire by leading a loyal band of followers in a success-
were so rich, the tales go, that they ran out of places to hide their loot, and ful attempt to find and empty one of these “gold caves.”
too many thieves were growing fat just pulling at loose stones in the street
and in every chimney. So Hlintar’s enterprising local merchants undertook
a banking service of sorts. Kurth
Now that the local shrine to Waukeen has been abandoned, Hlintar’s
temple to Chauntea has reluctantly taken over the “silent vault” service.
Valuables and sensitive goods of all sorts (from stolen statues of recogniz-
T his walled town at the northern mouth of Three Trees Pass is a grim,
watchful place—like its founder, Kurth “Bandit-Slayer” (an axe-
wielding adventurer friendly to the dwarves, whose nickname, all agree,
able monarchs to the bodies of prematurely and conveniently deceased was well-earned). Kurth serves as a caravan-stop, gathering place, and farm-
relatives) are stored out of sight in monster- and spell-guarded vaults market town. It boasts a brewery, two mills, large stockyards, and a wheel-
under the temple, for a fee of 1 gold per chest per month. Few thieves try wright whose skill is equal to her reputation (she keeps a stock of wheels
to pry into these holdings: the guards include many “battle horror” shad- and snow-runners on hand for quick repairs). The town also has recurring
owguards (the most powerful form of the animated suits of armor com- water shortages, so the locals magically filter and recirculate its water—
monly known as helmed horrors) and at least one watchghost. which probably accounts for the thick, rough, licorice-like “ropy” taste of
Rumor has it that Hlintar is still stuffed with caches of coins and gems: the dark, foamy local beer.
thieves tell each other to test every panel and pillar. Many floors in private Kurth has always had a reputation as a place where many riches are hid-
homes, under the worn carpets, are paved with brick—gold brick, slathered den (in cellars, old cisterns, secret attics, and walled into chimneys). In
with clay to look like normal building materials. One old Hlintar habit— Calaunt, Ylraphon, and Tantras, Kurth is sometimes called “Pirates’ Rest,”
fallen out of favor since ghouls became a problem—was to hide wealth in owing to the fact that many pirates come here to retire and naturally hide
ancestral crypts. The less wealthy resorted to hollow cavities in the head- their treasure nearby. So strong is the belief in Kurth’s hidden prosperity
that merchants just starting into trade sometimes come here in search of

152
sponsors. Quite often, those who are lucky and discreet find all they need, occasions they bring disease, plague, and eggs that hatch into other harmful
and more (the unlucky get their travel itineraries handed to still-active monsters—or statuettes that revert to living, hostile monsters—when
shipmates of the retired buccaneers). Much shady business goes on in back- taken out of the Tower.
rooms all over town, especially in The Gauntlet and Girdle tavern.
On the western edge of town is “Tweenwalls,” a district of shanties, ram-
shackle stables, and tumbledown warehouses outside the current city walls. The Mage’s Tower
Kurth was once larger, its walls encompassing a larger area—but orc raids
proved to the locals just how long a wall they could muster swords and
spells enough to defend. Much of Tweenwalls, the area between the old city
D ue west of Kurth, on the fringes of the Flooded Forest, stands a lone
stone tower. Built of massive stones, it has no visible door but does
have windows at its spired top (seventy feet in the air) which are sometimes
walls and the new, is in ruins. At its heart rises the blackened, overgrown lit. Adventurers in the Vast sum it up in one oft-repeated phrase: “A good
mound that was once Feljack’s Hall. This mansion suddenly burned down place to avoid.” Its base is guarded by a stone golem which attacks anyone
one night a decade ago, and the adventurer who built it has been missing touching the tower or trying to climb, levitate, or fly within 40 feet of it. It
and presumed dead ever since. Locals who searched the still-smoking ruins continues to strike at such targets until they cease to move or else flee more
for riches were slain horribly by a giant-sized skeleton that arose from the than 200 feet from the tower, never passing beyond this range.
ashes wielding a black magical blade The tower is avoided by locals,
called a shadow blade by one wizard. who refuse to speak of it (those who
Few cared to investigate farther, and do always turn up dead within a short
those who did were usually found dis- time). Sages interested in the Vast
membered on the street leading up to have offered up several possible iden-
the ruins the next morning. Recently, tities for the isolated tower’s mysteri-
many human skeletons bearing swords ous occupant. Some say that it is the
have been seen on moonlit nights abode of a powerful mage—possibly
roaming the burned ruins. Their Maskyr himself, who they believe
source is unknown—but guardians moved here as men settled in his vale,
usually mean treasure, and Feljack’s leaving his former tower as a trap.
treasure, if any still exists, hasn’t yet Others hold that an exiled mind flayer
been recovered by anyone in Kurth. dwells here, or that even stranger
creatures (wind walkers, a penang-
galan, slithering trackers, or even
Maerstar weredragons) lair in the tower. Others

T his farm and quarrying town


stands at the meeting of Helve’s
Trail (from High Haspur) and the
yet claim clever dwarves live here,
having hired mages to guard it for
them with illusions of guardian mon-
North Road (that links Procampur sters. Whoever is master in the tower,
with the northern Vast by way of Sev- rumor has it that Lashan (the former
enecho and the Glorming Pass). Lord of Scardale who briefly held
Maerstar is known as a horsebreeding much of the Dalelands in a shaky em-
center; the large, sleek black horses pire and vanished when beset on all
bred here are highly prized throughout sides by aroused foes) fled here when
the Inner Sea lands. It’s not known as his empire collapsed and has hidden
a place of overmuch wealth but rather within ever since.
hardworking prosperity. Any or all of these things may be
Its well-trampled paddocks have true. The minstrel Lieshann of Or-
been used to hide treasure, however. dulin believes that the tower is merely
During the Time of Troubles (when the entrance to the lair of a gold
the gods walked the Realms), many dragon (or perhaps even a wyrm of
merchants of Tsurlagol and Procampur g r eat er p ower ) who ent er s i n
fled to their country houses in Maer- shapechanged form ere descending to
star—only to find themselves beset by vast kingdoms below. Lieshann ad-
looting mobs of wandering, displaced mits, however, that she has only seen
men from the destruction in Tantras the tower from afar when she mistook
and the strife in Calaunt and Mulmas- the track leading to it from Tavilar for
ter. Many of the wealthy had hidden their riches by burying them under the the trail to Kurth; still, she often sings of the mysterious tower when per-
dung and churned earth of the paddocks—but not all of the wealthy sur- forming at inns or taverns.
vived to dig up their riches again when the Troubles were over. Local rumor Those who have actually entered the tower and returned to tell about it
has it that at least two holdings—the moonstone and pearls collection of maintain that Lieshann’s tale is “bardish moonshine.” These brave souls re-
the merchant Uligker Oloskar of Procampur and a huge hoard of coins and port that anyone flying or otherwise winning past the golem to approach
trade-bars belonging to the locksmith and purveyor of trained dancers the tower’s three large, arched windows will meet three huge gargoyles fly-
Shondarl Stonegiant—still lie beneath the earth somewhere in Maerstar. ing out to attack and drive intruders away. These creatures, or their smaller
This town is also the home of the Moonlit Tower. This strange apparition brethren, also silently fly through the tower’s passages and rooms to attack
can only be seen when the moon is full and its rays fall upon a crag north- anyone gaining entrance to the tower by digging or magic.
west of the town. At such times, a small, slender tower appears there. The Within the tower’s walls are nothing but empty, dusty rooms and corri-
tower glows blue-gray, as if fashioned of solid moonlight, and can be entered: dors—including steps and sections of flooring that flip over to deposit the un-
its interior consists of seven rooms and a rooftop level, all joined by a spiral wary in pit traps and the like. Yet something that employs magic is lurking in
stair of floating stone treads (without rail or visible means of support). Wit- the tower. Most adventurers agree that the tower’s master is in hiding, along
nesses report that spells have unusual effects when cast inside the Tower. with all belongings and treasure, in the tower walls. A majority of them seem
Sages believe the Moonlit Tower travels about several planes or other to think that they’re facing a nameless lich or demilich, but others say the res-
worlds. Those inside when it fades away are seldom seen in the Realms ident of the tower could just as well be a living wizard, perhaps employing
again; when it reappears, it may be empty or may hold rare and awesome magic to take the shape of a lurker above or similar creature that resembles
monsters (some tales mention steel shadows; others talk of watchghosts, be- the stone walls of the tower. Some have pointed out that the wizard could
holders, the many-mouthed creature known as the argos, and stranger crea- merely be hiding in chambers whose entrance is concealed by an intelligent,
tures with no names). Sometimes these beasts guard treasure, but on other loyal mimic or other creature that looks like stone. Elminster once made a

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passing reference to “the Mage Who Never Dies” who claimed the southern Six winters ago, an adventuring band (The Cabal of the Crown, based in
edge of the Flooded Forest, including the tower, as his own demesne. The old Procampur) came to Orlimmin to investigate the gravel pits. A few nights
wizard warned his listeners that the tower’s master has prepared spelltraps later, fireballs, lightning bolts, and similar spells illuminated the night sky, ap-
that divert intruders into dangerous locales on other planes. parently erupting from one of the pits. The locals came out of the local tav-
ern (The Pickled Priest) to watch, drinks in hand, but prudently did not in-
vestigate until the next morning. They found most of the adventurers slain
Mossbridges in and around one of the pits; the few survivors, it later transpired, did not

T his town serves Ravens Bluff as a caravan staging area, stockyards,


warehouse district, and horse-trading and stabling center. Merchants
who don’t want to stay in Ravens Bluff often use Mossbridges as a base, in-
stop running until they reached Tantras.
Those survivors refused either to return to Orlimmin or to describe what
they saw. In the hands of local gossips, credulous adventurers, and imagina-
cluding a few who dare not enter the Living City because of enemies tive bards the story soon spread that they’d disturbed an elder vampire’s
they’ve made; their clients or creditors meet them here by arrangement. eternal slumber and paid the price. But no undead were seen, and vampires
The great multi-span bridge that gives the town its name carries the seldom use spells outdoors at night that flash and explode noisily so they
Coast Road linking Ravens Bluff and Tantras over the Fire River. A corps can be seen from afar. Nor do they behead their victims, or fail to drain
of engineers and stonemasons dwell in Mossbridges, paid by both cities to their blood or life essence. Locals claim to know nothing, but any visitor
keep the bridge in good repair. While nothing could ever induce them to who reveals that they’re interested in the gravel pits or the bejeweled grave
endanger “The Bridge” (as they invariably refer to it), in other matters their will be asked to pay for their rooms in advance “just in case.”
morality is more flexible and they have in the past been known to hide bod-
ies, treasure, and certain small but recognizable items in the bridge-pilings, Procampur
in exchange for sizable bribes. Those with inconvenient items in need of
long-term stashing can contact foreman Klonalogh Umesker, whose office
is three doors north of The Blushing Gynosphinx inn, on the east side of the
T his rich and independent city-state is another of Raven Bluff’s “sister
cities.” Of all the other cities in the Vast, Procampur is the only one
that Ravenians look up to: her “elder sister,” if you will. Procampur is an old
road (the two doors between are rooming houses). city, ruled over by a heriditary overlord known as the Thultyrl: the present
A lot of money flows through Mossbridges, but there is surprisingly little Thultyrl is the young, vigorous, and popular Rendath of the Royal Blood
crime, due to the expert policing by the paladin Rulisqer of Tyr (LG hm Pal (NG hm F12). Protected by a strong army and stronger navy, the city has
10). Rulisqer and his fourteen followers put into practice his belief that law- decisively defeated pirate raids as well as attacks from Mulmaster and Sem-
ful behavior and local safety allow happiness and prosperity for all. Rulisqer bia; it currently has a mutual defense pact with Tsurlagol that has been to
keeps brawls off the streets and thieves’ guilds out of town. As a result, his both cities’ benefit.
town is used as a “no-swords” neutral meeting place by traditional antago- Visitors used to the happy chaos of the Bluff often find themselves nuzzled
nists wishing to trade or old foes wishing to negotiate agreements. This in by all the rules that dominate this thriving city-state. The whole city is di-
turn encourages investment and even a thriving fledgling banking industry. vided into eight regions, each separated from the other by fifteen-foot-high
Would-be thieves be warned: the gargoyles adorning the roof of Gladragon’s walls. By royal decree, each district has a distinct color to its roofs. The High
Gold & Gems Exchange aren’t just carved adornments. And adventurers be- Court and Palace have gold roofs, the Nobles District silver roofs, and the
ware: swords had better be kept in their sheaths if their owners don’t wish to Temple District shining black roofs. The Merchant District is demarcated by
be expertly subdued, stripped of weapons, and frogmarched out of town. sea-green roofs and the Services District by yellow roofs; the Sea District has
Treasure is everywhere in Mossbridges, but all of it has owners—and the blue roofs, the Adventurers District red roofs, and the District of the Poor
place comes equipped with the most diligent law officers in the Vast, who al- gray roofs. The only exceptions are guard posts, armories, and army barracks,
ways seems to know just where trouble’s about to break out before it actually all scattered at strategic positions throughout the city but having white-
does. The only exception, if one believes the tales, is the rumor that one of washed roofs to distinguish them from the surrounding buildings.
the retired smugglers in town is actually an amphibious shapechanger of
some sort who can take on a giant octopus shape and still swims out to do Adventurers who achieve high levels of experience often leave Ravens
business with pirates who signal from offshore, keeping her loot underwater, Bluff and move to Procampur; for some this marks a milestone in a success-
hidden not far offshore. One tavern drinker says it’s all inside giant clams ful career. After all, a city that has stood unconquered for two thousand
that clamp shut to trap anyone but the rightful person—but he was hardly years must have a few lessons to teach those willing to learn them.
sober when delivering himself of this information, and it may be pure fancy.

Orlimmin River Vesper

T his village lies at the meeting-place of the Tantras Trail and the Long
Reach, which runs from here to King’s Reach (via Bambryn and
T his large and generally placid river runs down out of the High Coun-
try to reach the sea at Calaunt. Its broad, gently sloping river valley is
verdant farmland. Unfortunately, this floodplain offers an off-road route
Sendrin). It’s a rather sleepy farming center, except when cattle are auc- through the Vast for thieves, orc bands, disreputable adventurers, and
tioned and the city is temporarily crammed with buyers and drovers. others who don’t want to be seen on the roads but don’t want to get lost, ei-
A rough plateau rises south of Orlimmin, standing like a rugged, ther. From time to time, dwarven gold washes down the Vesper from some
rolling wall to the south; it’s the reason the Long Reach trail doesn’t go flooded tomb-cavern or other, but this is rare enough that the river does not
on to Mossbridges. This highland is studded with gravel pits, where dig- have a reputation for danger or treasure.
gers from Orlimmin have always mined what they need, selling any sur- There is one intriguing mobile treasure associated with the Vesper, how-
plus for use in the nearby cities. These pits are said to hide several trea- ever. It’s only been seen in the last two decades, and its cause is unknown.
sures—as well as the bodies of thieves from Tantras and Ravens Bluff who From time to time there’s a sighting of a circle of dancing, slowly rotating
double-crossed colleagues once too often. The pits are also rumored to ioun stones moving here and there above the waves. These encounters can
conceal the remains of an early high priest of Waukeen—buried upright occur anywhere up or down the river valley. The circle contains about a
as was the custom in those days, standing on a pile of gold bars and wear- dozen stones and moves slowly along the river, floating about six feet above
ing cloth-of-gold vestments and a ring on each finger, each displaying a the water, glowing and twinkling like a ring of moving fireflies.
different gem. The total value of this burial would be 60,000 gold or The ring seems to avoid attempts to grab stones from it, but so far no ad-
more—and since the collapse of Waukeen’s worship, more than one local venturer with a net, the ability to fly, or other suitable magical means of
has become seriously interested in looking for the remains of the departed snaring a stone has met with the magical ring. A tale going around the
clergyman. With Waukeen’s recent return, all such grave-robbing plans riverside taverns says that anyone who takes a stone from the ring gets to
have officially been dropped, but several locals continue to slip quietly keep it but gets a geas along with it, forcing the new owner to accomplish a
out onto the plateau, shovel in hand, when no curious eyes are about to dangerous task—and that a different quest is linked to each stone.
note their departures. Unfortunately, any marker that may once have
identified the grave is long gone—probably because the graveposts of
such exalted clergy of Waukeen were adorned with gold inlay and gems in
those early days.

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Sarbreenar spellbooks and magic items buried or hidden in the vicinity (a dead wizard
was even found walled up in a sealed secret passage in the walls of one

I n olden days, the city of Sarbreen stood where Ravens Bluff now flour-
ishes; Sarbreenar was its guardian outpost, protecting access to Elven-
Sendrin house, entombed with his staff, rings, and spellbooks) is one sur-
viving relic of the destroyed temple of Savras (sacked long ago by the tri-
blood Pass to the south so that Sarbreen could never be attacked by surprise umphant followers of Azuth).
through the mountains or isolated from Procampur when winter ice and Nothing remains of the temple except a crater of fused and blackened
storms made sailing treacherous. stone rubble, its edges overgrown with saplings, in the backyard of the
In those days, Sarbreenar was little more than a keep attached to a ter- largest inn in Sendrin, The Blasted Wizard (one must know the history of
raced garden and high pastures. Today, it is a small village, all trace of the the place to truly understand the name). In this hollow sits a stone idol of
keep swept away. It was tom apart from aloft by a huge dragon, remembered Savras in the shape of a disembodied human male head that is as tall as a
as “the Sarbreenar Wyrm,” which decided to roost there, the better to prey man. The head rises into the air whenever a living being enters the crater
on the road traffic whenever it was hungry. The Wyrm was a green dragon of and floats about four feet off the ground by means of magical levitation, fly-
the largest size; its tail hung down the shattered tower to the ground below as ing about at will (MV fly 12, maneuverability class D). It speaks with a very
it slept, and men dared not approach. Eventually the road fell into disuse deep, booming voice when addressed, answering magical queries—but sages
and this lack of food proved the Wyrm’s undoing in the end. When it grew have noted that its cryptic wise pronouncements seem to be a large and so-
hungry, it flew south to raid Procampur, tearing the roofs from houses and phisticated set of stock phrases. It does have the ability to cast certain spells
devouring all it found inside. After the second such raid, the angry and fear- when touched by beings brought into the crater, and it does so automatic
ful folk of Procampur hired a wizard—whose spells awaited the Wyrm on its cally, sensing and correcting conditions regardless of the wishes of beings
third raid. The wizard brought the dragon crashing down into the harbor of who encounter it. The head can do the following things once each per day:
Procampur in a rain of bones and blood, cut apart in midair by exploding neutralize poison (renders all poison present truly inert and harmless, not
“swordballs” that flung the rusty fragments of old weapons violently out in just curing a poisoned being), cure disease (including lycanthropy if it is not
all directions in exactly the same manner as a fireball hurls forth flames. So too far advanced), and dispel magic (on all spells or magical conditions gov-
the Wyrm perished, and men crept slowly back to Sarbreenar to rebuild. erning a being, including protective spells, geas magics, quest spells, feeble-
They found orcs had come down to strip the place in their absence and mindedness, and many spell-like psionic attacks, controls, and conditions).
had no intention of leaving their new home. After a bloody, week-long The Mouth of Savras (as the head is called) can’t be removed from the
fight through the mountains, Sarbreenar and the pass it guarded returned to crater or magically controlled or indeed harmed in any way. It avoids com-
human hands, but without any of the goods it had once housed. The orcs bat; attempts to destroy or move it simply cause it to return to the bottom of
had taken or despoiled everything—including the meager treasure accumu- the crater, where it sighs wearily, closes its eyes, and waits until the intruders
lated by the Wyrm, which is still presumably hidden up in the mountains go away. It will never again heal or aid any who have once attacked it, no
somewhere nearby. matter what their disguise or how much time has passed since the incident.
Today, Sarbreenar is a hamlet on the High Trail, just south of Elven-
blood Pass, the site of the death of the great elven hero Beluar. Beluar’s
Tomb stands in the center of Sarbreenar, marked by an intricately carved Sevenecho
stone obelisk carved by King Tuir Stonebeard’s grateful folk in honor of
their fallen ally. The obelisk has offered generations of pigeons a palatial
home; folk often pause to survey it as they water their horses at the horse-
T his hamlet of about seventy people stands where the North Road from
Procampur meets the Stormcrest Trail from Tsurlagol. A rainy, damp
place often shrouded in mists of mornings, it is named for its most promi-
pond which lies directly across the road from the grassy mound that holds nent family. This tiny village centers, both figuratively and literally, around
Beluar and his slain riders. The Worried Wyvern inn, which rises on the western side of the junction of
All around Sarbreenar, the land rises abruptly in cliffs prone to the two roads. The roads meet at Sevenecho because of its ponds and deep
avalanches. Nestled among the rocky ridges and pinnacles are a dozen or so wells (allowing travelers to water their beasts). A settlement persists here
wet, narrow valleys carved by mountain streams. In each of them are farms largely because of The Worried Wyvern, a fine establishment (as good an inn
where arthritic folk rear sheep and goats among the moss and the constant as can be found anywhere in Faerûn). Founded nineteen winters ago by Be-
mists. Sarbreenar is their market town, their smithy, and their wagonworks. liost Sevenecho (LN hm F5), the Wyvern is a large, many-dormered place
Wheelwright Torstan Holbrar crafts wheels as good as any to be had around that rambles up and down a small knoll, sprouting many wings, side-cham-
the Sea of Fallen Stars and keeps a large stock on hand to sell—for exorbi- bers, jutting stone chimneys, and small towers. Its cellars house its own
tant prices—to merchants whose wagons fall afoul of the hard roads. deep well, and the inn offers over a hundred and twenty beds in some fifty
There’s also an inn, The Merry Mage, whose carved signpost is a winking, guest rooms, some of which are icy in winter because whole wings of the inn
leering old bearded wizard. aren’t heated or lit unless the rest of the place is full. Guests here can sleep,
get good filling meals (the soups and stews are justly famous), and take
scentwater baths in huge copper tubs. One can also buy fine smoked meats,
Sendrin homebrewed beer, and the strong-flavored local Obaleth cheese.

T his crossroads village stands where the Long Reach trail (linking Or-
limmin and King’s Reach) crosses Blaern’s Trail (which links Calaunt
Beliost runs the inn, and prepares his own meats with the aid of a small
smokehouse behind the inn, dug into the hill next to the stables. The brew-
on the coast with the North Road at Dead Tree Hollow). Known today pri- ing of beer is something of a family obsession; each of his relatives makes his
marily as a place of basketweavers, cattle-ranchers, and furniture-makers, own brew, and each insists his is the best. All provide the inn with potables
Sendrin boasts a surprising number of large and important-looking stone (the better to test their excellence on unsuspecting guests); travelers had
houses and shops, all built when Sendrin was a town of magic, long ago. best be circumspect when praising or criticizing their latest mug, as the inn-
Of old, when human rule had just come to the Vast, a temple to Savras keeper’s large and quick-tempered sons and cousins might feel inclined to
the All-Seeing was established at Sendrin. In those days, Savras was seen contest their opinions. Travelers are also warned not to try to out-drink (or
more as an all-wise user of magic than as a seer, and wizards came to remote out-eat, for that matter) the rotund Sevenechos, some of whom have been
Sendrin to acquire new spells, practice spells far from heavily populated known to empty as large a keg as a strong man can carry at one meal.
areas, and meet with other mages to discuss their Craft. It became a place of Beliost is jovial but capable in a fight, aided by two silver-plated daggers
pilgrimage, where mages could play in a manner their importance at home +3 (anyone struck by them who fails a saving throw vs. paralyzation is held
could never let them do, carousing through the night and using magic to do for 3d4 rounds). He’s a good listener and an easy-going man who makes
rude and sometimes destructive things. friends easily; just about every traveling merchant in the Vast counts Be-
When Savras fell to the spells of Azuth, all this ended. Sendrin dwindled liost as a true friend. The innkeeper is thus very well informed about cur-
to just a farming village as the wizards left one by one, followed by all the rent events and politics in the Vast.
healers, scribes, wizards’ tailors, professional escorts, and spell-component- Beliost has eleven sons and more than a dozen cousins, but his second
sellers until none were left. In fact, the traveling Magefair held annually in wife died a dozen summers ago. He’s declined to marry again since then and
various remote locales around the Realms is a remnant of the old carousing is on intimate terms with no less than four of his chambermaids: Noelin
that used to occur here, displaced since the decline of Sendrin to become a Tlestlin, Lauryn Shavvyrstar, Mreeiel Klintar, and Chyndrie Stormwind
moveable feast. All that is left behind besides the inevitable rumors of (all F1s with Dexterities of 18 and Armor Classes to match). The women

155
name comes from the only local treasure tale-a local wizard, in the early
days of the Vast, cast a spell to preserve and protect the magical swords ac-
cumulated by his adventuring companions. The spell outlasted both its
caster and the swords’ owners, confounding greedy adventurers to this day.
If the right words are spoken (Elminster claims they aren’t recorded
anywhere but must be seven words or less and in the Common Tongue),
nine magical blades will rise in unison from the pool, dripping, and hang
vertically in a ring a dozen feet above the water, hilts uppermost. The
pool at that point is more than fifty feet deep and a good forty feet from
shore, but if a living being can somehow reach the ring and touch a blade,
that sword will be released from the magic and fall back into the pond,
from which it can be fished (if not retrieved, it simply lies in the water
until it slowly rusts away). The other blades remain hanging until
touched in their turn or until ten minutes have passed, at which point the
spell returns them to concealment.
While under the enchantment, these blades can’t be found by dragging
the pool or casting dispel magics; they “aren’t there” until the words are spo-
ken. For a wish to release them, Elminster says, the spell incantation must
contain at least four of the seven or less correct words (a limited wish would
need to include all of the words). Speaking the words a second time makes
the remaining blades sink down again into concealment. What sorts of
magical blades are included in the nine is not recorded.
Swords Pool has been stocked with trout and the tiny, sharp-tasting fish
known as “manyfins” by the owners of the inn (three sisters named Meli-
cent, Meliors, and Melusine Mellicot); illicit fishing is not encouraged but
does occur on dark nights.

Tantras
Y et another of the Vast’s “sister cities,” Tantras is the Ravens Bluff’s dark
twin—at least to hear the Ravenians tell the story; the Tantrans tell it
somewhat differently. This walled city suffered greatly during the Time of
Troubles, when its patron god, Torm, actually manifested himself in gigantic
avatar form and fell in battle defending the city from the evil god Bane (de-
get along easily with each other and are fond of referring to Beliost as “the stroying a good portion of it in his fall). The resultant dead magic zone was
chief adventurer in our band.” This title that has puzzled many a traveler, as initially viewed as a disaster but has since come to be considered an unusual
the maids often refer to Beliost as “Chief Adventurer” rather than the more resource from which the city can benefit. Those who have something to fear
common formal terms “Hostler,” “Innkeeper,” or “the master of the house.” from wizards find it a place of refuge, and many who have angered the Zhen-
In a pinch, Beliost can call in favors from his neighbor, the elderly tarim or the Red Wizards of Thay flee here and use the Zone (as it’s called)
Riliyyn Scantshar (CG hf W7), to obtain magical aid and will be enthusi- as a bolt-hole. It’s also a useful meeting place for those who want to make
astically supported by the untrained but eager efforts of his fourteen cham- sure that neither side seeks to gain some sort of magical advantage.
bermaids, seven lads, and two water-boys (all F1s). Another 3d10 locals Given Torm’s spectacular defense of Tantras, it’s not surprising that the
(F1s to F3s) are typically only a shout away, in their nearby shops, houses, Tormite faith still dominates the rebuilt city. The Temple of Torm’s Coming
and farms. Orc bands dwelling in the hills nearby know better than to raid is overseen by High Priest Barriltar Bhandraddon (LG hm P19), with the
Sevenecho: the folk here can mobilize with frightening speed at need. assistance of no less than forty-nine underpriests and -priestesses. Torm’s in-
As far as interesting folks go, there’s not much here beyond Beliost and fluence is so great that Bhandraddon holds a seat on the High Council of
Riliyyn. Someone in Sevenecho—probably one of the chambermaids—is local merchant families that govern the city. The Tantran government is
an agent for the Red Wizards of Thay, responsible for watching who and less restrictive than the one in Ravens Bluff, concerned mostly in setting
what passes on the roads and then passing on this information and other tarriffs and regulating trade; how people act outside of business hours is
messages to passing Thayan agents. Whoever this spy is, he or she aren’t a largely their own concern. An effective Thieves Guild, the Grayclaws,
field agent and never lifts blade or hand to betray the secret allegiance by brings together thieves and smugglers to prey upon incautious newcomers
murder, robbery, or other active deed. and native Tantrans alike who have gotten too smug, rich, or unscrupulous
Sevenecho has few local legends of monsters or magic, beyond everpre- (in fact, it’s very like the Four Ravens Thieves Guild that once operated in
sent news of death and destruction befalling travelers in the dangerous Ravens Bluff decades ago). The Grayclaws make sure their members do not
mountains to the north (and the aforementioned mistrust of the Scantshar draw too much attention or make too many enemies. Like many a Thieves
family). Locals often see “the ghost of the drowned lady” (a beautiful phan- Guild, they are loyal to their city, having defended Tantras at one time or
tom, said to be Beliost’s great-grandmother) by Ghost Pond, a large shallow another from the Red Wizards, Zhentarim, slavers, the Harpers, and the
pool by the roadside just north of Sevenecho. There’s also a tale from the last Cult of the Dragon.
days of dwarven rule in the Vast: nine dwarves each buried a chest of gems In addition to the dominate Tormite church, there are also major
somewhere near the meeting of the roads in Sevenecho before the orcs that temples to Tempus Lord of Battles, Lathander Morninglord, Gond the
were pursuing them caught up to them and slaughtered them all. Rumor has Wonderbringer, Selûne the Moonmaiden, Milil Lord of Song, and Tymora
it that a certain dark naga found the treasure and now lairs with it, some- the Luckbringer, all served by priests or priestesses of at least 13th level.
where very near Sevenecho. Those who have never visited the hamlet whis- Smaller shrines to evil deities like Loviatar, Umberlee, and Cyric also
per that the naga has gained control over the whole village, but those who thrive here, if somewhat less openly.
have experienced the local hospitality dismiss the thought as absurd. Like Ravens Bluff, Tantras was recently threatened by a humanoid army
led by Warlord Myrkyssa Jelan. Unlike its sister city, however, Tantras came
Swords Pool to some agreement with Myrkyssa and so avoided a brutal battle such as the
Bluff suffered. Exactly how the High Council, or its representatives, man-

L ocated in a wooded dell on the North Road between King’s Reach and
Dead Tree Hollow, this waystop village is notable mainly for the ex-
aged to convince the Warlord to depart without attacking is unknown,
though the powers that be in Ravens Bluff would certainly like to find out-
cellence of its inn. The Nine Swords stands on the west side of the road, be- it might be-useful, if Myrkyssa someday returns to resume her campaign
tween it and the deep, dark pool for which the village is named. The inn’s against their fair city . . .

156
Tavilar one lifting it out gets the second dart right in the face! Poisonous gas traps
are also popular, since if they don’t get the looter when he or she opens the

T his village stands in the shadows of the duskwoods that mark the
southern edge of the Flooded Forest and the lands said to be claimed by
the Mage Who Never Dies (see the entry on “The Mage’s Tower” on page
chest their residue on the coins within may still poison a thief who doesn’t
carefully wash his or her hands after handling the treasure.
There are no permanent habitations in the pass—no one has enough
154). Tavilar was once home to a merry adventuring band of pranksome, al- money to hire the sell-swords needed to turn away the persistent orc attacks
ways-jesting female thieves and bards known as the Turning Key. The ladies brought on by any attempt to build here. Still, many traders set out in the
of the Key met with disaster while adventuring on a far plane, and the few summer months from Kurth or King’s Reach to establish armed camps for a
who survived retired to Waterdeep, Neverwinter, and Berdusk (respec- few days at the summit of the pass—and they typically sell trapped chests,
tively), never returning to Tavilar to the rambling old house where they’d mules, mining gear, food, and other supplies in exchange for ore or nuggets
been so happy together. The House of the Key, old and in need of constant from the miners. A priest of Waukeen used to pass through the area about
repair even when they’d inhabited it, soon collapsed. Adventurers have once a month, taking in 1,000 gold-worth of nuggets in exchange for each
picked through its wreckage many times but found only ruined finery and badly needed healing spell. No priest stepped in to offer the same service
furniture, never treasure. Local lore insists that the Turning Key were a rich during the time Waukeen was imprisoned, but with her recent restoration
band indeed, and that a lot of treasure must lie somewhere nearby. None of to power it cannot be long before this dangerous but extremely lucrative
the ladies is still alive today, but the last survivor, the elderly bard Satcheera service is restored.
“Silvereyes” Moonfist, once said, “Still haven’t found our jewels? They must
be looking in far too dry a place!” This has generally been interpreted to
mean that the treasure of the Key lies somewhere underwater in the bogs of Tsurlagol
the Flooded Forest—but just where, in all those miles of dangerous desola-
tion, none can say. “Near Tavilar” is a term that covers a lot of swamp! K nown as “The Gateway to the Unapproachable East,” this prosperous
port city is the last and smallest of Ravens Bluff’s sister cities. Lo-
cated in the southernmost point of the Vast, just outside the Dragon Reach,
it is a crossroads for traders from the Vast, Impiltur, the Old Empires, and
Thindilar the Vilhon Reach; many dwarves also pass through on errands to their scat-

T his market town stands at the meeting of the Cross Road and Blaern’s
Trail. It’s a bustling, busy center of artisans and crafters, without much
time for such fancies as tales of adventure and treasure. In fact, there is only
tered kin.
Tsurlagol has long been allied with Procampur in a mutually beneficial
association. While just as old as its partner, Tsurlagol’s exposed position has
one local treasure tale of note: in the early days of the Vast, before humans resulted in its being burned down repeatedly by pirates, invaders, orcish
ruled, a “cloud castle” or aerial fortress-home inhabited by cloud giants hordes, and other interlopers. The current city stands on a hill comprised
crashed to earth here, its flying magics overcome in some aerial spell-battle. entirely of the foundations of the twenty or so previous cities built on the
The castle struck the earth and shattered, shaking the ground and leav- site. The people here are patient and take the long view: if some attacker
ing a trail of destruction as it rumbled along to disintegration. Huge soft- burns the city down today, they know they will outlast the invader and re-
gold goblets and other treasures were scattered over the countryside (amid build it again tomorrow. Had Myrkyssa Jelan attacked Tsurlagol instead of
pieces of cloud giant!). Many of the fallen treasures were soon carried off by Ravens Bluff she probably would have met with only a token resistance, but
dwarves and reworked into many fine gold items, but a few (so the tale she also would probably have found the city impossible to hold in the long
goes) were buried deep or flung high into the air, held aloft by a shred of the term;. the Tsurlagoli would have simply waited until her humanoid alliance
magic that had once lifted the castle. fell apart before moving in to reclaim their city.
Most dwarves think tales of missed giant treasure around Thindilar are The highest offical here is known as the Ven. He or she is chosen from
pure fancy, and Elminster is inclined to agree—but he points out that a among the leading nobles and merchant lords by secret ballot. The Ven’s
shard of pure gold as large as a cottage door was found only three winters actual identity is kept secret for the whole of his or her ten-year term—a
ago by a merchant digging out a larger storage-cellar. It’s a truism that skep- curious arrangement, but one that seems to work well for this city. The
tics in the Realms are often surprised. spokesman for this behind-the-scenes leader is known as the Ven’s Voice,
chosen from the ruling Council to advise the Ven and deliver his (or her)
decrees to the people. The current Voice is one Conoptora Billon (NG hm
Three Trees Pass W13), an adventurous mage who would like to see Tsurlagol escape from

T he long and dangerous cleft between the Troll Mountains and the
Giantspikes would probably be avoided by men altogether if it wasn’t for
the rich ore deposits brought down into this valley by the dwarves. The North
the shadow of Procampur and grow to rival Ravens Bluff as an attraction for
adventurers, traders, and all who bring wealth in their wake.
Tsurlagol is unusual in one respect: it is an open port, where pirates and
Road was put through this once-desolate pass (it’s called “Three Trees Pass” smugglers are welcome to come ashore to trade with honest merchants, so long
because its height was once marked by three huge old pines—the only trees in as they behave themselves from the time they sail into harbor. Many of the
sight amid a rocky desolation) to link Kurth with King’s Reach and provide a leading merchants here have put in time in the “Free Trade,” as they call it, be-
means for getting at least some of that gold safely to market. It cost many fore settling down to onshore respectability on the profits of their pirate days.
human lives but served its purpose, incidentally saving the last few dwarves Another odd feature about Tsurlagol is its relative pacity of temples.
from extinction at the hands of the ever-plentiful orcs. Vicious battles for con- There are only three, one of which doubles as a Thieves Guild. The first
trol of the mountain heights and mine-passages go on to this day, as human and wealthiest, The Rising Moon, is devoted to the worship of Selûne; its
prospectors move into territory recently held by orcs. The dwarves grudgingly patriarch, High Priest Orlathon Lunemast (LG hm P13) is assisted by nine
aid the humans, knowing they’d be swept away without them. subpriests. The second, the Battering Wave, worships Umberlee under the
Thousands of gems, rough-hewn gold nuggets, and bags of “gold gravel” guidance of Thogonia Grim (LE hf P12) and six fanatical servitors. The
are said to be hidden up and down the pass, making it one of the richest third and final, the Cult of the Shadows, venerates Shar, Mistress of Night;
areas in all Faerûn. Folk trying to dig or explore the pass, however, will be its high priestess (whose identity is hidden) also serves as head of the
watched by many wary eyes and are in grave danger of stopping some arrows Tsurlagol Thieves Guild, the Sharwomen. The city once had two such
the minute they turn up something interesting. Survivors of this initial as- guilds for thieves, segregated by gender, but the males’ guild was wiped out
sault will then find themselves the center of a concerted attack from watch- years ago; today the female thieves dominate, with the few male thieves
ful orc bands, dwarven parties, and human guards all converging on them at occupying lesser positions.
once—as well as facing the effects of whatever traps the rightful owners of
any uncovered cache have left behind! Many carry-chests used in the Vast
open from the bottom only, the top being a series of elaborate traps. Among Viperstongue Ford
the favorites are scything blades that snap across the tops of opened chests,
chopping off the hands of the inquisitive. Another popular safeguard is the
two-step poisoned dart-trap. Opening the lid fires the first dart, while the
T here’s no permanent settlement at this river-crossing, but there is an
inn, The Stag and Viper, once the headquarters of a famous adventur-
ing band. The Mistdown Marauders died rather messily when they tried to
second is triggered by a treadle inside the chest upon which a heavy item is loot a ghost’s treasure, but local legend says that their graves (in the trees
placed. This bulky item blocks the way to the rest of the contents, and any- north and east of the ford itself) hide cryptic directions to where the trea-

157
sure lies hidden. The Marauders are thought to have amassed a fair amount the overgrown ruins are several tombs, some of them above-ground stone
of gems, jewelry, magical armor, and coinage, but none was found on their crypts large enough to shelter a dozen people and their horses. Adventurers
bodies, so it must have joined their killer’s hoard. Some of the Marauders come here often hoping to find magic and riches, but Elminster says they’re
are said to guard the graves as undead—but compelling these unfortunates wasting their time: the orcs got here first. Unless a desperate brigand has re-
to reveal where they met their doom (and hence the treasure’s resting- cently stuffed a few coins into a casket while fleeing from treacherous busi-
place) would be a risky business. ness partners, every tomb has been cleaned out of everything except scat-
tered bones and the occasional undead.
Ylraphon Riches are more likely to lie hidden in the inhabited part of Ylraphon.
Local legend whispers that many rich treasures have been buried in Yl-

P ronounced “Ee-yil-ra-fon,” this small port was once an elven city.


Overrun by orcs, it became a ruin where an orc chieftain ruled. Then
raphon over the years by fleeing dwarves, orcs who had to stash booty hur-
riedly in order to defend themselves, and humans who couldn’t see any way
the dwarves drove the orcs out of the lowlands and dwelt here for a time; as to elude waiting pirates or brigands if they tried to leave Ylraphon laden
the most northerly port in the Vast, Ylraphon was important to them. with bags of gold. Elminster reminds us that the elves held Ylraphon first
When the kingdom of the dwarves fell, orcs rushed in again and laid waste and almost certainly left treasure behind: the local temple of Selûne, the
to the rebuilt town—so they found themselves living in ruins once again. Moonwater, houses several moon-related magic items donated by departing
When humans arrived in the Vast in numbers, the docks of Ylraphon elves in recent years. Elven treasure here is likely to be jewelry with minor
caught the eyes of many, and there was bloody battle through the ruins magical powers or enchanted weapons hidden by being magically trans-
until all the orcs were dead. From that day to this, Ylraphon has been ruled formed into stone shapes or encased in stone. Typical elven jewelry takes
by a loose council of human merchants. In recent years, local prosperity has the form of necklaces, ornamental bracers, or rings linked with fine chains.
been hurt by raids directed by Lashan of Scardale, who sought to become Many such treasures may sleep within the walls, chimneys, and roofs of
King of the Dales; by the Time of Troubles, when the orcs came down out of buildings near the docks in Ylraphon. Hopeful explorers are cautioned,
the mountains to do some raiding of their own and trade all across Faerûn however, against searching the harbor or coastal shallows for treasure—
suffered; and by the rise of Calaunt further to the south, whose agents con- many searchers have scoured such areas already, and pirates and smugglers
duct careful murders and intimidation to ensure that Ylraphon never grows take a dim view of strangers poking around their drop points. Persistent
to rival Calaunt or harm its trade in any way. local tales speak of ghostly activities at ruined temples of Gruumsh, Moan-
As a result, Ylraphon is struggling today, a town in decline but still pop- der, and Bane just north of Ylraphon, in the boggy woods leading into the
ular with independent merchants and with those who want to enter or Flooded Forest; some even whisper of their reoccupation by living worship-
leave the Vast quietly, avoiding the large cities of the coast. A lot of gold is pers. Certainly bands of evil men and orcs often provision in Ylraphon be-
spirited out of the area from its docks—but wise captains only cross the fore plunging north into the woods; many locals suspect they use the ruined
Dragon Reach to Harrowdale or go up the Lis to Hillsfar to unload the gold temples (which tend to be on raised areas in the heart of the swamp) only
for other ships to take on later voyages; pirates wait and watch in the Reach as places to store treasure. According to this theory, the occasional screams
for ships putting out from Ylraphon. heard from these spots are merely a ruse to dissuade the curious or perhaps
The forest is quickly reclaiming northeastern Ylraphon, and the ruins the results from thieves’ quarrels. Some of these folk are no doubt merely
there offer shelter to vagabonds, pirates, and brigands of all sorts. Among smugglers and others who wish to keep their business private, but rumor has
it that others serve the master of the Flooded Forest, whoever and whatever
that mysterious being is; around Ylraphon he (or she, or it) is called “the
Mage Who Never Dies.”
An adventuring band from Turmish, the Six Spiked Rings, recently
came to Ylraphon to investigate one such temple: the fallen House of
Moander. They were beset by a greater darktentacles that laired in the
temple, but two of them escaped, each bearing a large bag of gems—and the
power to guard them, too: they also brought out a sack full of magical metal
wands of great power and antiquity! More treasure obviously lies in these
temples—and there are of course wilder tales of the depths of the Flooded
Forest, of half-sunken cities, strange mirages, vampiric pixies, circles of
spellcasting giant frogs, and worse . . .

Current Clack
R ecent adventurers’ reports have brought disquieting news about the
Vast. Sinister things have been noticed of late. Someone—or some-
thing—has been regularly visiting tombs of many powerful undead and
keeping them clean. And someone—or something—has recently supplied
various old ruins with a resident deepspawn (a horrific monster that vomits
forth other monsters). These two practices continue, despite the vigilance
of adventurers and residents. Their cause, and perpetrator(s), remain
mysterious.
Moreover, orcs and worse have come down out of the mountains and
taken to hunting adventurers! The Vast seems to have become an increas-
ingly dangerous place, particularly since some heroes have discovered
entryways to some long-forgotten networks of underground caverns, evi-
dently used by the dwarves of old and the orcs who came after them. Evil
mages from certain lands (such as Thay) seem to make pilgrimages to the
Vast when young but powerful. Perhaps they seek the Tears or Archveult’s
magic (see “The Magic of Ravens Bluff” chapter)—or perhaps they come to
meet with some as-yet-unrevealed dark power or deity.
As the old dwarven adventurer Guldaeth Grimshield of Highbank For-
est once said dryly, “Come one, come all, here to the Vast. All the killing’s
happening here, and the next handful of dooms to befall us all are a-hatch-
ing here—why wait for them to crawl to you? Come to the Vast, and join
the slaughter.”

158
Walking Tour Locator Index
Abluuder’s Everything Emporium: see Talking Skull House Embassy of Amn (F6) Kaitlyn McTavish (TS28)
Alambaler House (UTS6) Embassy of Calimshan: see The Calagara Kettle of Many Things (TS25)
Albrath’s House (TA6) Embassy of Chessenta (F22) Khaleth & Ulger (HB6)
Ambra’s Small Boats Rental & Harbor Rescue/Retrieval (CT3) Embassy of Impiltur (F13) Kilean the Con (TS29)
Anglund Hall (US4) Embassy of Mulmaster (F24) Kriel Illendell (TA20 and TS18)
Anvil Courthouse (CA7) Embassy of Procampur (F8) Kyle the Ox: see Sir Kyle the Ox
The Army Barracks: see Ravendark Castle Embassy of Sembia (F17) Lalobaer’s Pomps &Piping (CS5)
Anna Geden (F4) Embassy of Tantras (F14) Ladyrock Lighthouse (HL1)
Anvil Hall (TH2) Embassy of Thay (F12) The Lambent Eye (TA5)
Armor & Vengeance (HB4 and US2) Embassy of Turmish (F21) Lamp by Watt (TS21)
Arts Haven (TA14) Embassy of Zhentil Keep (F5) Lamplit Hall (CA9)
Ashakar’s Accessories (HSS5) Ember Me More (TS17) The Last Jack (CT1)
Balathorp Towers (US14) Embrol Sludge’s Eatery and Shell Shoppe (HSS1) Laurentowers (UT30)
Baldaero’s Finest Draperies (TA9) Endelo’s Tankard (HSS18a) Leaf in Root (TS12)
The Bandaged Wound (CB4) Endelvines (TH4) The LeBeau Hole: see Scladdles House
Barnacle Bill’s Green Beard Shaving Parlor (HB2) Farspice Trading Company (HSG5) Leonard Smithson (TS6)
Begoas the Inquisitive: see Talontrumpets Fiddlers’ Green (TS1) Littleate & Sons (TH29)
Beldrid’s House (M2) Findaero’s Even Finer Textiles (TA9) Loki Spellsinger (F3)
The Belltower (M6) Fireflagon Hall (UT6) Lonetree (UT21)
Bendekar’s House (UM17) Firefly (TS23) Longbottle Hall (US9)
Bendekar’s Mercantile (UM16) Firestorm House (TH7) Lonster’s stall (clams): see Fish Market
Bennie Tallson (UM8) Fishing Co-op (HSS16) “The Loomspider”: see Brathkelpt House
Bentbow House: see Doumath House Fish Market (HSS3) The Lotus: see The Black Lotus
The Black Lotus (CA1) The Fishing Tackle (HSS17) Luck House: see The Hall of Lock
Blackyews Manor (UT18) Fish Tails (CT2) Lucky Coin Inn (HSS22)
Boldtalon Manor (UT12) Flagon o’ Flames (HSG7) Lundance Hall (UT8)
Bolynstars Hall (UT23) Flirin’s Sea Morsels (HSS6) Lyle’s Fine Cloaks (UT20)
Brathkelpt House (TH21) Flora’s Flower Shop (CA4) Mad Dolphin House (M5)
Broadleaf Manor (TS9) Forestshade House (UT27) Madame Coth’s Silk Shop (UT26)
Brand Carlow’s Harmony of Heaven Music Store: see Arts Haven Four Anchors House (UT5) Maercrossan’s (US19)
Buftooroo’s Dry Goods (HSS13) The Four Ravens: see Raven Museum and Ravens Bluff Sanitation Magestrand Manor (SP4)
Bhuklyn’s (TH5) Facility Malabaerthum’s House (US6)
Black Dugal’s Music Shoppe (CA11) Fresh Fish (HSS7) Maldridge Manor (UT17)
Blackposts (TH12) Friendly Familiar Pet Shop (SS3) Manscorpion House (ST9)
Blacktree Manor (UT2) Fruits & More (CT6) Manyboughs (TS5)
Blue Castle: see Harasiim the Blue Garnetgables (ST7) Manyshields Keep (TH14)
Blue Star Trading Company (SS8) Garuddyn Manor (SS12) The Mappers’ Workshop (HB8)
Boar’s Head Inn (SS9) The Gehern Cibus (M1a) Marlgates (UTS5)
Brambleferns (UT36) Gideon Sagson—home (F11) Marlinspire Manor (TG16)
Brothers Galgolar Pawnshop (SP2) Gideon Sagson—office (TS30) Master Etcheen’s Chess Shop (UT19)
Burnhart’s Outfitting (ST5) Glar Maru’s Golden Palace (TG8) Maukshoun’s Rope, Cable, and Chain (HSG4)
The Calaglara (F20) [Embassy of Calimshan] Glimmertree House (TG12) Max the Moneychanger (UT13)
Carters Hall (TH26) The Glow Shoppe (UM13) Meadowfields House (UT25)
The Cask of Casks (CA10) Golden Rooster Roost (TG9) Melissa’s Glade (UT1)
Central Office of the Watch: see Ravendark Castle Golden Rooster Fitness & Training Center: see Rooster Fitness & Merelder Manor (UT14)
Central Warehouse Registry (CA8) Training Center Ministry of Art (ST1)
Chasipher’s Wharf (HSG12) Granitegates (TH9) Misti Morgan’s Moonlight Pawnshop (HSS8)
Chemcheaux: see The Raven’s Glory Griffon Hall (TS7) The Moonflame (TA19)
The Citadel of Protection (TA7) The Grind: see Shrine of Honest Toil Moongates Manor (UT42)
City Hall: see Ravendark Castle Guildhouse of the Fellowship of Bards (TA16) Moontalon Manor (UT10)
Cliff’s Bard & Swill (SP3) Gurneth’s Goblet (UT37) Mornbright House (HB16)
Coachhouse: see The Raven Coachhouse Haldivar’s Mermaid (HSG8) Morningsun (ST8)
Coker Wharf Company—office (HSS20) The Hall of Five Arches (US15) Morphius (HB14; see also UM7)
Coker Wharf Company—wharves (HSG13) The Hall of Luck (TH10) Morrigan’s Complete Components (TS25a)
The Coliseum (UM1) Hall of the Raven (TA3) Muldryn’s Chainworks (CT5)
Collegium Loyal (UT39) Hall of Records: see Ravens Bluff Hall of Records The Museum see Raven Museum
The Compter: see Nevin Street Compter Hall of the Red Ravens (TA4) Myriad’s Fencing School (UT33)
Cormyr House (F10) The Hall of Wonders (TH20) Mystic Star Charts (HSG 7a)
The Cradle of Pain and Redemption (TH17) The Hallow-Halls (TA11) Narwhal Manor (HSG2)
The Cracked Tankard (CA5) The Halls of Morning Light (TH19) Nevin Street Compter (TH24)
Crescent Moon Inn (TS11) Hand of Mercy Children’s Hospital and Orphanage (SS1) Nightbird House (US16)
Crimyn’s Imported Silks (CB2) Hangman’s Courthouse (TG1) Nimble’s Skewer Shop (UTS7)
Crossed Quills House (TA8) Harasiim the Blue (ST2) The Nine Talons: see Stormcloak House
Crownshield House (TH8) Harbor Office (CB1) Nodder & Sons Safe Storage (M4)
The Cup of Coins (UT4) Hark the Herald (F2) Norge Greenback’s Horses (TA18)
Daren of Selune (F19) Hawksblood Hall (TG5) Of Style and Grace (UT34)
The Dark Dancer (HB17) “The Hazards”: see The Hall of Luck OG Mekillem (HB10 and HB11)
Darksilver House (UM11) Hengelhouse (TG2) The Old Cask: see The Cask of Casks
Davy Jones’ Lock-Up (HSG10) The High House of Magic (UT22) Oldover House (TH16)
Dawn Window House (TH3) High Seas Shipbuilding (HSG14) Oljagg’s Rag and Bottle Shop (HB13)
Deephands Nettery & Net Repair (CB6) Hoaten Thee, Scribe: see The Sign of the Quill and Scribe Shop Ondrelspires (TH28)
Delila Rosebud (F25) Hogs Head Hall (UT2) Onyx Deathcure (TA15)
Delmer’s Ferry (CT4) Hooked Albatross Inn (HB3) Opera House: see Stane Opera House
DeVillars Park: see Fiddlers’ Green Horace’s Shirt Shop (SS4) Ornagar’s Smoked Eels & More (HSS4)
Dlarngelt House (UM7) Hornherald Hall (UT41) Orphanage: see Hand of Mercy Children‘s Hospital and Orphanage
Dock Ice House (HSS15) Horthlaer House (TA22) Ostraer Hall (UT9)
Dolphingates (TH22) The House of Cloevaerus (M1) Paerl Finn’s Shark Fin Restaurant & Tavern: see The Shark Fin Tavern
Doumath House (TG6) House of Desires (UM12) The Painted Boat (HL2)
Downunda Patisserie (CB5) House of Kuldath (TS27) The Palace of Passion (UM10)
Dragonslayer House (UT11) The House of Loyalty (TH25) Palraedinor Manor (TG11)
Dragonsyr House (TS14) The House of the Black Flame (UT3) Phoaraudo’s (TG13)
Dressed to the Nines (TS16) The House of the Rose (UT31) “The Pig-In-A-Poke”: see Boer’s Head Inn
Dyddow Barrelworks (CS3) House of War (SP1) Pislewaite’s Portraits: see Arts Haven
Echo Hall (ST4) House of Whelk (SP6) Playhouse: see Ravens Bluff Playhouse
Ehrendil (UT3) Howard Holiday (UM14) The Poet’s Corner, Bartleby Quilling, Prop.: see Arts Haven
Elderstars (TH15) Ice House: see Winn’s Ice House The Posh Paladin Hotel (CA16)
E.L.F. &Co. [Eldritch, Lightfoot, & Findrol] (CB3) The III Eagle Inn (HB1) Potions, Lotions, & Notions (TS20)
Elonia’s Beauty Shoppe (TS3) Iron Bull Smithy (TS24) Purtil’s Tower (M3)
Elvira: see The Belltower Iron Rose of Swordspoint (TS15) The Quiet Mind (UT6)
Elvira Broadleaf (HB9) The Jack: see The Last Jack Quill and Scribe: see The Sign of the Quill and Scribe Shop
Elvira of Startree (F18) The Jellied Eel (TA10) Quincy Blackmantle (HSS14)
Elvira of the Bluff (TS22) Justin Kordt (HB12) Raraerdo’s Throwing Knives (TA15b)

159
Rare And Fine Seashell Remedies (HSG6) Shrine of Honest Toil (UTS3)
Rashala’s Towers (TG17) The Sign of the Quill and Scribe Shop (SS2) Talton’s Ivory & Scrimshaw (HSS19)
The Ravenbone: see The Raven’s Glory Signs Painted (CS6) Telsark’s House (TG20)
The Raven Coachhouse (UT40) Silvergates (TH6) Temple of Gond: see The Turning Wheel
Ravendark Castle (TA1) The Silver Halls (TH1) Temple of Helm: see Citadel of Protection
Raven Express (TA2) Silverhawk School (SS6) Temple of Ilmater. see The Cradle of Pain and Redemption
Ravenguard House (UT29) The Silver Lady (HSG9) Temple of Lathander: see The Halls of Morning Light
Raven Museum (US1) The Silver Lily: see The Silver Lady Temple of Lliira: see The Tower of Holy Revelry
The Raven’s Glory (TS2) Simon: see the Watchful Defender Temple of Selûne: see The Moonflame
Ravens Bluff Hall of Records (TG15) The Singing Sword Inn (TA21) Temple of Sune: see The Palace of Passion
Ravens Bluff Playhouse (TA17) Sir Kyle the Ox (F9) Temple of Tempus: see House of War
Ravens Bluff Sanitation Facility (SP5) Skully’s Bar and Bait (HSS11) Temple of Torm: see The House of Loyalty
Red Ravens (TA4, US13, UM2, CA6, CS4, ST6) Skymble Courthouse (UTS1) Temple of Tymora: see The Hall of Luck
Red Sail Tavern (HL3) The Sleepy Dwarf (TS19) Temple of Tyr: see The Silver Halls
Redspires House (US3) The Small-Temples: see The Hallow-Halls The Tower of Holy Revelry (TH13)
Redstones (TH11) Smokeflower House (US7) Toysmiths (UM4)
Regora Ravensworth (TS26) Spath Investigations (UM15) Traagor’s Tours and Souvenir Shop (UTS4)
Rezara’s Garden (TA12) Stane Opera House (UT28) Triel (UT32)
Ring Park (F1) The Sparkling Edge (US12) The Turning Wheel (TA23)
Riverside (TA13) Spengeloar Masts &. Spars (CS2) Tym’s Supple Leather Shoppe (HB15)
Rogan the Confused (F23) Starmynstand (TH23) Umbrel’s Hot Tarts (TA15a)
Rosegirt Halls: see The Halls of Morning Light Stars In My Hand Safeholds (HSG11) Ustiligator Paper Mill (HL.5)
Roaster Fitness & Training Center (TG10) The Stars In Shadow (HL4) Ventor Taxis (UT38)
Rosepillars (UT5) Starwaters (UT15) Vesper’s (TG14)
Rose’s Tea Room (UM6) Sternbound Hall (CA14) “The Vigilant Ravenian”: see Yarnar Close
Rundelstones Manor (US11) Stonelion House (TH18) Vlard’s Maintenance Yard (CA12)
Sablegarth House (UT4) Stonepost Hall (UT16) Volodar’s Stardust Inn (US17)
Safe Harbor Marine Guarantees (HSG3) Stormcloak House (SS5) Watch, Central Office: see Ravendark Castle
The Sail: see Red Sail Tavern The Storm Dragon House (UM5) The Watchful Defender (F15) [“Simon”]
The Salty Dog (CS1) Stormgables House (US5) Waterdeep House (F16)
Samara’s Scrimshaw (HSS2) The Stout Staff (TH12a) Wavetreader Pilot & Rigging School (CS7)
The Sanctuary (TS10) Strangestars House (TH27) ways unknown (UT1)
The Sapient Sorcerer (ST11) Sumbrylstairs (TS4) Weeds of Gold (UTS2)
Scladdles House (UT7) Sundaroon’s Seatower (HSG1) “Weeping Lady Balcony”? see Zorden Hall
Seabreeze Hall (US18) Sunderside (TS13) Whale’s Tail (CA13 and CA15)
The Seaside Salvage Company (HSS10) Sureblade House (UT35) Whitegates (TS8)
Seekers’ Guildhall (US8) Swiftfleet Guides (SS11) William Warenson (UM3)
Seiringlast House (TG7) Swill & Spill Tavern (HSS21) Windstand House (TG17)
“The Sewer”: see Swill & Spill Tavern The Sword Tables Dining Lounge (TA21a) Winn’s Ice House (CA3)
Shadow (HB7) Wintershields Hall (UT24)
Syn (HB5)
Shadowholme (ST10) Talin Brewmaster (F7) Workhouse: see Shrine of Honest Toil
The Shark Fin Tavern (HSS9) Talking Skull House (TG3) Wormhoard House (UM9)
“The Shed” (TH26a) Tall Hall: see The Hall of Five Arches Yarnar Close (TG18)
Shining Scales Hall (CA2) The Talon: see The Shod Talon Ye Olde Bluff Jeweler (TS31)
The Ship’s Wheel Tavern (HSS12) Talon’s Tattoo Parlor (HSS18) Ye Who Dares (SS7)
The Shod Talon (US10) Talontrumpets (SS10) Zorden Hall (TG4)

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