The Desert Walker's Guide To Anauroch
The Desert Walker's Guide To Anauroch
Netheril
Credits & Bibliography Background Options 18
Bedine Outcast 18
Desert Walker 20
Designer - Alec Fisher Zhentarim Operative 22
Editor - Darren Kenny
Original Art - Jessica A. Luer
Layout - Darren Kenny Chapter 3 - The Geography of
Anauroch
Bibliography The Sword
Anauroch - AD&D 2nd Edition Natural Wonders 28
Anauroch: Empire of Shade - D&D 3.5 Settlements 30
Elminster's Ecologies - AD&D 2nd Edition The Black Road 32
Giantcraft - AD&D 2nd Edition Oases 35
Lost Empires of Faerûn - D&D 3.5
Ruins 39
Monster Manual - D&D 5th Edition
Netheril: Empire of Magic - AD&D 2nd Edition
Serpent Kingdoms - D&D 3.5 The Plain of Standing Stones 41
Underdark - D&D 3.5 Kar'i'nus' Redoubt 41
Volo's Guide To Monsters - D&D 5th Edition Kongerike Vaprakun 41
Oreme 42
Table of Contents The River of Gems 42
The Scattered Host 44
Chapter 1 - Brief History of
Anauroch The High Ice 45
Netheril 7 The Frozen Sea 45
The Phaerimm 7 Hlaungadath 46
The Lifedrain 8 Llashloch, The Lake of Ice 47
The Sharnwall 8 The Maelstrom 48
The City of Shade 9 The Rift of Stars 48
The Smokeholes 49
Chapter 2 - The People of
Anauroch The Buried Realms: The Underdark of
Asabi 11 Anauroch 50
Bedine 14 Araumycos 49
D'tarig 15 Ooltul 50
Tethyamar 49
Zhentarim 18
Tomb Tapper Tomb 51
The Vats 51
2
Chapter 4 - Equipment in the Genies and Elementals 85
Sword Hobgoblins 86
Coinage 54
Ice Toad 92
Armor 55
Illithids 93
Weapons 56
Lamia 94
Apparel 56
Naga 97
Travel 57
Ogres 98
Phaerimm 99
Chapter 5 - Making Anauroch
your Own Snow Cloaker 103
Oases 61 Tomb Tappers (Thaalud) 104
Green Caves and Dens 65 White Pudding 106
Hobgoblin Banners 69
Non-Player Characters
Optional Rules: The Sword 74 Bedine 107
D’tarig 111
Chapter 6 - Monsters, NPC’s &
Locations
Asabi 76 Locations
Biradoon 112
Dragons 83
El Rahalat 116
Dragonnes 84
Verdigris Gorge 119
3
Preface: Something Old, Something New
Deserts have always been places that inspire On the topic of the writings which inspired
wonder, fear, and bravery in minds young and and were cited frequently during the creation
old. Tales of genies trapped in magic lamps that of this work, it would be improper not to
bring great fortune - good or ill - to their acknowledge that the era of writing which
liberators; of walking for days in search of spawned some of those writings has recently,
water, only to be met with mirages; of ancient and rightfully, drawn heavy scrutiny from the
ruins buried deep beneath the sand, finally RPG community. The original book for
revealed by the shifting of the dunes. Perhaps AD&D 2nd Edition, Anauroch, contains many
it is the sense of timelessness; perhaps it is the of the same flaws which plagued other
brutality and sense of overwhelming hostility. prominent works of the time. In particular,
Whatever the reason, it is hard to deny the the Bedine and D'tarig cultures in the original
appeal of the desert when crafting an adventure. text bore obvious stereotypes of real Middle
In this supplement, the reader will find all of Eastern cultures. Such content did little to add
the information needed to run an adventure in depth and value to the setting, forgoing an
Anauroch, Faerûn’s largest desert. Situated opportunity to develop multidimensional,
between the Moonsea and the Sword Coast, it unique cultures in favor of presenting
can be easily worked into adventures in either. caricatures. While the author is of the opinion
Further, it has a rich history of its own - a that the setting as a whole is interesting and
history forgotten to the common folk of engaging enough to make the creation of this
Faerûn, surviving only in the libraries of sages supplement worthwhile, he recognizes that
and in tales passed down for generations by many aspects of its predecessor contained
those who live there. problematic language and themes, and has
endeavored to preserve the aspects of the
The contents of this supplement are a original which added value to the setting while
mixture of original content and content adapted altering, or omitting, aspects which did not. It
from publications for previous editions of is his earnest hope that this endeavor was
Dungeons & Dragons, updated for fifth edition. successful, and he encourages readers to reach
The author originally found the motivation to out if they are troubled by the contents of this
write this supplement in response to the book.
difficulty he found when trying to craft
Anaurian adventures. In the course of writing In the same vein, the author fully
this supplement, many previous publications, acknowledges the importance to a game master
mostly from AD&D second-edition, were of making a setting their own. As much as
consulted (noted in the bibliography) to paint as Dungeons and Dragons is about rolling dice and
complete a picture of Anauroch as possible. slaying fantastic monsters, the game is about
The intention of this publication is not to collaborative storytelling and improvisation. If
replace these previous works; on the contrary, the contents of a campaign setting get in the
the author highly encourages interested readers way of the story a GM or party is trying to craft,
to seek out the original sources for topics of it is well within the rights of the GM to change
interest. Rather, the aim is to produce a volume the setting. The enjoyment of the players is
sufficiently comprehensive that it can be relied important above all else; everything else is
upon as a stand-alone setting book with regards secondary.
to geography, history, citizenry, and bestiary.
4
Chapter 1 - Brief History of Anauroch
5
Chapter 1 - History of Anauroch
Despite its current state, many of the lands The Phaerimm
of what is today called Anauroch were once
fertile farmland and countryside - a description In the subterranean caverns far below Netheril
that would surprise most common folk today. live an ancient race of evil, aberrant creatures
In fact, Anauroch previously referred only to known as the phaerimm. They resemble
the glacial wastes far to the north, now known upright cones with great mouths of sharp teeth
as the High Ice. The countryside’s at the broad end and have four arms with claw-
transformation into the desert it has become fingered hands, but their mental faculties are of
was the result of conflict between two societies much greater importance than their physical
of powerful practitioners of magic: the ones; they have a natural mastery of magic
Netherese and phaerimm. which grows with age. They use their magical
powers to defend against the myriad threats of
life in the Underdark and to enslave creatures as
Netheril guards and food - sometimes both, in that
order.
Netheril was once a powerful empire ruled by For eons, the phaerimm dwelt in the
archmages. At the beginning of their history, Underdark, oblivious and uncaring to the world
estimated to be in the year -3859 DR, it was above. They took little interest in the surface
merely a coalition of seven fishing villages that world until the rapid growth of the Netherese
called itself Seventon. It was not until the reign empire led to extensive mining and excavation
of the tyrannical King Nether that the name of the subterranean caverns beneath Netheril.
"Netheril" was adopted. Several hundred years Regarding the caverns as their territory, the
after its founding, an adventurer discovered phaerimm clashed violently with Netherese
what would become known as the Nether miners and prospectors. Over time, many
Scrolls while exploring ancient ruins. A font of phaerimm and Netherese arcanists were
arcane knowledge crafted by sarrukh, known to consumed by the ongoing conflict between the
them as the Golden Skins of the World Serpent, two races. As time went on and no end to the
the Nether Scrolls codified the sarrukh's entire conflict was in sight, the most powerful
understanding of arcane magic before the phaerimm crafted a ritual that would alter the
collapse of their empire. Such was their power face of Faerûn forever: the Lifedrain.
that Netheril soon became home to the most
talented wizards of the age.
Their most impressive achievement was the
construction of the mythallars, so-called due to
their similarity to elven mythals in their magical
abilities. These masterworks of arcane
craftsmanship allowed powerful spellcasters to
tap directly into the Weave of Magic to imbue
mundane items with powerful enchantments,
making them indistinguishable from permanent
magic items while within some radius of the
mythallar (typically a mile or so). The most
powerful Netherese mages used the mythallars
to construct floating cities, soaring above the
countryside below and ruling as lords of their
exclusive domains. Unburdened by the
concerns of the common people, these mages
used their mythallars to master wizardry to a
degree thereto unseen in Faerûn.
6
Chapter 1 - History of Anauroch Netheril & The phaerimm
The Lifedrain The Sharnwall
In an immensely complicated arcane ritual, Little is known of the sharn, even among
scores of powerful phaerimm came together to learned sages and students of the planes. Their
perform one of the most powerful spells ever origin is unclear, but they are found almost
cast: the Lifedrain. Beginning near the point of exclusively in the Underdark. Seemingly made
casting, near the center of what is now called of an amorphous black ooze whose surface is
Anauroch, the land on the surface became dotted with hundreds of tiny eyes, their bodies
inhospitable as the water seemingly vanished. are utterly alien in nature. They have three
Plant life withered as the the soil dried up and heads and six claw-tipped arms, though the
and was blown away in great dust storms. In definitions of their features are as fluid as their
spite of their mastery of magic, the Netherese viscous bodies. While at rest, it may be
were unable to reverse the effects of the impossible to distinguish a sharn from a puddle
Lifedrain; as their homeland slowly of fouled oil or even a black pudding, but a
transformed into a barren wasteland, they were sharn in motion is something an explorer will
forced either to flee or to adapt to life in this never forget. Even less likely is one to forget a
altered world. Within a matter of years, what sharn engaged in combat; forming portals with
was once fertile countryside was reduced to arid their innate arcane abilities, they use their claws
desert. to slash at their foes from a seemingly
Though the decay was extreme, it was impossible distance. With a few rare
gradual. The creatures and cultures that had exceptions, their general disinterest in other
once thrived there had time to make a choice races and societies has limited their influence on
about their own fate. Most scholars believe that the history of Faerûn.
the Bedine, the nomads who roam the Sword One of the few known exceptions to this
on camelback today, are descendants of the trend was when the sharn took action against
ancient Netherese that refused to or were the phaerimm in the wake of the Lifedrain.
unable to leave their homeland. The asabi, a Clans from the Buried Realms and the
race of reptilian humanoids created by the surrounding cavern complexes, coordinating
sarrukh whose skin could not abide the heat of via psionic telepathy over vast distances, proved
the desert, were forced to flee into the caverns their worthiness as foes of the phaerimm by
below or into the shadows of the mountains. conjuring a magical barrier that stopped the
On the other hand, the desertification of spread of the Lifedrain known as the Sharnwall.
Anauroch attracted new life which preferred or Circling the entirety of Anauroch, it prevented
thrived in the new desert. Blue and brass the desertification of the surrounding lands and
dragons call Anauroch home today, and the also prevented phaerimm from passing through
appearance of genies in the Sword postdates the it in either direction. In spite of many failed
onset of the Lifedrain by at least a century. attempts, the phaerimm were unable to break
through the Sharnwall; nearly one-thousand
years of phaerimm history were dedicated to
trying to escape their subterranean prison. As
vast as Anauroch was, the confinement of the
Lifedrain made it feel nonetheless
claustrophobic to the phaerimm, who were
determined to find a way out. It was only after
centuries that they found allies of sorts - the
Shadovar - that the Sharnwall was finally
breached, and even then not for long.
7
Chapter 1 - History of Anauroch The Lifedrain & Sharnwall
The City of Shade In an attempt by Shar to usurp Mystra's
dominion over arcane magic on the Prime
After Karsus’ Folly, the cataclysmic event when Material Plane, she sent the City of Shade, as
the foremost arcanist of Netheril attempted to Thultanthar came to be known, out of the
usurp Mystryl, nearly the entirety of the Shadowfell and back to Anauroch, armed with
Netherese empire came crashing to the ground rituals to rupture The Weave and replace it
as The Weave - and the Netherese mythallars it with extensions of the Shadow Weave. Much
powered - faltered. One of the few enclaves to of Anauroch and some surrounding territories
escape ruin did so perhaps out of good fortune became enveloped in a dead magic zone, useless
rather than foresight; after previously shifting to anyone who could not wield shadow magic.
to the Plane of Shadow, part of what is now the In spite of the devastation they wrought upon
Shadowfell, and learning to tap into the Shadow the desert, the plot ultimately ended in failure
Weave, the enclave of Thultanthar did not lose when the Shadovar laid siege to Myth Drannor.
all of its magical potency like the others. The At the climax of that final battle, the City of
Plane of Shadow took its toll, however; over the Shade came crashing down onto the ancient
course of two-thousand years, its inhabitants elven city, annihilating both in the great
were warped by its darkness and the goddess conflagration. Catalyzed by the catastrophic
Shar, who protected and empowered them in explosion of the City of Shade's mythallar, this
exchange for their worship and reverence. massive eruption of both arcane and shadow
These warped descendants of the Netherese magic caused a rupture in the Sharnwall.
became known as the Shadovar.
Fortunately for the rest of Faerûn, the
Chosen of Mystra were able to mend the breach
before many phaerimm escaped, and most of
those who succeeded in navigating the rupture
were killed before long. The legacy of the
Thultanthar is still present today; while the
destruction of its mythallar allowed the dead
magic zones to slowly begin to heal, small
pockets of dead magic remain scattered
throughout the desert: the last vestiges of the
Empire of Shade.
8
Chapter 1 - History of Anauroch The City of Shade
Chapter 2 - The People of Anauroch
9
Chapter 2 - People of Anauroch
No history of a region would be complete Reptilian Warriors
without an introduction to the various cultures
that call it home. As harsh as the environs of Asabi come in three distinct varieties:
Anauroch are, some peoples have thrived there common, stingtails and skulks. Common asabi
for millennia, long enough that their exact typically have brown or grey scales, while
origins have been lost to the ages. The land has stingtails tend to have scales the color of rust.
become inextricably linked to its inhabitants; to Skulks are easily distinguished by their
understand one is to understand the other. reflective scales which can change color.
Common asabi are similar in many ways to the
lizardfolk of the Cormyrean swamps and the
Asabi jungles of Chult. Standing seven feet high on
average, they are an imposing presence,
especially to the diminutive D'tarig. When
"You want to understand the Asabi? Just imagine uncorrupted by the phaerimm or illithids, asabi
that brigands ransacked your home and live there society resembles a traditional tribal structure
now, and they force your brothers and sisters to ruled by common asabi. A council of several
work as their slaves. Oh, and the only place you can chieftains, advised by one or more seers,
go to escape the brigands is so hot, it'll kill you if you governs conduct for the rest of the tribe. The
don't bury yourself in a hole all day. Not the status of chieftain is typically claimed purely by
cheeriest bunch, and I can't say I blame them." force of imposition; an ambitious asabi may
- Tordek Keeneye, D'tarig Desert Walker attempt to elevate its status by directly
challenging a chieftain to single combat or by
In the heyday of their empire, the sarrukh, attempting to gain enough influence that the
known informally as the reptilian creator race, council of chieftains is forced to accept another
ruled a vast region of Faerûn and created a member.
number of species of reptilian creatures to serve Asabi stingtails are considerably bulkier than
them. Members of one such race call their common counterparts. Their namesake
themselves asabi, though outsiders know them tails are tipped with venomous barbs which
as laerti, the Netherese term for them. In the they use to subdue enemies in combat. Some
the days of the sarrukh empire, the asabi acted tribes have taught their stingtails safe ways to
as loyal servants of their reptilian overlords. extract their poison, such as by stinging pieces
When the empire fell, some asabi stayed loyal of zhurkwood, allowing asabi warriors to coat
to the sarrukh and served the lich kings of their blades with the venom prior to an
Oreme; others fled far into the Buried Realms, ambush. For all of their brawn, however,
forming their own bands of fighters or hiring stingtails tend to be less intelligent than their
themselves to existing forces. Most of them weaker brethren.
have since fallen under the control of the Asabi skulks are leaner and have adapted a
phaerimm, who secretly govern the conduct of subtle yet effective natural camouflage which
asabi tribes by enthralling their chieftains. Such allows the pigments in their skin to gradually
tribes usually tend towards raiding and sowing adjust to its surroundings. Additionally, their
chaos in other communities, which has given claws are longer, and their limber build makes
them a reputation of being untrustworthy them very well-suited to climb. They make
among other intelligent races of Anauroch, but exceptional ambushers, as their camouflage
truly free bands of asabi are capable of the allows them to remain concealed in plain sight
discretion required to parlay, negotiate, and while clinging to walls and overhead surfaces.
trade. There is some speculation among naturalists
that this evolution was not natural, but perhaps
the result of illithid or phaerimm experiments.
10
Chapter 2 - People of Anauroch Asabi
Nothing Goes To Waste Raiders From Below
Like their lizardfolk cousins, asabi tend to make When the asabi leave the comfort of their
much of their own equipment from found subterranean camps, it is almost exclusively to
materials - often the bones and tanned skins of hunt, and they are not especially particular with
their slain enemies. String for crude bows is their prey. In most cases, the asabi find
fashioned from the dried and wound intestines themselves tracking and attempting to ambush
of hunted game. Zurkhwood, a type of large a nearby Bedine tribe or wild beast. Tribes free
mushroom found in the Underdark, is used as a of the phaerimm's thrall are sometimes willing
substitute for wood where it is available. All to trade if they come across a caravan.
asabi settlements, generally built from similar
materials, are underground, as the bodies of However, their inability to endure the
asabi are incapable of surviving the blazing scorching heat during daylight hours restricts
desert sun for more than a few hours at a time. their above-ground traveling to locations only a
Being omnivorous, they cultivate fungi and few hours’ walk from their subterranean lairs.
other subterranean flora to eat when meat is in An asabi caught in the the desert sun without
short supply. This is especially important in access to proper shelter can bury itself a few feet
winter, when neither wild game nor Bedine beneath the sand where it may be fortunate
roam the desert sands with any frequency. enough to survive the day, but few asabi
willingly exercise this tactic unless an
emergency demands it.
Faithful To The Old Ways
Among the free asabi, there is a prevailing
tendency to cling to the traditions of an empire
long-since collapsed. Their clerics usually
worship gods associated with the sarrukh, such
as Sseth and Merrshaulk. Such tribes, passing
down stories from ancient times through oral
traditions, inspire their children to help restore
the sarrukh to power, or at least to preserve
the memory of their accomplishments.
Some even continue to serve the lich
kings of Oreme, gathering
intelligence and fighting off attempted
incursions. Other tribes, descendents
of those who sought refuge with
Underdark lizardfolk, revere
Semuanya. Most tribes are not free,
however, and have been at least
partially enthralled by the phaerimm.
Such tribes rarely have seers; when a
chieftain is discovered to be in the
thrall of the phaerimm, seers are
typically compelled by their
faith to leave or turn against
them. In most cases, this results in
death or exile.
11
Chapter 2 - People of Anauroch Asabi
Asabi Characters Common Asabi
At the discretion of the GM, players may create Ability Score Increase. Your Constitution
asabi characters. All asabi characters have the score increases by 1 and you gain +1 to any
following traits. ability score of your choosing.
Age. Asabi reach maturity around age 12 and Speed. You gain a burrowing speed of 10 feet.
can live up to 100. Practical Learning. You gain proficiency in
Alignment. The majority of asabi alive today one skill and one tool of your choice.
who have not been enslaved by the phaerimm
live in tribes which follow the old ways, trying
to bring honor to King Oreme and the sarrukh;
Asabi Skulk
these asabi tend towards lawful evil. Some Ability Score Increase. Your Dexterity score
others, who fell in with Underdark lizardfolk increases by 2.
tribes after the fall of the sarrukh, revere Speed. You gain a climbing speed of 30 feet.
Semuanya and tend toward neutrality. Chameleon Skin. Given time, your skin can
Ability Score Increase. Your Constitution alter its pigmentation to blend in with its
score increases by 1. surroundings. If you remain stationary for one
Bite. You can deal piercing damage equal to minute after taking the hide action while
1d6 + your Strength modifier instead of the adjacent to a surface at least one size larger than
normal damage for an unarmed strike. you, such as against a cavern wall or lying prone
Cunning Artisan. As part of a short rest, you on a bed of sand, add 5 to the total you rolled
can harvest bone and hide from a slain creature for your Stealth check to hide.
to create a shield, a club, a javelin, or 1d4 Sneaky. You gain proficiency in the Stealth
blowgun needles. To use this trait, you need skill.
appropriate artisan's tools.
Darkvision. Long accustomed to life Asabi Stingtail
underground, you have superior vision in dark
and dim conditions. You can see in dim light Ability Score Increase. Your Constitution
within 60 feet of you as if it were bright light, score increases by 1, your Strength score
and in darkness as if it were dim light. You can't increases by 2, andan ability score of
discern color in darkness, only shades of gray. your choosing decreases by 2.
Hunter's Lore. You gain proficiency with two Size. Most asabi stingtails are about 9 feet tall
of the following skills of your choice: Animal with a tail 11 feet in length. Your size is Large.
Handling, Nature, Perception, Stealth, and Speed. Your walking speed increases to 35 feet.
Survival. Hulk. Your monstrous stature makes your
Languages. You can speak, read, and write blows hit harder. When you hit a creature with
Common and Asabi. an attack with a melee weapon, it deals an
Natural Armor. Your scaly skin is more additional 1d4 of the weapon's damage type.
durable than the flesh of other humanoids. Tail. When you make an unarmed strike, you
When you aren't wearing armor, your AC is 12 can choose to attack with your tail, in which
+ your Dexterity modifier. You maintain this case you have a reach of 10 feet and can deal
benefit while wielding a shield. piercing damage equal to 1d8 + your Strength
Subrace. Asabi can be found in Common, modifier. Additionally, you can choose in inject
Skulk and Stingtail varieties. Choose one of poison into your foes, dealing poison damage
these subraces for your character. equal to one of your available hit dice, which is
consumed by the attack.
12
Chapter 2 - People of Anauroch Asabi
Bedine Traditional Roles
Aside from sheikh, there are two classes in
"The Bedine embody the very essence of the desert: traditional Bedine society: warrior and mate.
ruthless and unforgiving to outsiders, always in Warriors-to-be are trained from the point they
motion but ever present. Even the blades they wield can wield a dagger, while mates take a
mimic the shape of the sandy wastes; why do you subservient, non-combative role in society.
think it's called "the Sword?"" Each tribe chooses who becomes warriors and
-Sylvirus Vanthrop, Avowed monk of mates differently. The mate of the sheikh
Candlekeep typically commands a special respect in Bedine
culture, so some tribes delegate selection of
Perhaps the most famous inhabitants of warriors- and mates-to-be to them. In many
Anauroch, the Bedine are the human desert tribes, life is patriarchal, in which cases both
warriors who trace their ancestry to those who sheikh and warriors are almost always male.
chose not to abandon Netheril in the onset of However, there are at least one or two known
the Lifedrain. The Bedine are more nomadic tribes where both sheikh and warriors are all
and reclusive than their D'tarig neighbors, women, only taking men as mates. Almost
roving across the desert on camelback in small universally, however, personal experience
tribes. These fierce fighters spend their entire trumps class when it comes to strategy and
lives on the move, only stopping to enjoy oases advice; a sheikh will rarely take the advice of a
in the warm seasons and to seek shelter in the novice warrior over that of a well-traveled
harsh winters. This is a life of extreme mate. In the great desert, there is little room for
hardship; every day is a struggle for survival in ignoring experience.
the sandy wastes of the Sword. The only
outsiders they tolerate with any regularity are
the D’tarig desert walkers, who travel into the Magic is Dangerous
desert to exchange metal goods for exotic spices One of the defining characteristics of Bedine
and herbs found only in the Sword, and the culture is their abhorrence of virtually all magic,
Zhentarim, who make calculated offers and both divine and arcane. With the exception of
trades to gain influence with them for their minor magical healing, which they dismiss as a
dastardly schemes. divine favor of sorts, and the blessings of the
oases' guardian spirits, magic is considered
intrinsically dangerous and dishonorable in all
Self-Sufficient Tribes contexts. In their eyes, one would need to be
The Bedine live in tribes ranging in size from tremendously foolish to come near a magical
about a dozen to a hundred. At the head of each item or cast a spell. If by some unusual
is a sheikh, whose word is the undisputed law of circumstance a Bedine becomes curious about
the tribe. The Bedine have some customs that magic, or even accidentally triggers an effect
are universal dating back longer than any other from a looted magical item, they would be
living tribe. For example, it is a custom of all unusually fortunate if they were spared exile. In
tribes that water must not be refused to anyone most cases, the punishment is being cast out of
who needs it if any can be spared. All other the tribe.
matters fall to the discretion of the sheikh; in
matters where one calls the Sheikh’s will into
question, the punishment is typically exile. A
lone Bedine is rarely encountered who is not an
outcast for some grave offense, or at least
perceived offense, against the tribe.
13
Chapter 2 - People of Anauroch Bedine
D'tarig Justifiably Suspicious
The D'tarig's reputation for being shrewd
"The D'tarig can size up a sucker like no one I've merchants who will wring every last copper
ever met; as natural as breathing, they'll greet 'em, from a client's pockets is only partly true; their
sweet talk 'em up, and make 'em feel like they're acumen for business is the consequence of
getting a deal when they're being robbed blind. I generations of dealing with each other and with
respect that." outsiders trying to strike it rich. While they
- Abdul Alhazred, Calishite merchant. usually live close enough to the edge of the
desert, or at least to an oasis or pasture, that
The D’tarig are a diminutive people believed to their goats and sheep can graze within a day's
be the descendents of humans and dwarves walk, they are no strangers to the hardships of
from the days of Tethyamar’s glory. Typically the Sword. The importance of community to
standing about four feet tall, they live in small their survival as a culture, a notion deeply
tribes on the eastern and southeastern fringes of ingrained in their minds since childhood, is
the Sword. To the D'tarig, life is all about reinforced each time a flash flood or sandstorm
savoring the moments that make life worth forces a village to come together. Such
living; whether that means sipping ale while experiences tend to make them highly
watching the sun set behind the Scimitar Spires, empathetic; when somebody is experiencing
celebrating a lucrative business deal, or simply great hardship, a D'tarig needs little more than
stopping to smell a flower, the D'tarig cherish an exchange of names to notice.
these moments for as long as possible. Finding
a D'tarig in a hurry to finish dessert is a rare At the same time, nearly all outsiders who
thing indeed. pass through their larger cities are adventurers,
merchants or Zhentarim, and the same insight
that grants the D'tarig intuition among their
own kind informs them when others are ill-
intentioned. They see most outsiders, especially
the Zhentarim, as opportunists who hope to
exploit the land for personal gain and who care
nothing for the D'tarig people: an opinion
which, though perhaps overly general, has
historically been accurate. This low opinion of
foreigners fuels the D'tarig's tendencies to
charge them as high of prices as they think they
can get away with and to establish multiple
backup or escape plans in case negotiations go
south. These practices have earned the D'tarig
a reputation as a greedy, suspicious people
among those foreign to the Sword.
14
Chapter 2 - People of Anauroch D’Tarig
Rustic Villagers Hardy Caravanners and City
Though better known for their larger cities of Folk
Tel Badir and Addas Babar, the majority of the Of course, not all D'tarig reside in humble caves
D'tarig live in smaller villages in the mountains, on the edges of the desert. Some D'tarig,
organized by tribe and relatively isolated from usually those still in their first century, have a
other peoples. Living on the fringes of the zest for life that the village cannot satiate.
desert, they lead simple lives of herding goats These more adventurous folk often join one of
and sheep and farming hardy vegetables and their caravans for a time, relishing the chance to
bushes. Most tribes seldom venture far from experience new places, new foods, and new
their villages; when travel is necessary, they people. Those who come to love the bustling
prefer to travel in large numbers to help marketplaces of Tel Badir and Addas Babar
mitigate the hazards of the desert. Due to the sometimes stay, learning a trade and becoming
inhospitable nature of the lands they call home, part of the D'tarig business community. Even
they attract little attention from outsiders; they these D'tarig seldom live in the city, however;
have little to offer adventurers, and most more often, they save up enough money to buy
raiders from the south prefer to raid areas in or build a dwelling nearby where things are
more pleasant terrain. Raids are not unheard quieter and more peaceful. Those who have
of, however, so many tribes regularly patrol the children seldom raise them in the city, instead
outskirts of their villages and set traps to foil taking leave from their work and returning to
brigands. The only outside interaction most their home village for a time. In most cases, the
villages experience is the passing through of child is left in the care of the affectionate
D'tarig and Zhentarim caravans, both of which villagers, and the parents send home supplies
periodically make their ways up and down the with the caravans to support them. Though
southeastern border of the Sword to trade. parents individually visit home on their own
schedule, the D'tarig celebrate Highharvestide
These villagers have little interest in by calling all parents working abroad to visit
questions of academia or religion. While most and hold a great feast featuring exotic food and
are taught to read and write their own drink from all across Faerûn, acquired from
language, many do not learn the common traders from the Moonsea and the Sword Coast.
tongue. Arcane magic is virtually absent in Known as the Homecoming, this event is the
D'tarig villages; priests are not uncommon, most heavily anticipated holiday of the D'tarig
however, and often serve as spiritual leaders calendar.
and healers. Most D'tarig clerics worship gods
of nature, such as Chauntea or Sylvanus, or
gods who promote trade, such as Waukeen.
The only artisinal skill with which the D'tarig
are renowned for their expertise is the
manufacture of poison, which they implement
frequently to help overcome their lack of raw
strength when hunting. Each D'tarig is taught
to dabble in poisoncraft at a young age; by
adulthood, each D'tarig has a distinct poison
which is uniquely their own creation. The
quality of a D'tarig's poison is seen as a
reflection of their ingenuity and experience; as
such, those who craft the best poison are often
given seats of honor in their villages.
15
Chapter 2 - People of Anauroch D’Tarig
D'tarig Characters Poisoncraft. You have dabbled in the art of
crafting poisons enough that you are capable of
At the discretion of the GM, players may create producing simple poisons on the go. You gain
D'tarig characters. D'tarig characters have the proficiency with the poisoner's kit, and when
following traits. you finish a long rest, you can spend one hour
and 5 gp worth of materials to create poison as
Ability Score Increase. Your Dexterity score long as you have a poisoner's kit with you. In
increases by 2, and your Charisma score doing so, you craft a number of doses equal to
increases by 1. your proficiency bonus plus your Intelligence
Age. D'tarig mature at the same rate as humans, modifier (minimum 1). Poison created in this
but are considered young until they reach the way loses its potency after 24 hours. When a
age of 30. On average, they live about 200 target is hit with an attack by a weapon coated
years. in this poison, it suffers 1d4 poison damage.
Alignment. Since most of their suspicious or This damage increases to 1d6 at level 6, 1d8 at
unfair treatment towards outsiders is motivated level 11, and 1d10 at level 16. Additionally,
by a history of mistreatment rather than malice, creatures affected by this poison must succeed
most D'tarig tend toward neutrality. on a Constitution saving throw or be poisoned
Size. Most D'tarig grow to be about 4 feet tall for 1 minute. The DC for the saving throw is
and weigh about 120 pounds. Your size is equal to 10 plus your proficiency bonus, and the
Small. duration increases to 10 minutes at level 6, 1
Speed. Your base walking speed is 25 feet. hour at level 11, and 24 hours at level 16. A
Languages. You can speak, read, and write creature who succeeds on the saving throw is
Common and D'tarig. immune to this effect from your poison for 24
D'tarig Hunter's Training. You gain hours. Orcs and goblinoids have disadvantage
proficiency in hand crossbows and light on the saving throw.
crossbows. Additionally, you can use a bonus Rustic Wisdom. You gain proficiency with the
action on your turn to apply any poison you Insight skill, and you have advantage on all
have to a single piece of ammunition or a melee ability checks made to negotiate prices or
weapon with the light property. exchanges of favors.
16
Chapter 2 - People of Anauroch D’Tarig
Zhentarim depending on exactly what they observed which
exposed the Zhentarim's true colors, they will
either attack the black robes or flee on sight. If
The Zhentarim are a constant source of discord
the sheikh never catches on, however, their fate
and conflict for the native peoples of Anauroch.
depends on how useful they are to Zhentarim.
In their quest to create a reliable trade route
Useful tribes might thrive under the will and
across the desert, they actively manipulate
good graces of the black robes; those that are
Bedine tribes in areas they deem strategically
seen as a drain on resources with little payout
valuable, bribe or intimidate D’tarig traders into
usually fall victim to an ambush, either by the
acquiescence, and employ asabi mercenaries to
Zhentarim themselves or by mercenaries, using
act as dispensable troops. To the leaders of the
intelligence gathered from previous meetings
Zhentarim, the Sword is the backdrop for an
and magical spying to gain tactical advantage.
endless game of dragonchess in which its
inhabitants - and their foot soldiers - are merely
pieces to be traded away in pursuit of total Economic Warfare
economic dominion over the desert.
Contrary to the meddling and manipulation the
Zhentarim can get away with when dealing
The Black Robes with the Bedine, the D’tarig require a different
approach. The D’tarig have little to offer in the
The Zhentarim know that dealing with the
way of troop support to either aid or hinder
Bedine is an inevitable step in their mission; as
Zhentarim forces; their edge is having exclusive
such, they have researched Bedine customs and
access to certain trade goods and knowledge of
language extensively. Second only to the desert
nearly all foreign travelers in the Sword -
walkers of the D'tarig, the Zhentarim have
especially the Zhentarim. They know that,
become experts at approaching and parlaying
unless the Zhentarim are thwarted, their people
with the Sword's iconic residents. As such,
will eventually be forced out of the desert. Since
most Bedine tribes who have not previously
they lack the power to categorically oppose the
been exposed to the Zhentarim see them as
Zhentarim, the war between the two factions is
respectful and capable outsiders (“berrani”) and
one that rarely happens in the open and rarely
useful merchants, and thusly treat them with
comes to blows. Each side, either in deals with
courtesy. Not knowing the word "Zhentarim,"
each other or via intermediaries, is constantly
the Bedine commonly refer to them as "black
scheming to sabotage the other. The Zhentarim
robes" in their language. The black robes
might rob an incoming caravan to prevent a
always seem to have what the Bedine need and
D’tarig merchant from filling an order; the
are always willing to trade, even in tough times;
merchant might respond by calling in a favor,
many tribes view them as the closest thing
causing the Zhentarim's camels to mysteriously
berrani can be to allies.
disappear overnight. The Zhentarim might
From the moment of first contact, the
bribe a caravanner to act as an intermediary,
Zhentarim try their best to gain influence,
buying goods at a cheaper rate than is offered to
being very careful not to openly practice magic.
the Zhentarim, while another caravanner might
However, they may make “gifts” of cursed
be escorting a Harper spy. While some D’tarig
magical items, items that Zhentarim wizards
have properly sold out to the Zhentarim, the
can use as scrying focuses, and other tools
majority are part of an unorganized economic
setting the tribe up for sabotage. In the long
resistance to Zhentarim domination.
run, one of two things typically happens: the
Bedine tribe’s sheikh either sees through the
facade, or they do not. In the former case, ties
with the Zhentarim are immediately severed;
17
Chapter 2 - People of Anauroch Zhentarim
Backgrounds
Nurture is as important as nature; in the proper environment, creatures assumed to be selfish can be
raised to be good, while a good creature may be spoiled by neglect or betrayal. With the approval of
the GM, the following backgrounds may be used for characters associated with Anauroch.
warrior, you instead gain two scimitars. When our camp was plagued by bursts of flames at night, it
was decided that a powerful witch was trying to destroy us.
6 When I went to hunt her down, I found myself impossibly
lost and never found my way back.
Feature: Bedine Oral Our raid on an asabi camp was quashed when enemy forces
Tradition
7 snuck up behind us. I escaped, but nothing is le� of my
former life.
I was severely wounded in ba�le. Unable to wait for my
When you make any Wisdom ability check 8 recovery, my tribe abandoned me at an oasis in hopes that it
would eventually heal my wounds.
related to life in the Sword, such as making a
Wisdom (Survival) check while attempting to I found a magic trinket on the body of a dead black robe.
9 When I unwi�ngly demonstrated its power in front of the
track a dragonne or a Wisdom (Animal tribe, I was banished for witchery.
Handling) check to try to tame a panicking In a mighty sandstorm that lasted for several days straight, I
10 became separated from my tribe and have not seen them
camel, you may make the check with advantage, since.
relying on your ancestors' knowledge for
guidance. Once you use this feature, you
cannot do so again until you finish a short rest.
18
Chapter 2 - People of Anauroch Backgrounds
Suggested Characteristics IDEALS
D6 Ideals
The Bedine are a reclusive, traditional, and
Nature. Nothing is more important than the oases and the
xenophobic people; if the D'tarig are suspicious 1 li�le gods who protect them. I would defend them to the
of outsiders, the Bedine are outright hostile to death. (Good)
Combat. Life is conflict, decided ul�mately by contests of
those unfamiliar with their customs. The 2 blades. By becoming a superior swordsman, I shall bring my
degree to which your attitudes differ from most enemies to heel. (Evil)
Tradi�on. I conduct myself by the same laws as my ancestors.
Bedine should reflect the reason for your 3 The survival of my culture is more important than the survival
separation; a Bedine character who merely got of any of us. (Lawful)
separated from their tribe probably shares most 4 Suffer No Witch. Witchery is an abomina�on. Those who
prac�ce magic are evil, and I will destroy them. (Evil)
of their opinions towards outsiders, though
Rebellion. The ways of my ancestors are foolish and I reject
these may change as the outcast is forced to rely 5 them. I insist on learning the truth about the outside world
on outside help to survive, while one who was through experience. (Chao�c)
outcast for feuding with the tribe or practicing 6 Honor. Without honor, there cannot be true victory. I would
rather die bathed in glory than live in shame. (Lawful)
magic probably has a few aspects of Bedine
culture with which they strongly disagree.
Work with your GM to come up with a BONDS
backstory that ensures you can roleplay your D6 Bonds
character well without being a constant source
1 The oasis where I was born holds a special place in my heart.
of conflict; while a Bedine with typical
prejudices towards outsiders may be accurate to 2 My partner is more precious to me than anything else in life.
When I fight, I fight for them.
the lore, such a character may not be fun to
have as a party member. 3 My tribe was always there for me, and never led me astray.
Nothing an outsider could offer could replace them.
1 I want nothing more than to be reunited with my tribe. One I knew my sheikh since childhood, and their honor was
day, I hope to find them again. 6 beyond reproach. They led with integrity, and I will defend
their honor un�l the end.
Like it or not, I cannot return to my old life. While I know I
2 must learn to fit in among strangers, it is a difficult process
for me.
For what my tribe did to me, I cannot forgive them. I hope to FLAWS
3 never see them again.
D6 Flaws
I have brought shame upon my tribe. I must become stronger
4 so that, when I return, I can reclaim my honor. My mistrust of outsiders makes it hard for me to bond with
1 people.
A�er outsiders ravaged my tribe, there is nothing le� of my
5 old life; I must avenge my people or die trying. I don't trust those who wield magic, even if they would use it
2 to help me.
My sheikh was foolish to trust the black robes; someday, I
6 hope to get the chance to prove it. 3 I have an inflated sense of my skill as a swordsman.
Magic is for those too feeble to fight with a blade; all who
7 prefer a spell to a sword are cowards. I refuse to share my name with strangers for fear that they
4 could use it to beguile me with enchantments.
I suffer from amnesia and have no recollec�on of my former
8 tribe. My earliest memory is waking up at an oasis grievously I am not accustomed to civiliza�on, and find sleeping where I
wounded and alone. 5 cannot see the stars unnerving.
I am not used to making my own decisions; as someone used
6 to following the Sheikh's orders, I find the no�on of personal
freedom strange.
19
Chapter 2 - People of Anauroch Backgrounds
Desert Walker Suggested Characteristics
Desert walkers are solitary people by nature;
Prerequisite: D'tarig most of their days are spent trekking alone
The most adventurous of all the D'tarig are the across the Sword with only their camels to keep
desert walkers, the fierce traders who venture them company. At the same time, contact with
out into the Sword alone to do business with the Bedine and with the marketplaces of Tel
the Bedine. It is a perilous profession; only the Badir and Addas Babar have made you more
bravest and wiliest dare attempt it. For those worldly than most D'tarig. As such, your
who succeed, however, the payoff is well worth prejudices towards outsiders are likely more
the effort; no profession is exalted in D'tarig nuanced than those of a typical D'tarig villager.
society as highly as that of the desert walker, You also probably have a close bond with your
and the exotic goods and stories they carry out camel; many desert walkers pay more for their
of the desert make for very good business. camel's food and boarding than their own when
they stop in town, believing that nothing is
Skill Proficiencies. Animal Handling, Survival more important in their trade than the health of
Tool Proficiencies. One type of musical their beloved pack animals.
instrument.
Languages. Bedine PERSONALITY TRAITS
Equipment. One musical instrument of your D8 Personality Trait
choice, a set of traveller's clothes (burnoose,
I always trade with others at fair rates unless they have
turban, and sandals), a staff, a camel, an 1 wronged me.
explorer's pack, and a pouch containing 15 gp.
I became a desert walker because I enjoy the solitude of the
2 open desert.
For centuries, the D'tarig were entirely The Bedine are a very different people than mine, but I
ignorant of the lodestone, and thus the 4 respect them for their will to survive. I feel honored to help
them by trade.
existence of compasses; navigating the desert I think the Bedine are savages and try to rip them off when I
5
was done by tracking the stars in their eternal can get away with it.
dance across the heavens. While trade hubs like The oases of the Sword are truly wonderful; guiding pilgrims
6
Addas Babar have since made compasses and travelers to them brings me sa�sfac�on.
available, most desert walkers practice the I keep my favorite oases a secret from strangers, even at the
7
traditional methods regardless. As long as you expense of their safety.
can see the stars upon taking a long rest, you
8 I make up stories about my travels to impress others.
know which way is north and cannot become
lost in natural terrain for the following day.
You also know the locations of two oases, and
always know the most direct route to them and
how many days it will take to reach them while
you are in the Sword. If you discover other
oases in your travels, this feature applies to
them as well.
20
Chapter 2 - People of Anauroch Backgrounds
IDEALS FLAWS
D6 Ideals D6 Flaws
Community. Nobody is immune to the wrath of nature. I I spend so much �me alone that I have developed an
2 must help others when I can, or else I will not deserve it 2 aversion to crowded spaces.
when they help me. (Good)
Trade. New experiences are what life is all about, and nothing I was once caught trying to swindle a Bedine witch and have
3 embodies that spirit like bringing exo�c goods to common 3 had bad luck ever since.
folk (Neutral).
Suspicion. Outsiders care nothing for my people; I must stay I once saved a tribe of Bedine from falling for a Zhentarim
4 vigilant, lest they scheme to annihilate us in their selfish 4 trap. Now, the black robes have it out for me.
quests for power and glory. (Any)
Cleverness. I pride myself on my ability to get my way by I believe my people should have le� the desert ages ago and
whatever means necessary. Obfusca�on, misdirec�on, and 5
5 do not trust the counsel of my elders.
raw wit are only seen as underhanded by those not skilled
enough to exercise them. (Chao�c)
I do not believe that my people will prevail against the
Tradi�on. The D'tarig have survived for many genera�ons 6 Zhentarim in the long run, and hedge my bets by not
6 living how we do now; I see no reason to change that. opposing the black robes.
(Lawful)
BONDS
D6 Bonds
21
Chapter 2 - People of Anauroch Backgrounds
Zhentarim Operative Charisma (Persuasion) checks made to convince
them to help you with more dangerous or
strategic situations. A minor favor might be
Whether a black robe yourself or merely acting
providing an escort to a nearby oasis, while a
on their behalf, your business in Anauroch is at
major favor might be agreeing not to help a
the behest of the Zhentarim, the sinister Black
third party or joining you in an attack on a
Network. For more than a century, they have
caravan. Bringing a more valuable gift can
endeavoured to establish the so-called Black
further help your chances of success; the
Road, an exclusive trade route stretching across
following table provides a rough guide to such
Anauroch between the Sword Coast and the
negotiations.
Moonsea. This is dangerous business, and the
Failing this check does not reduce your
Zhentarim know it; among their ranks are
legions of sellswords, priests to gods of power GIFTS
and influence, mages of the dark arts, and Gi�
Minor Favor DC Major Favor DC
cunning spies. Among the black robes, anyone Value
with enough ambition and determination can
make a name for themselves. This background 50 gp 12 18
is not meant to replace backgrounds from the
Player's Handbook which are already well-suited 100 gp 11 17
for some Zhentarim characters; rather, this is
for characters operating in circumstances 150 gp 10 16
unique to Anauroch.
200 gp 9 15
Skill Proficiencies. Deception, Persuasion
standing among them, but they do not perform
Language. You learn to speak, read and write
the favor you requested. If at any point you
D’tarig,
betray them or are perceived as doing as much,
Equipment. A pouch containing 40 gp.
they may refuse to help you in the future or
pursue vengeance. Such behavior is at the
Feature: Knowledge Is Power discretion of the GM.
You have been trained well in the ways of the
local cultures with regard to their common
struggles and needs. You gain the ability to
speak, read and write Asabi or Bedine, and
know just what kind of gift to bring when you
need to extract a favor. When preparing for a
journey into the Sword, or before doing
business with the D'tarig, you can spend 50 gp
at any suitable market to procure a gift that you
know will be well-received. You know how to
safely approach the intended recipient and how
to present your gift to achieve maximum effect.
Upon receiving the gift the recipient will help
you in any way possible which can be resolved
quickly and does not put their community at
risk (e.g. providing you directions, a day's
rations, or information about local geography).
of Anauroch which identifies well known 4 Ba�le. A man is merely the sum of his feats in combat. I will
die like I lived: in a flash of the blade.
geographic features and settlements. In addition
to the public knowledge, there are marks 5 Trickery. Honesty is for suckers; only a chump lets it prevent
him from pulling a fast one to succeed. (Chao�c)
identifying two specific locations, such as oases Fame. Nobody will remember me unless I do something
or Zhentarim outposts, with which you are 6 incredible. By my amazing deeds, my name shall live forever.
(Any)
familiar. As long as you have this map and a
compass, you can adequately prepare an BONDS
expedition between any two locations on the D6 Bonds
map in terms of necessary supplies and the My brothers in arms have stood by me through thick and
1
expected length of the journey. Determine with thin, and I will do the same for them.
the GM what these two locations are. An outcast Bedine saved my life when I got separated from
2 my caravan. I wish to leave the Zhentarim to be with them,
Additionally, you can add to your map in the but I fear doing so will put them in danger.
course of your adventures. Each night you 3 My master has taught me well; as their appren�ce, I owe it to
them to try my hardest.
spend in the Sword, you can spend 1 hour as
part of a long rest to catalog your day's travel in 4 I have come to respect the asabi tribe I frequently trade with.
Joining them to hunt is a rare pleasure.
your cartographer's journal. As long as you do
The D'tarig merchant I have been assigned to undermine is a
this each night during a journey in the Sword, 5 shrewd opponent. I take pleasure in our dance of mutual
subterfuge.
you can add the locations of any new sites of Though they lack any personality whatsoever, I have become
interest to your map. If you go more than 24 6 a�ached to some of the animated corpses that guard our
camp. Ro�y and Skully are my favorites.
hours without recording your travel in your
cartographer's journal, you cannot use this FLAWS
feature until you reach a location already D6 Flaws
recorded on your map.
My high opinion of myself some�mes makes me pass up
1 opportuni�es for growth or improvement.
PERSONALITY TRAITS
D8 Personality Trait Being in the Zhentarim for so long has made it difficult to
2 trust anybody.
I care li�le for poli�cs; I just want to pursue my studies free
1 from interrup�on by outsiders. I know that what I do hurts people, but the wealth and status
3 it brings are too much for me to discard.
2 A person in need is a person I can exploit. While I believe in conquering the weak by force, I s�ll find
4 myself taking pity on my enemies. I fear I am too so� to live
I took my posi�on because I enjoy the �meless beauty of the up to my aspira�ons.
3 desert and am deeply curious what wonders lay hidden
beneath the sands. For someone working with sensi�ve informa�on, I am not
5 good at keeping my mouth shut.
I hate the desert; my assignment here cannot be over soon
4 Much of my advancement in the Zhentarim has been through
enough.
6 luck, and I am afraid that my mediocrity will eventually be
The Bedine's abhorrence of magic makes it easy to exposed.
5 manipulate them; I love it.
Vying with the D'tarig for economic dominance is like a game
of dragonchess between grandmasters. They are a worthy
6 opponent; I hope they concede defeat before we are forced
to destroy them.
Some Zhentarim prac�ces leave a bad taste in my mouth, but
7 the unique opportuni�es they afford me make up for it.
23
Chapter 2 - People of Anauroch Backgrounds
Chapter 3 - The Geography of Anauroch
24
Chapter 3 - Geography of Anauroch
The region called Anauroch today is divided dot the region, however, the Plain of Standing
into three distinct regions: the Sword, the Plain Stones is mostly uncivilized due to the harsh
of Standing Stones, and the High Ice. Often environments and fearsome creatures that
conflated with Anauroch as a whole, the Sword dwell there, and the High Ice is entirely
refers to the hot, sandy desert in its southern uncivilized. An adventurer considering a
reaches; the Plain of Standing Stones refers to journey into Anauroch would do well to
the barren, rocky wasteland north of the Sword; research precisely where they plan on going, for
and the High Ice refers to the glacial region of each region presents distinct natural and
the far north whose southern boundary is monstrous dangers.
defined by the Ice Wall, the edge of the glacier.
The Sword sports enough oases, mountains,
and caves that generations of Bedine - the
nomadic descendents of the Netherese who did
not leave in the wake of the Lifedrain - as well
as creatures such as the asabi, reptilian
humanoids who spend much of their time
underground, continue to thrive there today.
Save for the hobgoblin camps that sporadically
25
Chapter 3 - Geography of Anauroch
26
Chapter 3 - Geography of Anauroch
The Sword
The Sword is the crescent-shaped sandy desert Natural Wonders
that makes up most of southern Anauroch. Its
northern border envelopes the entirety of the
While much of the Sword is comprised of arid
southern, eastern, and western borders of the
sand dunes, there are a number of distinct
Plain of Standing Stones, and of the High Ice at
features worthy of individual description. The
the extreme northern tips. It consists of great
Bedine know these well, and plan many of their
sand dunes, constantly reforming and shifting
journeys based on them - either as safe places to
with the strong desert winds. In the eyes of the
rest, or as hazardous places to avoid at all costs.
Bedine, it only has two seasons: the summer,
D'tarig storytellers and musicians use these
when the days are hot under the blazing sun
places as inspiration for their works, and
and the nights are chilly under the starry skies;
Zhentarim agents scheme to use common
and the winter, when the short days do not
conceptions of certain locations, be it irrational
warm the sand enough to support life between
fear or emotional attachment, to further their
the frigid nights. In winter, nearly all life is
agenda.
forced to retreat underground, make camp in
mountainous caves, or otherwise seek shelter
from the elements. For all of its desolation, At’ar’s Looking Glass
however, the Sword is teeming with life if one
knows where to look. The nomadic Bedine This vast swath of desert, just north of the
roam the dunes in small tribes during the Scimitar Spires, is nothing but mile upon
summer; the mercantile D’tarig have settled the endless mile of featureless, stone-covered
southeastern fringes and regularly send ground. There are few hills and valleys here;
caravans across the dunes between their towns; without mighty sand dunes to guide or break
and in the Buried Realms, the Underdark below the wind, brutal gales are a ceaseless presence.
Anauroch, there are a great many settlements, The ground is composed entirely of small,
camps, and even some cities full of its strange, smooth stones - some valuable, no doubt, but
subterranean inhabitants. mostly worthless - polished to a mirror finish
by centuries of erosion by the hot desert winds.
The reflective appearance of the stones
themselves, combined by the prevalent mirage
effects, give rise to the area’s namesake; the
region is so flat and reflective that At’ar, the
Bedine name for Amaunator, can supposedly
see his reflection in it from his realm in the sky.
27
Chapter 3 - Geography of Anauroch The Sword
Deep Rumblings The Flashing Blade
On the northwestern base of the Wall of Fallen In the northern mountains of the Scimitar
Djinn, minor quaking can frequently be felt in Spires, like some other areas of the Sword and
the ground above this network of subterranean the Plain of Standing Stones, there is a strong
tunnels and caverns. This area is a longstanding connection to the Elemental Plane of Earth.
mating ground for purple worms which This has led to the appearance of creatures from
converge upon the region yearly in the that plane to make appearances and, if they can
beginning of the hot season. This yearly event thrive, make their homes there. The name of
renders this location one of the most dynamic this part of the mountain range comes from the
terrain features in the sands. New tunnels are flail snails that live there, spending their days
carved out of the mountainside, leading deep roving across the cliffs and ridges and leaving
underground, while others collapse or fill with behind a shimmering trail of glass. Over time,
sand. On occasion, the ground beneath the this has caused the mountaintops to glimmer in
sand becomes weakened by these tunnels to the the sun, especially when the sun goes down
point of collapse, leaving massive, conical over the mountains. From Addas Babar, this
sinkholes behind. stretch of the Scimitar Spires glistens in stark
Only a few days’ travel from an oasis on the contrast to the silhouetted slopes below, giving
Black Road, this area is a favored adventuring the appearance of a crescent-shaped blade with
site for aspiring Zhentarim worm riders and a diamond edge.
prospectors. Parties of adventurers skilled
enough to navigate the tunnels - and lucky
enough not to run across a worm in the process The Saiyaddar
- are often rewarded by the discovery of In the center of The Sword is a broad region of
precious ore and metal veins. More valuable relative lushness, sporting more wildlife than
still, however, are purple worm larvae and eggs. any other in the desert. By mutual agreement,
In recent years, the Zhentarim have developed these grounds belong to no particular Bedine
techniques for training the great beasts and tribe and all Bedine are free to hunt game there,
bestowing curses to keep them from becoming especially the wild gazelles that can be found in
too powerful to control. They are the abundance. To the Bedine, it is seen as a gift
backbone of the Way of the Worm, the from the gods and nature spirits they worship.
Zhentarim's subterranean network of tunnels It is seen as an assurance that there may always
that constitutes its latest attempt to expand and be somewhere that can be counted upon by the
secure the Black Road. Bedine for sustenance, something that no
Bedine can rightly claim ownership of.
Outsiders, however, would be well-advised
not to be caught poaching - while Bedine are an
honorable people who normally do not attack
outsiders without provocation or necessity,
they carry a special prejudice towards those they
perceive as stealing from their sacred pastures.
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Chapter 3 - Geography of Anauroch The Sword
The Shoal of Thirst Addas Babar
Formerly a shining sea, the Shoal of Thirst is a Boasting a working population of several
massive salt flat bordered on the east by the thousand, Addas Babar is the closest thing the
Scimitar Spires and on the west by the Wall of D’tarig have to a metropolitan city. It sports
Fallen Djinn. Its surface grows so hot by day buildings up to three-stories high, primarily
that it sears flesh, and the salinity prevents any constructed from bricks of baked mud and
plant life from flourishing. In the rare occasions wooden supports, though most of its D’tarig
of precipitation in the area, rain turns to vapor residents actually live in private homes in the
from the heat before it can reach the ground. surrounding hills, typically built out of natural
Bedine rarely have reason to set foot into the caves and shelters. It is the largest permanent
area, knowing that taking a path around the D’tarig settlement, serving as a trading hub for
mountains on either side is much safer. Only merchants traveling from the western reaches
those who are desperate to avoid the mountains of the Moonsea region, Zhentarim caravanners
chance the Shoal. There are, however, those traveling to or from Zhentil Keep (often
who enter and live to tell the tale. In a natural heading to or from the Black Road),
cave beneath the Shoal of Thirst, what was once caravanners heading to and from other D’tarig
an air pocket beneath the sea is now the lair of a settlements such as Tel Badir, and D’tarig desert
brass dragon. Those who wander into the Shoal walkers who make their living by setting out
will sometimes see trails of footsteps appear into the desert to trade with Bedine nomads for
before them as if guiding the way to safety. fine resins and coffee beans.
Those who see them usually believe themselves Its status as a major trade hub makes it a
to be succumbing to the heat of the desert, but uniquely important location regarding the
those who follow usually find it to have been ongoing, though frequently invisible, conflict
worth the effort. Many waylaid Bedine witches between the Zhentarim and the D'tarig. The
have followed these paths - the "spirit tracks," Zhentarim would love nothing more than to
translated from the Bedine tongue - to find the seize the city for themselves, or at least run it
Sister of Rains. Others find themselves at the from the shadows by bribing or blackmailing
entrance to the dragon’s lair, where it happily enough people in high places. However, the
greets strangers and allows them to recover D'tarig are shrewd enough to know that Addas
their strength in the cool caverns below. Babar is the closest thing their people have to
an economic stronghold, and its current
Settlements leadership share the conviction that nothing the
Zhentarim could offer would be worth the price
of their independence. Moreover, being the
Most settlements in the Sword are on its
largest city in the Sword, it also sees the greatest
southeastern fringes where it borders on the
influx of adventurers, which the Harpers and
Dales and Cormyr. They tend to have a more
the D'tarig frequently employ to quietly thwart
metropolitan feel to them than any other
the Zhentarim's schemes. However, its
locations in Anauroch, though they pale in
proximity to Zhentil Keep provides a constant
comparison to commercial titans like Baldur's
reminder that, no matter how many plots are
Gate or Waterdeep. These are the places a party
foiled and spies discovered, the Zhentarim are
of adventurers is able to procure supplies,
never far away.
advice, and rumors about recent events. The
supplies available obviously depend on both the
size of the settlement and its disposition
towards the adventurers, but the D'tarig
regularly trade in mundane supplies and exotic
spices procured from desert walkers.
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Chapter 3 - Geography of Anauroch The Sword
Lundeth Tel Badir
Lundeth is a village on the southwestern Somewhat smaller than Addas Babar, this
outskirts of the Sword in the middle of a salt D’tarig village rests on the hilltops along the
flat. With water from its own well, its founders southeastern outskirts of the Sword at the foot
built homes out of sun-baked mud bricks. of the Desertsmouth mountains. In contrast to
These basic facts aside, however, little is known Addas Babar, which is constructed as one might
about its precise history; many years, perhaps picture a proper city with regular blocks of tall,
centuries ago, it is said that a raiding Bedine uniform buildings, Tel Badir has a bit over half
tribe killed or enslaved its original inhabitants of the population of Addas Babar and more
and regularly took advantage of the fresh water. closely resembles a sprawling village with well-
After a time, however, word of the Bedine trodden footpaths winding up and down
occupation of Lundeth made its way to the ravines and ridges. The primary exports from
Zhentarim, who took it upon themselves to the village are well-trained, well-fed camels,
“liberate” the village from the "marauding which they sell to caravanners and other desert
Bedine warriors." Ever since, it has served as a travelers. There are also several businesses
waystation for Zhentarim traders and boasts a dedicated to outfitting travelers of the Sword.
standing force of about thirty Zhentarim In contrast to Addas Babar and its bustling
fighters and mages. In addition, the animated business district, life in Tel Badir is a slower,
corpses of its former Bedine occupants serve calmer affair. Several hilltop cafes can be found
several Zhentarim necromancers in undeath as where locals sip coffee or ale while watching the
guards. While many rumors have circulated magnificent desert sunsets in the west. Though
about past and present affairs in Lundeth, only they have no illusions about the fact that Addas
the Zhentarim know which are true and which Babar offers more opportunities and more
were disseminated to mask their plots. business, the inhabitants of Tel Badir enjoy a
tranquility and peace that, to them, far
outweigh any disparity in available business.
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Chapter 3 - Geography of Anauroch The Sword
The Black Road The Black Road is far from a finished
highway across the desert, but the Zhentarim
have traveled it for so long that, in very broad
For nearly a century, the Zhentarim have been
terms, they have achieved their first goal - a
attempting to establish a profitable trade route
somewhat reliable path for a properly equipped
across the Sword. The result is a network of
caravan. Now, they work tirelessly to secure it
oases, camps, and guarded passes collectively
mile by mile, stamping out opposition,
referred to as the Black Road. Beginning in the
magically binding powerful beings to provide
east in Addas Babar, it cuts north of the
protection, breaking up alliances that might
Scimitar Spires, then heads west-southwest,
work to hinder them, and, where possible,
exiting the desert just north of the Greycloak
transmuting the sand into solid rock roads.
Mountains. This route is nearly five-hundred-
The slow, but steady growth of the Black
miles long as the crow flies; even after nearly a
Road has both helped and hindered their cause.
century of efforts to secure it, it is not without
Word of a viable route across Anauroch has
its perils. The ever-shifting sands make
attracted business, which means larger and
navigation by local geography difficult, and a
more frequent caravans. More business means
wrong bearing can make the difference between
more gold, significantly accelerating the rate at
finding the next oasis and going another day
which the Black Road is reinforced and
without water.
improved. However, the more business they
There are some stretches, mostly spreading
get, the more attention they attract, and the
out like spiderwebs from Zhentarim-controlled
more turmoil they have to stir up in the Sword
oases and encampments, where powerful
Coast and the Moonsea to distract outsiders
wizards have transmuted sand into solid stone
from their success in the Sword. The Harpers
paths, but there is little to stop these from
have more agents in the desert than ever, and
becoming overblown with sand or sinking into
the increased volume of business has made it
the dunes. Others of their ilk have come up
much more difficult for the Zhentarim to sniff
with some creative methods for securing the
out D’tarig schemers and collaborators. It has
Black Road in spite of this, however. Mighty
also attracted the attention of the Lords’
Fortress spells have been used in important
Alliance, who have begun to crack down on
places, where they can afford to keep an
Zhentarim infiltration in their cities and
archmage for a year and pay for the valuable
sponsor opposition by intermediaries.
components on top of that, to create robust
Furthermore, their practice of being
fortifications in strategic locations where
indiscriminate in their cargo - notably, their
ordinary construction would be impossible.
willingness to transport slaves - has drawn the
Decanters of endless water are used, both in
ire of the Order of the Gauntlet. From below,
fortresses and at other strategic locations, to
the phaerimm have more motivation than ever
construct artificial oases which the Zhentarim
to secretly enthrall Zhentarim of any rank,
protect with traps, natural barriers, and even
gaining valuable intelligence about the surface
poisons (as long as they have the antidote). If a
and, when they are lucky, the opportunity to
caravan has sufficiently valuable cargo, a
lead a caravan into a trap. The Zhentarim have
powerful wizard might lead the caravan into the
certainly advanced their agenda, but total
open sands away from oases, confident that
dominance over the great sand sea is as elusive
they will go unmolested by Bedine tribes, and
as ever.
create an oasis, shelter, and defenses out of
nowhere from a Mirage Arcane spell, or retreat
into a demiplane with a surplus of preserved
food and water to rest.
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Chapter 3 - Geography of Anauroch The Sword
Bhaerlith the breeding pits, where eggs are kept warm
during incubation using magically heated metal
Bhaerlith is an oasis constructed by the rods. To prevent the worms from growing to
Zhentarim on a rocky outcropping due north of their full size, at which point the Zhentarim
the mountain range called the Wall of Fallen would have no hope of properly controlling
Djinn by the Bedine. Using water from the them, the larva are cursed with stunted growth
oasis, they have built a number of buildings immediately upon hatching. Until they grow
from bricks of baked mud and sand from nearby large enough to begin training, they are
dunes. There are several bunkhouses where confined to pits too deep for them to climb out
Zhents can wait out the heat of the scorching of and fed a diet of whatever meat is available,
sunlight, typically using the time for some sort which can be anything from surplus camels to
of self-improvement, training, or maintenance. Bedine slaves. These pits are reinforced with
Aspiring sages spend this time studying and iron bars to prevent wormlings from tunneling
practicing their art or poring over old tomes out. Once they are old enough to train, an
while warriors practice and tend to their gear. aspiring worm rider takes them to the tunnels
The oasis is guarded by a field of pressure-plate to begin training the beast as a steed.
traps concealed beneath the sand surrounding
the rock; a single false step by an unwary
traveler may cost them their life as crescent- Evergreen
shaped blades arc upward with blinding speed.
The corpses of those who fall prey to the traps This artificial oasis is actually only the topmost
or Zhentarim patrols are hung up on pikes and level of one of the most technologically
propped up around the perimeter of the advanced ventilation shafts along the Way of
encampment as a warning to others to stay the Worm. Like most ventilation shafts in the
away. This barbaric display of hostility has led tunnel network, the shaft itself was bored by a
some D'tarig to spread rumors that they must tamed purple worm, penetrating into the earth
be guarding something of tremendous value. as a steeply-graded helix as opposed to a vertical
shaft. In this case, the shaft penetrates through
The rumors about Bhaerlith are warranted, several hundred feet of sand and rock to get to
though none aside from the Zhentarim have the tunnel. At the very bottom, the Zhentarim
learned the true secret guarded at Bhaerlith: have constructed what they call a vapor engine,
that below this oasis is a sprawling network of an apparatus crafted from a decanter of endless
caverns that they use for raising purple water and a confined fire elemental which
wormlings. The inherent risk of such activities perpetually outputs a jet of superheated steam.
requires a larger-than-normal garrison of The hot steam is accelerated upwards through
guards and wizards in case of an accident. the shaft due to its low density relative to the
Bounded by a helical tunnel spiraling deep surrounding air; considering that the vapor is
underground, small chambers have been cleared accelerated along the entirety of the path it
out to create living quarters, workspaces, and travels to the surface, it leaves at ground level
storage areas. This corkscrew-shaped path, with considerable speed. At equilibrium, a
simply called the Helix by the Zhentarim continuous natural draft forms due to the heat
stationed there, is reinforced with support of both the steam and the air nearby (also
pillars at regular intervals and is connected to heated by the steam), causing air from the
adjacent chambers by narrow tunnels. Most nearby tunnels to be continuously exhausted via
chambers in the complex are fairly small (no the ventilation shaft. Consequently, fresh air is
more than fifteen feet on a side) to reduce the drawn through other entrances to the tunnel
risk of collapse, and natural fires any larger than network to replace it, ensuring that the air in
candles are not permitted due to the lack of the tunnels does not go stale.
chimneys. Near the very bottom of the Helix are
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Chapter 3 - Geography of Anauroch The Sword
On the surface level - that is, at the oasis that Vuerthyl
most people see from afar, suspecting nothing
about the subterranean complex below - a small Vuerthyl is an artificial oasis created by the
keep has been constructed around the vent to Zhentarim in the western desert where the
keep it secure and to prevent it from being filled Sword begins to reach northward around the
with sand. Transmutation spells were used to Plain of Standing Stones. The Zhentarim chose
create mud, which was baked into bricks and this location partly to serve as a stop on the
formed into a tower about twenty-feet high. Black Road and partly because of evidence
Above the top of the tower, from which erupts indicating that there were Netherese ruins
a constant jet of steam and condensed water buried beneath it. While they failed to find
vapor, an array of thin, metal panels act as much of value in terms of items or structures,
condensers which collect liquid water from the they did unearth a skull, which began to float
exhaust and drain it into a moat outside the and thank them profusely in ancient Netherese.
tower walls. This moat is continuously The skull was happy to indulge the Zhentarim
replenished and thus serves as an oasis, leading with stories of the Netherese empire at its
to flourishing plant life nearby. Outside the height and share some ancient arcane secrets
moat is a permanent Zhentarim camp that with them that might otherwise have been
primarily serves to protect the keep. Its forgotten. The Zhentarim took precautions
strategic value both as a surface oasis and as a with the skull, having a powerful wizard
ventilation shaft for the Way of the Worm brought to Vuerthyl in order to study it and see
makes it too important for the Zhentarim to what important knowledge might be extracted
underequip defensively. By design, this location from it.
is in a region of generally low traffic; with the
exception of scheduled Zhentarim arrivals and In spite of hours of interrogation and
departures, the site only sees an occasional discussion, the Zhentarim have yet to learn the
Bedine tribe pass nearby, and those Bedine have true story of the skull. Ages ago, a battle took
learned that it is a site worth avoiding. place there between Netherese arcanists and a
lich (a powerful Netherese arcanist trying to
achieve immortality): a battle which ended
abruptly when the lich fell victim to an
imprisonment spell, causing it to become buried
deep beneath the soil. Though its phylactery
was never found, the lich was nonetheless
unable to replenish it with souls, gradually
decaying into a demilich. After the fall of the
Netherese empire and the Lifedrain of the
phaerimm, all memory of the battle was lost.
However, when the City of Shade returned
from the Shadowfell and Anauroch was covered
with a dead magic zone, its magical prison was
dispelled. Even so, it had decayed to such a state
that it was helpless to force its way above
ground; it was only when the Zhentarim
excavated the region that it finally had a chance
at freedom. Attempting to masquerade as a
simple flameskull, it wants nothing more than
to secure its phylactery and return to lichdom.
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Chapter 3 - Geography of Anauroch The Sword
The Way of the Worm Oases
This network of subterranean tunnels is among
the most important developments of the Black Oases, springs of fresh water that form in
Road in recent decades. Zhentarim worm natural desert basins, are the backbone of life in
riders - those who have spent years attempting the Sword. Without them, even the hardiest of
to domesticate purple worms (and frequently desert creatures would not survive long. The
dying in the process) - have recruited full desert is host to hundreds of them - perhaps
construction and support teams to create usable thousands - but without knowing where to find
tunnels as efficiently as possible. Few successful one in advance, even a day or two of travel can
worm riders exist - there are rumored to be spell doom for an expedition. Knowing the
only five or fewer among those in the know, location of any oasis, however, is not enough;
and most have no idea they exist at all - so the where there is water, there is life, and any
Zhentarim can afford to outfit those few with particular oasis is likely already inhabited
well-equipped companies to ensure their safety (loosely, perhaps) by wildlife, Bedine tribesmen,
and maximize productivity. The fruit of their or more insidious creatures. Often, the true
labor is a large network of tunnels under their value of a private guide is his knowledge of a
control and out of the desert sun. It is a long safe series of oases. Professional guides
way away from traversing the entirety of the sometimes have oases they keep secret from
Sword, but it significantly reduces the risk of other guides and travelers, at least as long as
travel where it has been fully developed. they can profit off of them. To such guides, an
Worm riders only have a limited degree of oasis is appreciated more for its tactical and
control of their steeds; riding in sleds a distance financial benefit than for the life it helps
behind the worm itself with a system of ropes maintain. By no means are they typically
connected to them, they can effectively steer the willing to befoul an oasis, but news of one
direction of the worm’s path, but little else. To drying up will sooner hurt a guide's pocketbook
reduce the intrinsic hazard here, Zhentarim than break their heart.
mages have developed a curse that stunts the The Bedine, however, heap praise upon the
growth of the worm when it is about six-feet in oases that sustain them. They appreciate that
diameter and fifty-feet long, about half the size their culture could not exist without these
of a normal adult. The support team rapidly natural springs and share a conviction that
builds a minimalist, but sound, structural these springs belong to no mortal creature.
support system out of collapsible rods to Even as they fight amongst each other, it is a
support the tunnel until more permanent universal more among the Bedine that it is
support beams can be installed. Additionally, wrong to deny another creature fresh water if it
there are always several mages and warriors on- can be spared; poisoning or befouling an oasis
hand in the unlikely, but possible, event that the or well is among the gravest offenses a creature
worm breaks into a natural cavern with hostile can commit in their eyes. They worship the
inhabitants. Air quality is another constant guardian spirits that inhabit most oases in the
hazard when tunneling in this manner; though Sword with greater fervor and frequency than
areas near the surface are likely to be well- they worship any god of the traditional
ventilated, deeper passages frequently have Faerûnian pantheon. The “little gods” which
pockets of stale air or worse: toxic or explosive inhabit the oases and other prominent desert
gases. Ventilation shafts of varying complexity features play a much bigger role in the lives of
are installed periodically to ensure the the Bedine and most other creatures that
breathability of the tunnels. Even considering wander the desert than the greater gods. These
all of these dangers, the reward has been well spirits are said to bestow blessings upon those
worth the effort. who are in need and to resist the ill will of those
who would trespass with evil intentions.
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Chapter 3 - Geography of Anauroch The Sword
While skeptics might dismiss stories of these One example of this is the oasis El Rahalat,
spirits as myths, these guardian spirits are, so named after an outcast Bedine witch who
indeed, real. Though only a handful of Bedine died protecting it from another Bedine tribe.
seers are likely to appreciate the true nature of The natural magic of the oasis had previously
their relationship with the oases, the reality of not been exceptionally powerful, but her
the situation is that these nature spirits are of devotion to it heightened its spiritual potency,
the Bedine’s own creation. Much as the power allowing her soul to ascend and become its
of deities comes from the volume and intensity guardian spirit upon her death. Possessed of
of their worship, the Bedine’s continued vivid memories of the cruelty of the Bedine
appreciation and reverence for the oases dating who cast her out and the Bedine who killed her
back to the early days of the Lifedrain imbued to get the oasis’ water, her wrath turned the
oases in the Sword with a spark of divine spring water to blood for ten days, and when
potency. With time, and the heightened the blood was flushed out with spring water
importance of oases in the lives of the Bedine, once again, it remained poisonous to Bedine for
the power of these spirits grew. Virtually all ten years. Even today, a sacrifice of a camel
natural oases in the Sword have enough must be made by any Bedine tribe that rests
followers, to adopt the term from worship of there to appease Rahalat, the guardian spirit.
traditional deities, that the site has a guardian The descendents of the goats she herded in life
spirit. Those which experience little traffic still live upon the mountain nearby, and
possess little magical potential; guardian spirits approaching Bedine can always hear haunting
of such oases might make the land more fertile sounds of the bells Rahalat's goats wore when
and have the ability to guide followers to find it, she lived.
but are unlikely to be properly sentient or have
the ability to exercise spell-like abilities. Many Most spirits are less vengeful, however. It is
oases, mostly those which experience traffic almost unheard of for a guardian spirit lacking
from many tribes at different times of year, sentience to bear ill will towards anyone who
have enough followers that the site will does not attempt to harm the oasis or otherwise
manifest a sentient spirit. In some cases, the befoul it. Most sentient guardian spirits were
sentient manifestation of this spirit was once manifested from the souls of travelers or Bedine
the soul of a particularly fervent follower who who passed their final days near what would
passed their last day near the site, possibly in its become their oases, perhaps even in the shade
defense. In such cases, the new guardian spirits of the desert palms that grew there. In general,
sometimes maintain aspects of their mortal these guardian spirits attempt to be hospitable
personalities and dispositions. to those whose fate has drawn them into the
relentless heat of the Sword. In some cases,
they can even guide travelers to find them;
many Bedine warriors waylaid by sandstorms
have found themselves safely on the shores of
an oasis in spite of being nearly blinded by the
desert winds.
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Chapter 3 - Geography of Anauroch The Sword
Colored Waters Sêlune (known as Elah by the Bedine), similar
to the ancient Moonwells in the Moonshae
Near the eastern edge of the Sword is an oasis isles. While within thirty feet of the well, the
formed in the caldera of a dormant volcano. following effects can be observed:
Mostly buried in sand, it appears to an • Good-aligned creatures capable of casting
approaching traveler as a plateau ten miles Resurrection spells (e.g. Raise Dead, Revivify,
across protruding from the dunes below. True Resurrection) can use a splash of water
Beyond the ridge, however, is a precipitous from the well as a substitute for the standard
drop nearly one-thousand feet deep to the basin material components.
below, where five lakes in the shapes of crescent • Lycanthropes have total control over their
moons circle a conical island of cinder. forms. Furthermore, while their lawfulness
Warmed by subterranean magma chambers is unchanged from what is typical for the
deep underground, these lakes are natural hot creature, they become good. For instance, a
springs; even at night, the ground and water wererat, which is typically lawful evil, would
here are always warm. When the sun is high, be treated as lawful good. If their alignment
the lakes shine brilliantly in different colors: changes, they are aware of the change and
emerald-green, turquoise, silver, sapphire blue, that, if they leave the influence of the well,
and ruby-red. D'tarig merchants and gossipers they will revert to their former alignment
love to spread rumors about what causes this and state of control.
magnificent display, attributing it to an • While moonlight bathes the area, a DC 20
abundance of gems or strange magic. The Turn Undead effect (akin to the cleric
Bedine attach religious significance to this oasis, Channel Divinity feature) targets any
believing that an ancient battle between divine undead creature that enters the vicinity or
forces of good and evil took place there. Due to the lake surrounding it. Undead creatures of
the unique, relatively isolated environment, the CR 5 and lower which fail the saving throw
wildlife here is different from the rest of the are instantly destroyed. An undead creature
Sword; in place of the common sand-dwelling which succeeds on the saving throw must
creatures are those that live inside the tunnels repeat it every minute (ten rounds). This
beneath the volcano, carved out long ago by area extends in a cylinder ninety feet in the
great worms, elemental creatures, and volcanic air and ninety feet below the surface of the
eruptions. water. Additionally, it affects any creature
in the central well, however far it penetrates
Elah’zad underground
• The area is comfortable. Creatures do not
Off of the beaten path and behind a series of suffer any of the normal penalties or effects
barren salt flats, this sacred site of the Bedine is from traveling in the desert here.
called Elah'zad, meaning “House of the Moon”
in the native tongue. Notably, it is one of the In the event of an attack, the standing stones
few obviously divine (per the standard can animate to defend the well or visiting
Faerûnian pantheon) phenomena which they creatures at the whim of Sêlune. Use the Galeb-
accept without question, rightfully seeing it as duhr stat block from the Monster Manual to
both divine in origin and highly practical. Fed represent them. Their quantity and disposition
by several natural springs, this oasis has a is up to the discretion of the GM.
seemingly impossible bounty of fresh water. In
the center of a perfectly round lake is a small
island of sand with a circle of standing stones
which, in turn, circle a well so deep that the
bottom cannot be seen. This is a sacred site of
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Chapter 3 - Geography of Anauroch The Sword
The Lion's Eye The Oasis of Vipers
Located in the southwest, this oasis is the most Far in the north of the Sword is an oasis
fertile valley in the western Sword. presenting a false air of safety from a distance.
Unfortunately for those who would hope to Though its spring-fed pond is of pure, fresh
take advantage of this, it is also host to a water, it is home to hundreds of venomous
population of several hundred lamia led by a snakes. Bedine and other wildlife avoid this
lamia noble. Known as The Glaendra, she is oasis; an unprepared creature making a rush for
obsessed with capitalizing on the ruins of the the water will likely be dead before reaching it.
Netherese and possesses a massive collection of Even with mercy of the guardian spirit, which
recovered Netherese artifacts. However, few attempts to magically protect those in need of
adventurers have seen the Lion’s Eye and lived water from harm, it is difficult for a stranger to
to tell the tale; most who find it, deliberately or the snakes to navigate the oasis without
accidentally, end up either food or slaves to the prompting at least a single bite - and a single
lamia. Knowledge of the Lion’s Eye is further bite can be fatal. There are more snakes than
muddied by the lamias' penchant for casting the smaller creatures they normally prey on;
persistent illusion spells to alter the area's they are perpetually hungry, resorting
appearance. Some survivors recall a hidden cannibalism in times of extreme scarcity. Still,
valley miles on a side with a great freshwater there are guides who purport to know how to
lake at its center, while others recall a great safely take refuge here, and command high
grassy plain littered with acacia trees. prices for their ability to do so.
If the lamia have their way, however, they
will not stay at the Lion's Eye forever. When
leading her ancesters across the desert, The The Sister of Rains
Glaendra was not leading blindly. She had Deep within the Shoal of Thirst with its back to
heard enough about the Netherese culture to the Wall of Fallen Djinn is the ruin of an
realize that some of the mythallars from their ancient Bedine settlement. Its name comes
fallen cities must have survived. Using a from the dozen freshwater springs that spill
recovered quasimagical item (an item which down from the mountains, making gentle
only functions as intended within the influence waterfalls and a small pool below. Stone walls
of a mythallar) as a sort of dowsing rod, they still provide some protection from any potential
wandered the desert until they found one. invasion across the salt flats, and the foundation
Once they found it, they wasted no time in of a fallen tower provides shelter from the
attempting to channel its power. The oasis that wind. This oasis has become a sanctuary to
they now enjoy is not natural, but a creation of exiled Bedine, especially those who were exiled
the lamia nobles using the mythallar's magic; for showing an aptitude for or interest in magic.
underneath all of the illusion spells is genuinely This community has abandoned the standard
fertile grassland maintained by magically- structure of a Bedine tribe and is led by the
controlled weather. For a time, they had to rely Bedine witch Vayess. They are loathe to
on the fruits of their newfound pastures, but cooperate or share water with other Bedine,
natural wildlife eventually found its way there. and despise the Zhentarim on principal, but
Today, the lamia mostly feed on the wild gazelle welcome fellow exiles into their fold as long as
that live there, but prefer the flesh of intelligent they are willing to contribute to the community
creatures if an opportunity presents itself. The and respect the established order of things.
nobles continue to study the mythallar's magic Depending on how they present themselves,
in hopes that, some day, they might raise their adventurers may also be provided shelter for a
paradise into the sky and leave the Sword few days to rest, but will likely be asked for
behind for good. some sort of favor in return.
37
Chapter 3 - Geography of Anauroch The Sword
Ruins Cirrhunia, The Fallen Palace
About halfway between the Wall of Fallen
Buried in the sandy dunes of the Sword are Djinn and Evereska lie the ruins of a once-
rumored to be the remnants of forgotten magnificent cloud palace, the demesnes of the
kingdoms, ruins of ancient fortresses and keeps, cloud giants. To the people of Anauroch, it is
and magnificent treasures lost to history. Such unknown precisely who it belonged to or how
rumors are what draw nearly all outsiders to long ago it fell from the sky, but D’tarig
Anauroch who are not traders or caravanners. caravanners love to share rumors about what
D'tarig traders, outfitters, and innkeepers each riches it may hold with their foreign customers.
have a favorite story of an adventurer they've They tell tales of golden harps the size of
met who made their fortune setting out into the carriages, melons as large as casks of ale, and
Sword with little more than a camel and a helms large enough that one could make a
treasure map. Some of these stories are even comfortable apartment if furnished. Some even
true, though likely exaggerated to give the claim that giants still live there. Most such
storyteller a role of outsized importance. stories are purely conjecture, however; an
Regardless of precisely what rumors are spread adventurer returning from the palace with their
about, one thing is for certain: beneath the life is a rare sight indeed. Few Bedine tribes
sandy dunes of the Sword, thousands of years of have encountered it, but it is common wisdom
history lay buried, and for every ruin unearthed to fear the Kebir Abduzes, or “giant eagles”, of
by intrepid explorers, there are likely a dozen the west. The Zhentarim covet the treasure
more waiting to be discovered. they believe to be there, but their scouts have
In general, the ruins found in the Sword fall yet to return with as much as an Ostorian coin.
into two broad categories: those that existed
before the onset of the Lifedrain, and those that
came afterward. The ruins falling into the Oreme
former category are likely to be the most Once the pride of the sarrukh nation of
numerous; after all, Faerûn is at least 35,000 Isstosseffifil, little of this city is known by sages
years old. In that time, the land that is now of today. Most of it has been buried by massive
Anauroch has been governed by a number of dunes; those few adventurers who find it
different civilizations including, at a minimum, usually do so by finding its telltale white towers,
the sarrukh, the Netherese, and other smaller a fraction of which sometimes protrude from
kingdoms of humans and elves, and each of the sand. The sarrukh were one of the fabled
these civilizations has left something behind for creator races, responsible for most known
adventurers to find. The ruins of that latter reptilian humanoid species in Faerûn. When
category, those which postdate the onset of the their war with the phaerimm eventually led to
Lifedrain, are most likely of foreign origin, the downfall of their civilization, its most
things that are not necessarily ancient or old, advanced wizards resorted to lichdom to
but simply fell victim to some anomaly that preserve the final vestiges of their culture to be
landed them there. In these cases, it is entirely passed on to worthy successors. Arcane wards
possible that the original inhabitants of the were cast to keep the phaerimm out using
ruins, or their descendents, are still alive. similar techniques as the Sharn, though on a
While this poses a different set of problems to much smaller scale.
solve for adventurers, making contact with
powerful beings foreign to Anauroch - possibly
even to the Material Plane - is potentially even
more valuable than finding a hidden vault of
forgotten treasure.
38
Chapter 3 - Geography of Anauroch The Sword
In total, there are sixty liches, each of Orofin
which spends four years at a time scrying,
plotting, and otherwise gathering This was once the ancient city of Orolin in the
information while the rest exist in a state of lost kingdom of Asram. In the millennia since
suspended animation. Contingency spells are its fall, it has largely been consumed by the
in place to awaken them, however, if grave desert, but a mighty palace on an elevated plaza
harm should befall King Oreme, the title still stands above the dunes. For a time, its
bestowed upon the active lich at anytime. grand canals, fed by underground springs,
Furthermore, the sarrukh had the foresight provided fresh water to Bedine tribes, but no
not to connect their chamber of hibernation, Bedine visit this place anymore. While
the Cryptof Dreaming Lizards, to any other everyone has their own version of events, the
chamber by physical passages; only story goes that the Zhentarim attacked a
precisely-performed teleportation spells can Bedine tribe that was seeking shelter here
gain one entrance. Considering that, today, nearly a century ago. In the heat of the battle
only the liches know the exact location of when the Zhentarim were losing, their leader
the Crypt, unauthorized access to the poisoned the well, ruining it for Zhentarim and
chamber is nighimpossible. Bedine alike. To add to the rumors of the
poisoned well, others say that ghouls, ghosts,
Rasilith and other undead abominations roam the
canals at night, as if the ruin were possessed by
Rumored to predate the Netherese empire, a vengeful spirit.
Rasilith was once a grand, walled city of some
forgotten human realm. It is surrounded by a
great stretch of sand dunes utterly devoid of
water and life known as the Quarter of
Emptiness. It is perhaps for this reason that
tales of Rasilith seem so fantastic; D’tarig desert
walkers have relayed tales from Bedine nomads
that, in the heart of that wasteland, ruins of a
mighty city stand above vast, subterranean
caverns where water flows in steady streams.
This lost city would have been settled many
years ago were it not for whatever evil lurks
within this ancient metropolis. At least one
Bedine tribe is known to have attempted to
claim it which never returned. Some Bedine
say that asabi lair below Rasilith; others, that
some powerful sorcerer has riddled the ruins
with enchantments, intending to beguile and
enslave those who trespass. Whatever the truth
may be, the Bedine do not go there today, and
its location is too far from the Black Road for
the Zhentarim to have prioritized it as a target
for settlement.
39
Chapter 3 - Geography of Anauroch The Sword
The Plain of Standing Stones
Bordered on the east, south, and west by the fundamentals of martial weaponry, gradually
Sword's crescent-shaped boundary, and on the improving their skills as they participate in
north by the Ice Wall, the Plain of Standing hunting parties. As they mature, they study
Stones is a rocky, wind-swept region renowned more esoteric forms of combat and begin to
for its rocky outcroppings, roaring gales, and develop their own individual fighting styles.
the dread monsters that call it home. It is The most prodigious pupils are afforded the
largely unsuitable for civilization or any sort of highest honor their company can provide: the
travel; the closest thing to civilized society is the privelige of training to hunt from the back of
loose network of hobgoblin camps that dots the their dragon.
region. Though it is said that, concealed within
the endless sea of stone, unfathomable volumes Kongerike Vaprakun
of precious minerals and metals lie waiting for a
prospector brave and daring enough to claim
Concealed by steep ridges of jagged stone, this
them, the vast majority of those who have
valley is home to the largest tribe of ogres in the
sought their fortunes here found their doom
Plain of Standing Stones. Numbering about
instead. Occasional hidden valleys and tunnels
sixty, Kongerike Vaprakun ("Kingdom of
may be found that adequately support life, but
Vaprak") is led by a mighty ogre shaman named
the irregular terrain often obscures them to
Globnar. The spiritual leader of the tribe, she
travelers on foot. Travel by air is hardly more
preaches the superiority of the ogre race,
reliable, for flying mounts attract the attention
justifying her belief with the assertion that
of the wyverns, manticores, and other beasts of
Vaprak's affair with Othea, the offspring of
the skies that lair in the landscape's craggy
which were the first ogres, is proof enough that
mountain peaks. The treachery of the land
she preffered Vaprak's company to Annam's,
does, however, attract a certain clientele for its
and that Vaprak was the rightful head of the
own sake; to outlaws and others fleeing pursuit,
Ordning. In times of famine or poor hunting,
only someone extremely foolish would pursue
she summons powerful demons from Vaprak's
them into the Plain unless it was absolutely
realm in the Abyss to be defeated in combat by
necessary.
her mightiest warriors and consumed in a
ritualistic feast, typically followed by an
Kar'i'nus' Redoubt animalistic orgy. The mass consumption of the
foul substance of demons has caused many of
the tribe to become corrupted in the flesh,
Because time does not pass in the astral plane,
making them fierce to behold in battle.
the githyanki form secret communities in
isolated reaches of the Material Plane such that
their children can grow to adulthood. These
crèches are overseen by a rotating roster of
adult githyanki who endeavor to teach the
merits of hard work, overcoming adversity, and
the thrill of the hunt. It should be no surprise,
then, that the githyanki knight Kar'i'nus built
one such redoubt on a craggy mountain peak in
the Plain of Standing Stones. Attended by the
young red dragon Ferrithrixus, the young gith
grow to adolescence in the security of their
overlook at which point they begin combat
training. The children begin with the
40
Chapter 3 - Geography of Anauroch The Plain of Standing Stones
The River of Gems This river is perhaps the geological feature most
responsible for greedy or ambitious adventurers
to seek their fortunes in the Plain. It is also the
Perhaps the most famous feature of the Plain is
largest body of water in all of Anauroch; in
the fabled River of Gems. Supposedly due to an
addition to its impressive length above ground,
ancient quake, volcanic eruption, or other
the flow of the river has caused the formation
cataclysm capable of creating a fissure hundreds
of submerged caverns where its distributaries
of miles in length, this canyon is not merely a
flow all the way to the Buried Realms.
path carved out by a flowing river over time,
Consequently, it is here where an adventurer
but a gorge with walls of sheer rock that cuts its
will most consistently find life flourishing and
way through the mountains and hills all the way
predators preying. Wyverns, manticores, and
from the High Ice to the Sword, where it
other aerial ambushers lurk in rocky overlooks,
empties into a great basin called the Throat.
watching for creatures who drink at the river
Over time, erosion and collapse have caused
on its rocky shores; cave fishers ensnare
parts of the river to be accessible from the
creatures with their adhesive filaments, reeling
ground, typically in the form of rocky beaches,
them up only to drop them onto the jagged
but much of it remains bounded by the nearly
rocks below; in caves along the river, leucrotta,
vertical cliffs. For reasons unknown, the walls
death dogs, and basilisks lie in wait for their
of this fissure are encrusted with precious gems,
next meal to come floating along. The natural
and the riverbed is littered with all manner of
predators are perhaps not the worst the River
valuable stones and crystals which have
of Gems has to offer, however. The phaerimm
seemingly fallen out of the cliff faces over
have been known to station their thralls in
millennia.
caves that lead to the Buried Realms, and using
slaves as bait has led many adventurers to their
doom.
41
Chapter 3 - Geography of Anauroch The Plain of Standing Stones
Flaying Rapids The Hive
At a number of points along the river's course, Near the southern border of the Plain is a
the River of Gems has stretches of whitewater stretch of the River of Gems where erosion of
rapids that are nigh impassable to watercraft the cliffs has caused a great collapse, forming a
much larger than a canoe. Added to the normal barrier of massive boulders. The river now
hazards associated with rapids, however, is the flows through the many voids between the
fact that the boulders that protrude from the boulders, creating a labyrinth of submerged
turbulent waters are, like the walls of the gorge, chambers and tunnels within the collapsed rock.
studded with hard, sharp crystals. While a A tribe of hobgoblins living in the nearby bluffs
creature cast adrift in ordinary rapids risks has dubbed this dark, underwater network the
concussion and heavy impact on the rocks, one Hive, and it is within this network that a coven
carried away in the River of Gems risks being of sea hags has established their lair. Guarded
flayed alive, their body forced across the points by giant octopuses and river sharks, they spend
of hundreds of jagged gems. Watercraft are their days scrying on the surface world and
hardly out of danger; all but the sturdiest (or performing twisted experiments on creatures of
magically protected) boats are liable to have the river. When they spy a boat approaching
their hulls shredded against the unyielding, the rockfall through their scrying sensors, they
crystal-encrusted boulders. use their magic to cause great waves and
currents, hoping the craft will capsize or wreck
on the rocky barrier.
Heroes' Helm
Roughly halfway between the High Ice and the
Sword, a great stone spire rises out of the center Ryok Somlyser
of the riverbed, diverting the flow to either Near the river's headwaters in the High Ice is a
side. Over one-hundred feet across at its base waterfall nearly one-hundred-fifty feet high.
and two-hundred feet high, this pinnacle rises The water crashing down on the rocks below
high above the skyline in the area, making it throws up a mist that rises to nearly its entire
easily visible from quite far away. Two height, but the gems embedded in the rock
entrances to a cavern near its peak resemble a behind the falls shine through when the sun is
pair of eye holes, giving the spire the high, piercing the haze like one-thousand
appearance of an enormous helm jutting out of flickering stars. Called Ryok Somlyser, "The
the river. Like other high caverns on the Plain, Smoke That Glistens," by a nearby tribe of
this one is home to a fierce creature of the air: stone giants, it is held in their traditions that
an ancient blue dragon named Ghondalaath this is a sacred site of Iallanis; in their eyes, the
whose might as a wyrm of its age is light penetrating both the falls and the vapors
complemented by its skills in the arcane arts. twice over is symbolic of compassion and
Having been targeted by the Cult of the Dragon mercy's triumph over unfeeling, relentless
as a strong candidate for dracolichdom nearly a strength.
century ago, they sent a moon elf wizard named
Thamior Liadon to tutor the dragon in the
ways of necromancy. The dragon has proven to
be an excellent student; though it has yet to
commit to dracolichdom, it has developed a
talent for creating and commanding the undead,
guarding its lair with clever magical traps and
scores of undead servants.
42
Chapter 3 - Geography of Anauroch The Plain of Standing Stones
The Scattered Host In spite of the fact that it is one of the
smaller banners in the Plain, their tactical
prowess and mastery of aerial combat has
Scattered about the Plain of Standing Stones is a
earned them more respect than some banners
broad network of hobgoblin warcamps, the
that outnumber them tenfold.
only semblance of conventional civilization to
be found in the region. A martial people whose
lives are structured around discipline, training, Stonemaw
and survival in the face of adversity, the While there have been many small mines
hobgoblins thrive where others have failed. carved out of the Plain by the hobgoblins that
Their camps, called banners, are by no means live there, Stonemaw is among the deepest. So
united under a common order; each has a called because its entrance is flanked by two
unique set of alliances and feuds with other natural pointed spires, mimicking fangs, this
banners, often dating back generations, that mine winds deep into the heart of the land,
dictates with whom they trade and with whom exposing rich veins of copper, silver, and
they make war. The one thing they have in mithral. The largest hobgoblin tribe in the
common is a prophecy that, eventually, the Plain, the Gleaming Fangs, has centered their
hobgoblins of the Plain will be called upon by camp on this mine and defend it with their
Magubliyet to form a host and wage war. Their lives. Boasting a population of over five-
enemy-to-be is uncertain - while most believe hundred adults, most of whom have trained in
they are destined to invade the Silver Marches, the arts of war since childhood, capturing the
others suspect they may be destined to push mine would be difficult in neutral terrain.
either north to conquer the white dragons of Surrounded as they are by natural barriers,
the High Ice or south to conquer the Bedine. traps, palisades, and engineered defenses, and
All cases would test the hobgoblins' ruggedness, guarded by manticores who scout and provide
martial prowess, and tactical excellency, so none aerial support, most consider invasion
sees cause to question their interpretation. impossible.
Fortunately for the surrounding peoples,
neither sign nor omen has directed the Verdigris Gorge
hobgoblins to form the host so far; if the
Over centuries, a distributary of the River of
hobgoblins were ever called upon to do so, the
Gems has carved out a gorge through a massive
slaughter wrought would be great indeed.
vein of copper and pot metal ores. With
erosion and exposure, the walls have taken the
The Nest of the Iron Wings patina of aged copper, colored a subdued, earthy
green. Calling themselves the Cloud of Blades, a
Atop a craggy peak high in the mountains is the banner of hobgoblins has made their camp here
camp of a hobgoblin banner that calls itself the and made good use of the abundant ores;
Iron Wings. Their name comes from the leveraging bronze's superior malleability to
wyverns their warriors ride into battle. They create lightweight weapons and armor, these
were nomadic for a time, moving across the fighters focus on honing their agility, speed, and
mountains to follow the wild game. After the reflexes to surprise, dodge, and outmaneuver
discovery of an elemental air node high in the their opponents. Ziplines of hempen rope
course of their travels, however, they chose to connect either side of the gorge, allowing travel
make camp permanently and to learn to channel across the canyon without going all the way to
power from the Elemental Plane of Air. Their the river below. In addition to expediting
best wyvern riders have learned to channel this transport, they are also placed near the only
power to perform deft aerial maneuvers and entrances to the gorge, allowing soldiers to
deflect arrows and missiles with gusts of wind. move behind invaders and attack from the rear.
43
Chapter 3 - Geography of Anauroch The Plain of Standing Stones
The High Ice
This arctic waste is the least documented region Blastig Ild
in all of Anauroch. In the days before the
Lifedrain, Anauroch was the title given to this Flanked by two braziers which perpetually
region alone, and it was hardly understood produce azure flames and smoke of deep violet
better at the time than it is now. With the is the entrance to an ancient grotto where a
exception of caravans to and from a few tribe of stone giants has thrived since the reign
locations popular with prospectors and of Ostoria. In those days, the surrounding
adventurers alike, expeditions to the High Ice terrain was temperate and rocky; in the wake of
are few and far between, and those that return the Lifedrain, however, all but the stone has
to share their discoveries are even fewer. As been consumed by the sand. Numbering sixty
such, the findings of adventurers who have adults and nearly as many children, the stone
survived a trek to and from the High Ice are in giants who live here dedicate their lives to
high demand among scholars. Some theorize studying and practicing the arts, especially that
that the fabled ruins of Ostoria, the fallen of carving stone. One's position in the tribe's
kingdom of the giants, lay buried deep beneath ordning is determined by their proficiency with
the High Ice. Others tell stories of laborynthine their chosen skill. As such, the leaders of the
tunnel networks formed by clutches of tribe are those whose artistic talents are
remorhazes and elementals that lead to massive, unparalleled, earning them the title of Master.
icy caverns, possibly even into the Underdark. All giants of Blastig Ild are dedicated to
These tales, however, are few, and fall far short honing their crafts; from childhood until death,
of a comprehensive map or census. Nobody they spend their days practicing, learning, and
known to the sages of Faerûn, except perhaps teaching their chosen media. Annam Allfather,
the white dragon that reigns supreme over the absent head of the giant pantheon who
these icy wastes, truly knows what lies turned his back on his children during his
forgotten in this frigid, glacial desert. fallout with their mother, Othea, is venerable to
the stone giants chiefly because he created all of
the true giants; as such, the stone giants view
The Frozen Sea the endless pursuit of perfecting the creative
arts as the path worthy of the greatest respect.
Where the Sword wraps northwest around the Most stone giants of Blasting Ild, however - all
Plain of Standing Stones, the sands are chilled except those who have become known as
by the icy climes of the glacier. In these lands, Master - are ignorant of the tribe's greatest
dubbed the Frozen Sea by explorers and achievement; deep underground, accessible only
prospectors, the dunes are every bit as volatile by a narrow passage whose entrance is
as those in the Sword, but the winds here can concealed by a great boulder miles from the
sap the heat from a man's body with ease. The grotto, exists a network of tunnels known as
Bedine do not wander this region, preferring the Living Cave where the Masters collect the
the warmer sands to the south; explorers, best work of the tribe and carve great friezes in
prospectors and raiders from the Silver preparation for the fulfillment of an ancient
Marches are the most commonly enountered prophecy.
intelligent life, but even they are scarce. Most
creatures capable of surviving the climate prefer
living on the glacier to the northeast; to
creatures without the natural fortitude to thrive
in frigid temperatures, there is little the Frozen
Sea has to offer.
44
Chapter 3 - Geography of Anauroch The High Ice
Hlaungadath The Living Cave
Among the surviving ruins of Netherese cities Unknown to most inhabitants of Blastig Ild,
in Anauroch, Hlaungadath is one of the most their most skilled craftsmen and artists have
intact. Unfortunately for those who find spent thousands of years hewing out tunnels
themselves there, it is no beacon of hope or beneath what is now the Frozen Sea.
place to take respite from the frigid winds, as a According to an ancient prophecy dating back
band of lamia claimed the ruins for themselves to the time of the Hartkiller, the youngest son
centuries ago. Today, they number about of Annam Allfather who was rejected by his
ninety, ruled by a lamia noble named Kummite. brethren for his short stature, there will come a
Living a life of cruel luxury, they maintain a day when another giant of Annam and Othea's
breeding colony of humans to be cooked and divine bloodline will rise and restore Ostoria to
eaten in the network of cellars, basements, and its former glory. In preparation for this, the
sewers that sprawls beneath the city. They are stone giant Masters of Blastig Ild have dedicated
careful not to overfeed on their stock, however, their lives to amassing the most complete body
and routinely send hunting parties west to the of giantkind's knowledge; when the child of
borders of the Silver Marches to find fresh prophecy is born, it is their hope that the child
slaves and supplies. may lead with the wisdom of the millennia.
The tunnels wind in angular patterns whose
Kummite herself spends little time hunting, significance is only known to the giants who
however; her primary interest is the crashed carved them. Today, every surface of the nearly
spelljamming galleon that was unearthed by the two-hundred miles of tunnels bears magnificent
wind in a nearby dune only a year ago. The friezes depicting important moments in giant
ship is heavily damaged, but Kummite believes history, cryptic explanations of the foundations
it could fly again someday if she could figure out of rune magic, and prophecies foreseen by giant
how to operate it. She dreams of a future chieftains and shamans past. Due to its state of
where she leads raids along the Sword Coast, constant expansion, it has been dubbed the
spiriting slaves and supplies back to frigid "Living Cave" by those aware of its existence.
Hlaungadath to be added to her stock. It is
fortunate for many that she does not know how
to use the spelljamming helm - the magical
device that allows powerful mages to propel the
ship through the skies - for the helm of the
crashed ship is still operational; in its current
state, the galleon could safely fly at a reduced
speed within this crystal sphere. In the hands of
an experienced pilot and crew capable of
repairing it, the value of such a vessel would
exceed its weight in platinum.
45
Chapter 3 - Geography of Anauroch The High Ice
Llashloch, The Lake of Ice which cannot be sated. An enormous labyrinth
of winding tunnels has been hewn out over
time as the elementals spawned nearby have
One of the few places in the High Ice hospitable
attempted to reach the magma chamber deep
to life from the more temperate regions of
underground. Some of these tunnels have
Faerûn is Llashloch: the Lake of Ice. The
become flooded after breaking through the
largest lake in this region of Anauroch,
glacial walls of the lake; others have collapses or
Llashloch is situated at the intersection of two
blockages triggered by intersecting with other
glacial fissures in the approximate shape of a
tunnels. Since they never use the same tunnel
flexed forearm. Subterranean volcanic activity
twice, however, these areas are popular
heats the water in this ancient crevasse; its tepid
locations for wildlife to lair. In addition to
waters carry amorphous ice floes in a slow
mundane arctic creatures, ice toads commonly
dance across the lakes surface. Propelled by the
make nests in the submerged tunnels and caves
wind above and convective currents below, the
left behind by the frost salamanders while snow
shapes of these floating hunks of ice are in
cloakers lurk in the passages most traveled by
constant flux as their bottoms melt and water
other creatures. These arctic cousins of the
washed atop them freezes. As may be expected,
Underdark ambusher have inspired speculation
this location is home to more wildlife than
that some of these tunnels lead all the way to
much of the rest of the glacier. In addition to
the Buried Realms. When not clinging to icy
mundane fish and aquatic life, arctic hot springs
ceilings awaiting an easy meal, they can be seen
such as Llashloch are known for attracting frost
gliding over the lake with surprising grace,
salamanders from the Frostfell; these massive
scanning the water below for easy prey to
elemental creatures have a hunger for heat
snatch up mid-flight.
46
Chapter 3 - Geography of Anauroch The High Ice
The Maelstrom The Rift of Stars
Just north of the Ice Wall, the glacial wall that The windswept surface of the High Ice is filled
separates the High Ice from the Plain of with crevasses, rifts and valleys where the
Standing Stones, there is a natural formation of glacier has sheared. Unlike the hidden valleys in
mountains that forms a crescent miles across the Plain of Standing Stones, where such places
where the prevailing winds catch and form a can harbor life and provide food and shelter,
natural, unending cyclone. In the center of this those north of the Ice Wall are generally as
vortex, carved out of the glacier itself, is the lair barren and inhospitable as the rest of the
of an ancient white dragon who has lorded over glacier. While the Rift of Stars is no exception
the mountains for centuries. The presence of in that regard, it draws more attention than any
younger white dragons in the High Ice that fly place in the High Ice by providing a different
unmolested has fueled speculation that they are motivation: wealth. Believed by some sages to
this dragon's progeny, and therefore that the have at some point been the source of the River
dragon is female, but its name is unknown; the of Gems, the icy walls of this crevasse are lined
hobgoblins of the northern Plain know it only with valuable gems and minerals. A merchant
as the Bane of the Northwind. The only small who survives a trip here and returns home
comfort to lesser creatures inhabiting the safely will have enough wealth to last them a
nearby mountains is the relative scarcity with lifetime. Unfortunately for prospectors, the
which it hunts; years have passed between its relative regularity with which caravans attempt
flights. When it does take to the air, however, the trek to this rift has not gone unnoticed by
it is unmistakable; with beats of its enormous the native denizens of the High Ice. Winter
mighty wings, it weaves southward through the wolves, yetis, and other arctic predators keep
mountains with terrifying speed in search of their eyes on the Rift of Stars whenever a
potential prey. If it fails to find enough game to mining team shows up, biding their time until
satiate its appetite before reaching the Ice Wall, they can strike with the greatest advantage.
it continues its furious hunt southward to the Many miners whose eyes were affixed to the
Plain of Standing Stones. Stories passed down gems before them did not notice their attacker
among the hobgoblins there say that the ancient sneaking up from behind until it was too late.
wyrm has defeated and consumed entire
banners in its ravenous frenzies. Some
hobgoblins in the northern Plain believe that,
when Maglubiyet calls for them to form a host,
they will march northward to capture the
Maelstrom, ending the reign of the dragon once
and for all.
47
Chapter 3 - Geography of Anauroch The High Ice
The Smokeholes In spite of the danger, a number of
adventuring expeditions have attempted to map
and explore the Caverns of Burning Ice; in these
In a remote reach of the northern wastelands,
caverns, or perhaps in caverns deep below the
there are a number of great holes that penetrate
surface to which they may connect, there is
deep into the earth, constantly spewing an acrid
believed to be wealth of incalculable value
mixture of water vapor, smoke, and sulfurous
waiting for those brave and hardy enough to
gases into the frigid skies above the High Ice.
find it. While many rumors have been spread
Fueled by subterranean volcanic activity, these
and theories devised regarding the true
shafts, known as the Smokeholes, are believed
contents of the Caverns, the one that has drawn
to penetrate all the way to the bottom of the
the majority of adventurers to the Smokeholes
great glacier, but few living creatures can attest
is that the ruins of an ancient Ostorian city that
to such claims; the Smokeholes are fraught with
fell in the Thousand Year War eons ago lie
peril. In addition to the toxic gases and extreme
buried deep within the ice, and that the volcanic
heat that characterize the environs of the
activity responsible for the Smokeholes is
Smokeholes, elemental creatures of fire and ice
connected to a fire giant forge built in the heart
clash here in perpetuity. Salamanders from the
of an active volcano.
Plane of Fire and the Frostfell want nothing
more than to consume each other, creating
networks of tunnels that spiral toward each
other as they hunt until they finally meet and
engage in combat to the death, and the jets of
volcanic gases that spew upward in foul
eruptions can carry scores of smoke mephits
with them. The tunnels carved out by the
salamanders, which circle and intersect with the
Smokeholes in their spirographic paths, have
been dubbed by explorers the Caverns of
Burning Ice for the elementals who made them.
Fortunately for those brave or foolish to seek
out the Smokeholes, finding them is not hard
for those who can survive in the High Ice to
begin with. The frequent plumes of smoke and
water vapor freeze into icy clouds almost
immediately upon leaving the ground, causing
wispy trails to appear in the otherwise clear
skies. Once one finds these cloudy trails,
reaching the Smokeholes is purely a matter of
surviving the trek through the arctic waste for
long enough to reach the trails' source.
48
Chapter 3 - Geography of Anauroch The High Ice
The Buried Realms: The Underdark of Anauroch
Unlike many regions of Faerûn, where the Araumycos
Underdark and surface civilizations have
developed independently, the histories of the of Araumycos is the name given to a massive,
the surface world of Anauroch and of the kingdom-sized fungal growth in the Underdark.
Buried Realms have been inexorably linked One-hundred years ago, it was mostly confined
since ancient times when the war between the to the caverns deep below the High Forest;
phaerimm and the sarrukh lead to the latter's since then, it has expanded to the point where
downfall. Since then, the phaerimm have also its northeastern reaches stretch into the
enslaved most of the civilizations of the Buried western Buried Realms. Its origins are
Realms and precipitated the collapse of the unknown; some point to an illithid experiment
Netherese empire with their Lifedrain ritual. In gone wrong, while others point to some
the Upperdark, they conquered the mighty otherworldly evil made manifest by a powerful
beholder nation of Xun'Qoroth by enthralling ritual or a monstrosity gated in from the Far
key leaders, leaving most of the inhabitants Realm. Whatever the case, it is colossal in size
none the wiser. Not all of the history of the and wields powerful psionic abilities. It
Buried Realms is tied to the phaerimm, apparently lacks the intelligence or ambition for
however; the dwarven kingdom of Tethyamar aggressive expansion, as it only seems to
was once a prosperous, sprawling system of exercise its psionic powers as a reaction to
tunnels home to clans spanning many being attacked or crushed by a collapsing
generations until orc, goblin, and demon hordes cavern. Its size and power wax and wane with
conquered it in 1104 DR. The asabi, a reptilian time; in times of expansion, it assimilates any
race created by the sarrukh, still live throughout dens, towns, or even entire cities unfortunate
the Buried Realms either in service to the lich enough to be in Araumycos' path, the ruins of
kings of Oreme, in the thrall of the phaerimm, which are revealed when the massive fungus
or as independent companies. Finally, a recedes. Such sites are promptly raided by any
mysterious, ancient race known to most as city or kingdom near enough to send an
Tomb Tappers occasionally emerges from the expedition. As it stands, it is the largest it has
Lowerdark in search of magical items, though ever been in recorded history; its northeastward
they are never seen using such items expansion has consumed the ruins of Ched
themselves. Some sages suspect that they are Nassad, a drow city that fell to a duergar
hoarding these items in a great subterranean invasion, and Ammarindar, an ancient shield
vault, but all who have set out to find it have dwarf settlement that fell to a demon incursion
failed. centuries ago. After every apex comes
withdrawal, however, and it is only a matter of
time before Araumycos goes into recession.
Sages everywhere await with eager anticipation
what the great fungus will leave in its wake.
49
Chapter 3 - Geography of Anauroch The Underdark of Anauroch
Ooltul Recently, however, they have found that
they could increase their influence and power
Ooltul is based in an enormous, bell-shaped by broadening their clientele. Their chief trade
cavern with a great pillar of stone in the very good, as before, is information, but they have
center. This pillar extends all the way from the opened their borders to any and all buyers
floor to the ceiling, acting as the cavern's hardy enough to make the journey there. After
primary structural support. A freshwater lake being assigned a value by a beholder known as
surrounds an island at the base of the pillar Irixis the Scorcher Orb, the Triumvirate's
called Zorx, where most business is conducted. master of secrets, information of all sorts can be
Bazaars, shops, and slave traders all have sturdy bought and sold in the markets of Ooltul. Irixis,
structures here for engaging in regular like many beholders of the city, is sick of
commerce. Outsiders of all kinds are welcome dealing with the phaerimm and plots against
to visit Ooltul - at least, as welcome a creature them in its old age, hoping to come across some
can be in a city of beholders. All guests bearing secret piece of lore or obscure magic which
a proper visiting badge - a large, engraved block could lead to the Triumvirate's ouster. The
of bronze which can be obtained on the phaerimm are loosely aware of this treachery,
outskirts of the settlement - can safely travel but Irixis’ value to them as the broker of secrets
within Zorx. However, those who sneak in or has so far prevented them from taking action.
lose their badges are allowed by law to be In addition to its reputation as a marketplace of
claimed as slaves. Few residences can be found informaton, Ooltul is well-known in the Buried
on Zorx; the beholders live in lairs carved out of Realms for having death tyrants for sale.
great stalactites suspended from the cavern Though the cost in gold can rival a king’s
ceiling. Zorx-ka, the name of the great pillar ransom, the phaerimm have reportedly traded
supporting the cavern, is off-limits to guests them for information of exceptional interest to
altogether. Some nine-hundred feet in the Triumvirate.
diameter, it is here, somewhere within the
serpentine tunnels and shafts carved out of the
stone, where the Triumvirate - the trio of Tethyamar
ancient phaerimm who lord over Ooltul - lives
and plots the future of the city. It is also where Founded in -149 DR, the ancient dwarven city
they keep their reserve army of death tyrants in of Tethyamar was once the center of a
case of a full-scale invasion or rebellion. prosperous kingdom. The primary wealth of
the settlement was in its great mines where the
This city was conquered centuries ago by the dwarves discovered rich veins of adamantine
Triumvirate: Phindounma the Abominable, and iron ores. However, its success made it an
Scalmarel the Sage, and Ygnaroth the attractive target for invaders; orcs, hobgoblins,
Necroseer. They did not rule openly at first; for and other raiders were constant thorns in the
a long time, they ruled through intermediaries. dwarves’ sides. Even so, the dwarves toughed it
Today, it is no secret that the phaerimm rule out; at its peak, Tethyamar was trading
Ooltul; though the beholders despise them, they regularly with merchants from Cormyr, Myth
cannot resist the enchantments of the Drannor, and other prominent nations of the
phaerimm well enough to challenge their time. Much of its mineral wealth flowed east to
authority. The only major phaerimm- the Moonsea along the river Tesh where
controlled settlement outside the Sharnwall, its Zhentil Keep would be founded - and with it,
primary purpose to the phaerimm is routing the Zhentarim. It remained an influential
information and goods into and out of the power in the region for more than a
Buried Realms. For most of their rule, the millennium.
Trimuvirate exclusively acted on behalf of their
kin trapped within the Sharnwall.
50
Chapter 3 - Geography of Anauroch The Underdark of Anauroch
Jealous of the wealth of Tethyamar’s mines, the Thaalud can instinctively locate the
Zhentarim unsuccessfully tried to pressure the entrance, but other creatures must use magic
dwarven kingdom into favorable trade capable of detecting planar portals to locate it.
arrangements by orchestrating attacks on their The interior of this demiplane resembles a
trade caravans. In what would become a chain of floating islands and fortresses in an
characteristic tactic for them in the following endless abyss, though it is finite in size in spite
centuries, the Zhentarim finally managed to of appearances. It is ruled over by an ancient
topple Tethyamar by leveraging the desperation demilich, formerly a powerful Netherese
of others. After scarcity of resources forced a arcanist, who is the undisputed ruler of the
band of goblins, orcs, ogres, and giants out of thaalud.
the Goblin Marches, the Zhentarim negotiated
with them in secret, promising to aid them if
they sacked Tethyamar instead of the Moonsea. The Vats
This force laid siege to the dwarven kingdom In the restored lair of an illithid colony that was
for more than decade before a separate force, a overrun by the phaerimm, the enthralled mind
band of orcs and demons led by a powerful orc flayers operate as if little has changed. To an
shaman, made the final push to breach the outsider, there would be few indications that
kingdom’s defenses. In the year 1104 DR, more anything was amiss; the lair still has chambers
than a millennium after its founding, it finally for dissecting and studying captured creatures,
fell. Today, it remains under the rule of the orcs slave pens, illithid quarters, and other facilities
who overran it and the Zhentarim who aided common to their colonies. The primary
them. Though all attempts to date to reclaim difference in how the colony is run its purpose;
Tethyamar have failed, the dwarves of the rather than attempting to be self-sufficient or
Moonsea still look forward to a future when independent (both features in opposition to the
they will take back their kingdom. phaerimm's goals), the main objective is to
produce more illithids for the phaerimm to
enslave. Many of the caverns that make up the
The Tomb Tapper Tomb colony have been converted to tadpole
There is believed to be a great vault in the chambers. The elder brain, which once shaped
northern Lowerdark of Anauroch known only the will of the colony, has been permanently
as the Tomb Tapper Tomb; though the thaalud, assimilated into the body of a phaerimm
known colloquially as tomb tappers, clearly do patriarch. The union of the two, now resting in
not call it that, they are said to deposit all of the the pool that once housed the elder brain alone,
magic items they find there. Nobody but the is a hulking mass defying description; slaves
thaalud know how to find this place; contrary who inadvertantly cast gazes on the creature are
to the popular conception that this is a hidden said to have been driven mad. Appearances
cavern or vault in the Underdark, the Tomb is aside, however, the creature possesses
actually a demiplane, created by Netherese intelligence and psionic powers that rival some
arcanists in the height of their conflict with the demigods and lesser powers. Under the
Phaerimm, whose entrance migrates across the direction of this creature, known only as the
Lowerdark of the Buried Realms. Transcendence, the tadpole chambers churn out
illithids to serve in the legions of the phaerimm.
The Transcendence cannot survive on the
brains of its victims alone as an elder brain can,
however, so sacrifices must be made daily,
dying its briny pool a deep crimson with the
blood of the devoured.
51
Chapter 3 - Geography of Anauroch The Underdark of Anauroch
Chapter 4 - Equipment in the Sword
52
Chapter 4 - Equipment in the Sword
Life in the sandy desert of the Sword presents a For instance, if a new customer approached
traveler with a unique set of challenges, so the and presented a gold coin as payment, it would
gear and equipment they craft and carry may be difficult for the merchant to tell if that coin
differ from that available in other regions. had been alloyed with a small percentage of
Wearing heavy armor is almost unheard of in silver, significantly undercutting its apparent
the desert, for instance, while the traditional value. Rather than measuring each coin’s
headwraps and cloaks of the desert are unlikely weight and volume, and thus being able to
to be practical elsewhere. In this chapter, the calculate the relative proportions of gold and
reader will find detailed knowledge of the silver, it is more expedient simply to apply a
mundane, albeit necessary, equipment one premium when dealing with outsiders. While
might expect to find in the Sword. such premiums are ultimately at the discretion
of the GM, suggested premiums are 50% the
nominal value for new foreign customers
Coinage without a qualifying letter of recommendation
Among the races of the Sword, the D’tarig are (typically by a familiar merchant or customer),
the only ones that place real value in currency. 25% for foreign, regular customers of less than
When the Bedine find coins, they trade them to one year but more than six months, and 10% for
a D’tarig desert walker at the earliest regular customers with more than six months
opportunity in exchange for some object of of business history. The D'tarig are transparent
utility unless they know of an oasis that will about the nature of such premiums and are
accept them as an offering. The asabi have a often willing to haggle on the terms of any
similar disposition; to them, coinage is only particular transaction, but they only discuss
worth what can be readily acquired with it, so such details if asked about a perceived
they have no motivation to hoard or save discrepancy in price. In large settlements, there
money. As a result, a random encounter with is typically a moneychanger who melts down
either Bedine or asabi is unlikely to be foreign coinage to separate it into its
financially rewarding. The D’tarig, on the other constituent metals and remint them into D’tarig
hand, are more than happy to accumulate currency. The expenses associated with this
monetary wealth. Considering the many process account for a part of all applied
different peoples they do business with from premiums. Such moneychangers can often be
either side of the Sword, they cannot afford to contracted by adventurers to convert currency
exclusively accept any particular currency. in anticipation of needing it, typically taking 5%
Rather, they traditionally default to a qualified of the sum as payment. When dealing with
weight conversion system. They assign each other, or anyone else using their native
nominal values to their wares in weights of coinage, the D'tarig do not apply such
gold, silver, copper, platinum, and electrum, premiums unless they have some other
and charge premiums based on factors such as motivation. They frequently upcharge when
the trustworthiness of the customer, prior dealing with the Zhentarim, other perceived
business history, and allowance for coin enemies, and outsiders who appear to
qualification. condescend to them.
53
Chapter 4 - Equipment in the Sword Coinage
Armor D’tarig Equipment. The D’tarig are stout folk
of diminutive stature; as such, they are rarely
Armor in the Sword is almost exclusively seen sporting a blade any longer than a
classified as light due to the intense physical shortsword, and they prefer short javelins and
exertion required of any physical activity in the crossbows for ranged combat and hunting.
desert. When even caravanners riding on When they do wield swords, they are typically
camels must worry about heat exhaustion, the the same scimitars that are characteristic of the
notion of wearing medium or heavy armor is Bedine. They are known to apply poisons to
laughable to the natives. The Bedine the tips of their crossbow bolts and javelins
traditionally fashion armor from the tanned when they hunt, though they are unlikely to
hides of their fallen camels, though the sheikh reapply a poison in the heat of battle.
of any particular tribe is likely to be wearing
armor crafted from the hide of something Asabi Equipment. The asabi almost
tougher. The armor of a sheikh is often seen as exclusively scavenge; the primary exception is
a symbol of their tribe’s might; were two tribes that, when hired as mercenaries, they
to come into conflict, the one whose sheikh frequently demand that their employer to
sports armor crafted from the skin of a basilisk provide them with a cache of weapons, armor,
or dragonne will command more respect than or other supplies as an advance payment.
one sporting camel leather. The asabi have the While they do have the ability to form crude
ability to form basic metal goods in their more metal weapons, the craftsmanship of asabi
permanent underground desmenses and are metalwork is generally inferior to that of the
skilled at crafting small items from bone, so D’tarig and other Underdark races, and most
they may be found wearing studded leather or tribes have killed enough other creatures that
splint mail, but most prefer to rely on their they can forego crafting their own. They are
natural scaly hides than wear any armor at all. skilled at crafting items from bone, however,
The D’tarig, who migrate much less frequently and frequently craft arrowheads, daggers, and
than the Bedine, usually have semi-permanent hooks for fishing in underground rivers from
tanneries for refining camel hide, so their the bones of their fallen enemies. For ranged
armor more closely resembles the leather armor combat, they usually use crude shortbows, but
encountered in the rest of Faerûn. they observe the same preference for melee
combat as the Bedine when above ground.
54
Chapter 4 - Equipment in the Sword Armor
Weapons Apparel
Most cultures in the Sword have distinct Similar to the armor worn by the folk residing
weapons of choice, but there is variation in all in and around the Sword, light is right when it
things. The Bedine traditionally wield scimitars comes to clothing. Almost all Bedine wear
and short, curved daggers for parrying. They cloaks of some kind to cover their bodies, and
lack the metalworking prowess to manufacture though burnooses (traditional hooded cloaks)
their own blades, so they mostly rely on using and turbans are worn by some Bedine, keffiyehs
those claimed from fallen enemies and bartering (headscarves held on by a cloth band) with
with the D’tarig, exchanging coffee beans and hoodless cloaks are the chosen outfits of most
exotic resins harvested from desert palms and Bedine tribesmen. Most tribes have a distinct
bushes near oases for new swords. In terms of symbol or pattern which they stain into their
fighting style, they prefer to swarm their enemy keffiyehs using a process in which a negative
as quickly as possible, often doing so on image is masked using wax before soaking the
camelback. Though they do frequently have cloth in dye.
bows crafted from the wood of trees found at
oases, they are loathe to rely on them in battle. Most D’tarig wear white burnooses and
To reduce physical exhaustion, they usually do turbans and feel less inclined to adorn their
battle at night, so visibility during battle is clothing with tribal patterns. While those
usually poor. That, in combination with the prejudiced towards the D’tarig cast this as a sign
strong winds that are so prevalent in the Sword, of greed, as dyes of good quality can be
makes ranged combat unreliable in war. More expensive, it really comes down to the fact that
often, bows are used for hunting flying D’tarig's and the Bedine's cultural needs are
creatures that cannot be fought on the ground. quite different; the relatively peaceful and
Spears are the other common melee weapon of conflict-averse D’tarig rarely need to be able to
the Bedine, as they are frequently the best tell friend from foe by the sheer glance of a
option for bringing down a mounted foe from headwrap while the Bedine rely heavily on such
the ground. identifiers in the heat of battle. Asabi generally
do not wear clothing unless it is a component of
armor (e.g. cloth padding on ring mail) or some
mystical ornament worn by a seer.
55
Chapter 4 - Equipment in the Sword Weapons & Apparel
Travel Traveling light means forgoing some of the
luxuries that adventurers take for granted in
The D'tarig adhere to three axioms of good more temperate climes. In general, D'tarig
practice when planning an expedition into the caravanners carry little more than a single spare
Sword: travel mounted, travel healthy, and change of clothing, a waterskin, rations, a thin
travel light. Traveling in the desert is bedroll, and a few personal effects. Having
intrinsically hazardous and taxing on the body, access to small farms and agriculture, the
so experienced travelers of the Sword rarely set D'tarig typically pack rations consisting of
out into the desert unmounted. Camels are the salted meats, hard cheeses, and salty, tacky
ride of choice across the board; when it comes breads. At oases, members of a caravan refill
to price, hardiness, resource consumption, and their waterskins and harvest whatever food is
friendliness - as long as they are well-trained, of available; common foodstuffs taken from oases
course - they are the best choice for nearly all include nuts, berries, and fruit chips: thin slices
who travel the desert. Most caravans consist of fresh fruit dried in the hot sun for
entirely of people mounted on camels and preservation. If an oasis has native wildlife,
people on foot leading pack camels. As a travelers sometimes make jerky from hunted
caravan grows in size, it is likely to upgrade game by drying thin strips of fresh meat in the
from lone camels to camel-drawn skiffs and sun with a pinch of salt. A designated pack
sleds. These vehicles significantly sacrifice camel or two typically carries enough mundane
maneuverability to increase carrying capacity, gear such as rope, tools, and light cookware to
so they are not taken along routes where large supply the entire caravan, so travelers rarely
slopes cannot be avoided, but they have proven pack their own. Caravanners who are trained
highly effective when crossing flats. In caravans in the arts of war typically carry their weapon of
where there are more people than available choice and a light backup weapon such as a
seats, the people who walk are frequently dagger, club, or sickle, but no more; those who
rotated to keep everybody in good health. are not trained to fight typically carry a dagger
While sick or injured travelers can be a liability as a precaution, but nothing else. If a
in any ordinary expedition, those ailments can caravanner fights with a shield, they rarely carry
easily turn fatal in the unrelenting heat of the anything larger than a buckler while in the
desert. Unless at an oasis, fresh water often desert, both due to the lighter nature of the
cannot be spared to thoroughly clean wounds, shield and because most desert combatants
and the fatigue borne of illness is utterly prefer melee combat to ranged combat.
crippling. Essentially, every item carried needs to be
justified; wasting precious carrying capacity
with unnecessary gear is a mark of
inexperience, and nothing labels a desert
traveler as a newcomer quite like loading a
camel with one-hundred pounds of extra
weapons "just in case." D'tarig merchants who
observe such behavior usually assume that the
offender is either stupid or exorbitantly
wealthy, and therefore have few qualms with
charging a premium for any goods or services
requested.
56
Chapter 4 - Equipment in the Sword Travel
The Bedine, while they have no such Caravans featuring wizards and other
formalism as the D'tarig's three axioms, spellcasters sometimes employ arcane tactics to
essentially observe the same habits as D'tarig ease the journey across the desert. Tenser’s
caravanners. They place the same emphasis on floating disc spells are often used to lighten the
avoiding overexertion, almost exclusively camels’ loads when crossing treacherous terrain;
traveling and fighting on the backs of camels, illusionists utilize major image spells that cast
and they discard or leave behind items from shadows from the desert sun that follow the
fallen foes which they cannot justify taking with caravan; and Leomund’s tiny hut spells provide
them. One notable difference, however, is that respite from harsh sandstorms. An experienced
the Bedine do not have the luxury of choosing wizard can ease many of the pains that make
to delay or cancel an expedition due to injury or journeying through the desert so fraught with
illness; while the D'tarig are generally able to peril. Unfortunately for the good folk of the
ensure that, at least as the caravan leaves, Sword, however, nearly every wizard offering
everyone is in good health, the Bedine must their services to caravans belongs to the
press on in sickness as well as in health. While Zhentarim. They may be willing to hire
Bedine mates have been trained by their themselves out to non-Zhentarim, but they are
ancestors which herbs can be harvested from known for shifting their loyalties when it
oases to help wounds heal and how to prepare benefits them. Most D’tarig caravanners are
poultices and other simple remedies, the only experienced enough on their own that they will
hope for healing grievous injuries is often the forego arcane assistance altogether in exchange
blessing of an oasis' guardian spirit. After major for peace of mind.
battles, a tribe may need to rest at an oasis for a
week or more to fully recover.
57
Chapter 4 - Equipment in the Sword
Chapter 5 - Making Anauroch your Own
58
Chapter 5 - Making Anauroch your Own
The great sand sea is vast indeed, and no book Where Are They Found?
could possibly catalogue all of its wonders. This
chapter contains guidelines and Though natural springs can be found anywhere
recommendations for creating locations, non- in Anauroch, oases as described here only exist
player characters and adventures for use in in the Sword. That said, within the bounds of
Faerûn's largest desert. the Sword, there are few limitations on where
they can be found. There are certain areas, such
as At'ar's Looking Glass, where finding one
Custom Locations would be exceptionally unlikely, and they
should not be so common that a party of
The prior chapters describe a wide variety of adventurers can wander into the Sword and
locations, but what if none of them perfectly fit reliably find one without a guide. Beyond those
your needs as a dungeon master? What if your limitations, however, an oasis can be found just
adventure requires them to pass through a about anywhere in the Sword.
region where the map shows nothing? In some
cases, simply altering a location could be
enough - how do your players know that Who Lives There?
Elah'zad is not in the Quarter of Emptiness? -
but just as likely, you will want to create a new This question can largely be divided into two
location altogether. The guidelines below parts: what beasts, humanoids, and other mortal
provide insight into how to create unique creatures live there, and what is the nature of
locations consistent with the cultures and the oasis' guardian spirit. Answering the latter
creatures described in previous chapters. question first will make it easier to answer the
former.
The power of an oasis' guardian spirit is
Oases directly correlated with the amount of traffic
Oases, as previously discussed, are the backbone and praise it gets from the Bedine and other
of life above ground in the Sword. They are desert travelers. They are broadly classified as
often the only places where certain exotic major and minor oases based on whether or not
spices, herbs, and resins native to Anauroch can they have accumulated enough influence and
be found, and both the Bedine and the praise for the spirit to gain sentience. In either
Zhentarim rely upon them for sustenance. No case, the spirits have a supernatural awareness
adventure in the Sword is likely to last long of the area within a radius of several miles, and
before visiting an oasis. can communicate with any creature in this area
via telepathy if it is not shielded from divination
magic. If a guardian spirit is not sentient, it
communicates purely in simple ideas, like relief,
rest, or shelter.
59
Chapter 5 - Making Anauroch your Own
Minor Oases Major Oases
While there are some oases which are truly no Unlike the guardian spirits of minor oases,
more than natural springs, nearly all oases in which are rarely inclined (or able) to withhold
the Sword get enough Bedine traffic that they their boons, the guardian spirits of major oases
have at least a small amount of magical potency. tend to be very judicious with regards to those
These minor oases have guardian spirits that they aid. Some guardian spirits demand a
are closer in temperament to beasts than more sacrifice of some sort to gain their favor before
intelligent creatures, and are almost universally they are willing to grant travelers a boon; oases
helpful to those who do not act against them. guarded by such spirits may have crystal-clear
They typically have one or several properties water resting in a basin lined with coins and
from the table below. gems, the collected offerings of generations of
travelers, and woe is the adventurer who
MINOR OASIS FEATURES
offends the guardian by attempting to abscond
D10 Feature with this wealth. In other cases, the guardian
Boun�ful. Plant life here produces three �mes the normal spirit might bestow a boon upon adventurers or
volume of fruit or berries, though said fruit is not in any way
1
magical. Addi�onally, resins collected from trees accumulate Bedine tribesmen as a reward for, or in
three �mes more rapidly than normal. anticipation of, embarking on a perilous quest
Caching. At the will of the guardian spirit, a creature may
enter the oasis and bury an item in the sand at the bo�om of in pursuance of the spirit’s wishes or in its oasis'
its pool without risk of suffoca�on or �ring. Once hiding an
2
item in such a way, the oasis can prevent other creatures defense. A party that drives off a raiding party
from swimming to retrieve the item by genera�ng powerful
water currents. that intended to poison an oasis will almost
certainly earn the blessing of its guardian spirit,
Cleansing. Regardless of how many creatures bathe or how as will one that agrees to retrieve a palm sapling
3 much equipment is cleaned in this oasis, the water remains
crystal clear. stolen by the Zhentarim for alchemical
Comfortable. Regardless of whether or not there is natural
experiments. Guardian spirits have also been
shade, as from trees or rock forma�ons, the air is always known to grant their boons to benefit creatures
4 pleasant and the sun does not burn. Creatures here cannot
suffer from heat exhaus�on in the day�me or from who are not even necessarily aware of the spirit
hypothermia at night.
Cura�ve. A creature suffering from one or more nonmagical
if they believe that aiding such creatures is in
diseases or poisons who drinks at this oasis is cured of one
such ailment. A creature cannot benefit from this feature
the interest of protecting their oasis.
more than once in a 24-hour period. Water removed from Major oases tend to have one or more of the
5 this oasis loses its potency a�er one hour, but a creature who
has the ability to cra� holy water, or who has an herbalism kit following properties. Those with truly
and is proficient with it, can spend one hour with the water in
this oasis to cra� one dose of medicine that replicates this monumental followings may have as many as
feature. three or four of these properties, though any
Fer�le. Any nonmagical seed, sapling, or other infan�le plant oasis whose guardian spirit has awakened to
can grow and flourish at this oasis regardless of its typical
6
environmental requirements, though the season during which sentience - the primary distinction between
they bloom or produce fruit (if any) is unchanged. major and minor oases - has at least one.
Relaxing. A creature can take a long rest here while remaining
Additionally, most major oases have between
7 fully conscious and alert as long as they do not undergo any three and five properties from Major Oasis
strenuous or mentally taxing ac�vity.
Features table.
Rejuvena�ng. The water at this oasis is especially relieving.
8 Taking a long rest at this oasis a�er consuming at least one
handful of its water removes one more level of exhaus�on
than normal.
Restora�ve. One handful of water at this oasis restores 2d4 +
2 hit points. Creatures who benefit from this feature must
9 wait one hour before benefi�ng from this feature again.
Addi�onally, creatures who have suffered a serious injury,
such as a broken bone, recover from one such injury for each
day they rest at this oasis.
Succulent. The fruit or berries growing at this oasis are
especially nourishing. Consuming one fruit or berry restores
10 1 hit point and sa�sfies the daily nutri�onal needs for a single
creature. A berry taken from this oasis loses its potency a�er
24 hours.
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Chapter 5 - Making Anauroch your Own
MAJOR OASIS FEATURES
D10 Feature
1 Transpor�ng. The guardian spirit can cast the transport via plants spell three �mes per day. The des�na�on should be a place
where the oasis's followers have been, such as a major trade hub, another oasis, or a dis�nct natural feature.
Reviving. At the will of the guardian spirit, if the body of a creature who has died within the past 48 hours is submerged in this
oasis, it is restored to life with 1 hit point and is unconscious as long as its soul is able and willing. Le� alone, they will awaken
2 1d4 hours a�er being submerged. Any physical deformi�es such as broken or severed limbs are not healed; a corpse missing a
body part cri�cal to sustaining life cannot benefit from this feature. The guardian spirit may only exercise this feature five �mes
per day.
For�fying. The guardian spirit of this oasis can cast the heal spell at will, targe�ng any creature it can sense and ignoring the
3 normal range requirements. Once a creature has benefi�ed from this feature, it cannot do so again for 24 hours. Addi�onally,
the guardian spirit can choose to grant 25 temporary hit points to any creature who completes a short or long rest at its oasis.
4 Invigora�ng. The guardian spirit of this oasis can cast the heroes’ feast spell once per day. The feast is cons�tuted by the local
fauna suddenly becoming overgrown with massive fruit and small, natural springs forming pools of wine.
Sanctuary. The guardian spirit may grant one or more creatures the ability to cast the word of recall spell without consuming a
5 spell slot at a future �me with this oasis as the designated sanctuary. It may choose to bestow this benefit on a creature mul�ple
�mes, but not more than once in the same day.
Blessing. The guardian spirit may grant up to ten creatures a blessing as exemplified in the Dungeon Master’s Guide. Unless the
creatures seeking to gain this benefit have performed some daun�ng task in defense of or at the request of the guardian spirit,
6 these blessings are typically temporary. Blessings typically grant the benefactor an increase in a par�cular ability score, a bonus
to AC, or the benefit of a specific magic item. A creature cannot gain more than one permanent benefit from this feature from this
guardian spirit.
Concealing. The guardian spirit may choose to enshroud a creature at this oasis within a veil of illusion magic such that other
creatures cannot detect it. It may do so to mul�ple creatures, and may do so in such a way that some creatures can detect some
other creatures. For instance, it is en�rely possible for two adventuring par�es to be present at such an oasis without the
7 knowledge of each other’s presence. A creature with truesight can see through this effect, revealing shrouded creatures as
ghostly projec�ons, but cannot interact with revealed creatures in any way except for telepathy and cannot target them with
spells, a�acks, or other abili�es. The guardian spirit can choose to change the targets of this effect at any �me, either by
enshrouding new creatures, revealing previously shrouded creatures, or changing which shrouded creatures another creature can
see.
Therepeu�c. The guardian spirit can choose to relieve a creature's anguish. When a creature spends a long rest at this oasis, its
dreams are filled with visions and wisdom. Upon finishing this long rest, it can immediately make a saving throw with advantage
8 to a�empt to end an ongoing magical effect, cure a madness effect, or remedy some other ongoing source of mental plight, even
if the effect normally would not allow the a�empt to be made. If the effect is from a spell, it can be removed by succeeding on a
Wisdom saving throw whose DC is 8 plus the spell’s level. If the effect is a curse, the DC is 11. For a madness effect, the DC is
15. For cases not specified here, the DC is determined by the GM.
Renewing. The guardian spirit can choose to change the body of a willing creature. As the creature wades into the oasis and
submerges itself in its magical waters, it undergoes a transforma�on and emerges in a new form. The creature maintains its
memories and personality, but its body is altered. The altered body can be of a different playable race, any sex, and up to 1d100
9 years younger or older than the previous body. If it emerges as a new race, it loses all racial benefits of its previous race and gains
those of the new one, including ability score increases. If the age would be beyond the lifespan of the altered body, it is instead
the maximum expected lifespan minus ten years. A creature cannot benefit from this feature more than once per year, and the
guardian spirit cannot grant this effect more than once every ten days. The guardian spirit determines the details of the altered
body, though it can choose to allow the creature to request specific features (e.g. "make me younger," "make me an elf").
Wishing Well. The guardian spirit can choose to replicate the effects of a wish spell with some limita�ons. This effect cannot
alter events that have already happened (i.e. change the past) and cannot use it to affect things which it cannot sense or
10 otherwise know about (e.g. wish to aid or hinder a creature which it is not familiar with). Once the guardian spirit has used this
feature, it cannot do so again un�l the next full moon. Guardian spirits who command this feature rarely admit to it openly,
reserving its use only for the most desperate of situa�ons.
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Chapter 5 - Making Anauroch your Own
Guardian Spirit Manifestation Those that become ubiquitous in the stories
passed down by Bedine tribesmen and in the
The guardian spirit of an oasis can choose to cafes in D'tarig settlements like Addas Babar
manifest physically. The guardian spirits of become elevated to mythic renown. In terms of
minor oases typically take the form of a beast, occurrence, the quantity of guardian spirits
elemental, or monstrosity native to the desert, increases by roughly an order of magnitude for
while those of major oases can take a wider each step down from mythic. That is, for each
variety of forms. Additionally, though an oasis' guardian spirit of mythic renown, there are
classification can change with time as its about ten of iconic renown, about one-hundred
followers increase and decrease in number, a of regional renown, and about one-thousand of
guardian spirit who has gained sentience never tribal renown. There are only a handful of
loses it. If a manifestation is defeated, it mythic oases in all of the Sword.
explodes in a burst of radiance, leaving nothing
behind, and the spirit cannot manifest for a
tenday. In both major and minor oases, their
renown among the Bedine (and, to a lesser
degree, the D'tarig) correlates with the
maximum challenge rating and maximum
Intelligence score of their manifestation in
accordance with the following table.
Minor Tribal 3 4
Minor Regional 6 5
Major Iconic 12 -
Major Mythic 20 -
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Chapter 5 - Making Anauroch your Own
Oasis Wildlife PRIMARY CONSUMER
Oases in the Sword are often teeming with D12 Consumer
wildlife. This is in no small part because many
1 Baboon
oases have some benefit that makes its water or
plant life especially nourishing or otherwise 2 Bat
life-sustaining. When creating an oasis, roll on
3 Camel
the following table to determine what lives
there, or choose which entry or entries seem 4 Gazelle
most appropriate or interesting. As a rule of
5 Hare
thumb, each oasis has its own microecosystem;
there must be some sort of producer (generally 6 Horse
shrubs and bushes) to support herbivores,
7 Newt
omnivores, and insects, and enough of those to
support carnivores and insectivores. As such, 8 Oryx
there are likely a variety of producers and
9 Porcupine
insects, but perhaps no more than one or two
types of creatures that feed on them. To create 10 Rat
an oasis randomly, roll 2d4 times on the
11 Scorpion
Producers table, 2d4 times on the Primary
Consumers table, and 1d2 times on the 12 Tarantula
Secondary Consumers table. For purposes of
these tables, tiny invertebrates such as insects
and arachnids are considered to be primary
consumers present at most oases. Exotic SECONDARY CONSUMER
creatures are unusual or magical creatures such D12 Consumer
as dragonnes and basilisks.
1 Cat
PRODUCERS 2 Eagle
5 Dahlia 8 Hyena
9 Harmal 12 Exo�c
10 Juniper Tree
11 Milkweed
12 Orache
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Chapter 5 - Making Anauroch your Own
Oasis Crops Dens
Some species of desert plants can produce fruit, Relatively speaking, creating a den is simple.
beans, or roots which can be either eaten for Considering that there is typically only one
nourishment or sold to buyers of exotic goods. significant life form present - whatever is
The D'tarig are particularly fond of brewing lairing there - all that must be chosen is the type
drinks from roasted coffee beans. Additionally, and quantity of creature, as well as what sort of
resin can be collected from desert trees by treasure they might be protecting. The tables
etching away the bark. While it can take days or below can be used to randomly generate dens in
weeks for a tree to produce an ounce of sap, all three regions of Anauroch. If the entry
some is quite valuable. The resin of acacia trees rolled is logically inconsistent with the desired
is a thick substance which can be used in mixing setting - for instance, a dragonne occupying a
paints, sap from date palms is sweet and used in cave far from the mountains - roll again, or
food, and others are used for making incense. choose a more appropriate entry. Similarly,
make sure to keep the party's level in mind, as
Green Caves and Dens the entries are not intended to pose equal
threats. Due to the fact that dens typically do
Whether found in the shadow of the Scimitar
not connect to the Underdark, it is unlikely -
Spires or beneath an outcropping in the Plain of
though not impossible - that its inhabitants
Standing Stones, caves are popular places to
have been influenced by the phaerimm.
seek shelter from the elements across
Anauroch. So-called green caves are those that
are full of life, usually requiring some sort of D12 Den: The Sword Quan�ty Treasure
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Chapter 5 - Making Anauroch your Own
D12
Den: The Plain of the
Quan�ty Treasure
Detritus. The inhabitants of this den have
Standing Stone
little interest in (or lack the ability to
1 Bandit 3d4 Lesser comprehend) the accumulation of wealth. As
2 Basilisk 1d2 Detritus such, the only loot to be found is the discarded
bones and belongings of their past meals. It
3 Chimera 1 Greater
may still contain valuables if the creature was
4 Dark Naga 1, Minions Greater strong enough to defend its lair for a long time
5 Death Dog 1d4 Detritus
or against well-equipped adventurers, however.
6 Dragonne 1 Detritus
Greater. Whatever lives in this den is
powerful, having amassed substantial wealth in
7 Fomorian 1 Greater some form or another. Such creatures are
8 Giant (Hill) 1 Lesser usually intelligent enough to appreciate its
value, and can sometimes be bargained with if
9 Giant Spider 1d4 Detritus
the price is right. Consider determining such
10 Hippogriff 1d4 Detritus treasure in advance, as the inhabitants would be
11 Hobgoblin 1 Company Lesser
unlikely to neglect to use powerful magic items
at their disposal if attacked by adventurers; after
12 Jackal 1d6 Detritus
all, a lamia and its minions would probably not
13 Leucro�a 1d4 Detritus allow a cube of force to collect dust during a
fight, and adding the effects of random treasure
14 Man�core 1d4 Lesser
to an encounter can make it much more
15 Ogre 1d4 Lesser interesting.
16 Saber-Toothed Tiger 1 Detritus Lesser. Whatever lives in this den is
17 Trap Special Special
probably something powerful enough to have
kept it to themselves for some time, or a
18 Traveler Special Special
transient company or troop of humanoids such
19 Troll 1 Lesser as asabi, Bedine, or hobgoblins. In either case,
there tends to be a significant amount of
20 Wyvern 1 Lesser
treasure in such dens, though not necessarily in
magic items or coinage; Bedine are likely to
D12 Den: The High Ice Quan�ty Treasure have wealth in the form of exotic herbs or
1 Frost Salamander 1 Detritus
incenses, while asabi might have doses of
poison or finely crafted carvings made from
2 Ice Mephit 2d4 Detritus
bone. Consider determining such treasure in
3 Ice Toad 1d4 Detritus advance, as the inhabitants would be unlikely to
4 Polar Bear 1 Detritus
neglect to use any magic items at their disposal
if attacked by adventurers; if a bandit chief has a
5 Saber-Toothed Tiger 1 Detritus magic sword, they will certainly use it to defend
6 Snow Cloaker 1 Detritus themselves against intruders.
7 White Dragon Wyrmling 1 Lesser Minions. This creature is typically
accompanied by minions. Consult Appendix A
8 White Pudding 1 Detritus
for information.
9 Winter Wolf 1 Pack Detritus
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Chapter 5 - Making Anauroch your Own
Trap. This den has been set up as some Traveler. This den is currently inhabited by
variety of trap to catch unwary travelers off- some creature who is on the move. The GM
guard. Some common general arrangements has a great deal of latitude when choosing a
are described below. traveler. In the Sword, this could be a D'tarig
• Whatever set the trap also lives in this cave. desert walker making his journey into or out of
In this case, the trap is likely something that the desert, a Zhentarim scout or two sent to
its creator is not affected by (e.g. a spider survey the area, or an outcast Bedine witch
and its web) or that is easily avoidable to its trying to escape from their former tribe. In the
creator (e.g. a snare laid by a hunter). Plain of Standing Stones, this might be a
• Whatever set the trap does not live here, but caravan of prospectors hoping to make their
maintains this den as a trap, visiting once fortune at the River of Gems, a hobgoblin
every day or two to see if it has been sprung. hunter, or a wandering stone giant following a
In such cases, the trap must be able to be vision it had in a dream. Travelers are scarce in
reset and should be something a creature is the High Ice, but not unheard of. Only the
unlikely to escape from with time. hardiest and most determined creatures test
• The trap is not artificial, but a particularly their mettle against the savage cold of the
treacherous natural hazard such as a narrow northern reaches of Anauroch; while traveler
tunnel which must be navigated prone in non-player characters may be useful or
single-file, or a steep slope which is easy to interesting additions to an adventure there,
fall down and difficult to climb. There may encounters with them are unlikely to be
still be a creature who lives here and random.
capitalizes on this trap, perhaps even
increasing its effectiveness (e.g. slicking a
steep, stone slope with oil). Alternatively, a
flying beast may watch from above, waiting
for the perfect moment to catch its
unwitting prey.
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Chapter 5 - Making Anauroch your Own
Green Caves D8 Surface Cave Secondary Consumers
3 Cave Fisher
D8 Surface Cave Primary Consumers
4 Cloaker
1 Bat
5 Giant Bat
2 Crab
6 Giant Cen�pede
3 Giant Fire Beetle
7 Giant Lizard
4 Newt
8 Grell
5 Rat
9 Grick
6 Scorpion
10 Hell Hound
7 Strige
11 Hook Horror
8 Tarantula
12 Piercer
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Chapter 5 - Making Anauroch your Own
Hobgoblin Banners What Does The Land Have To
The closest thing to civilization that can be Offer?
found in the Plain of Standing Stones is the The size of a banner is generally dependent on
loose network of hobgoblin warcamps that can what resources are available. In general, a band
be found at irregular intervals throughout the of hobgoblins establishes its camp in order to
area. These camps vary greatly in size, take advantage of natural resources. For
population, wealth, and disposition towards purposes of generating a banner, these
other camps. Called banners by the hobgoblins, resources are categorized into primary and
they are functionally more like single military secondary resources. Primary resources are
units than villages, typically having one captain those which provide access to the basic things
or warlord in charge and as many layers of needed to survive, while secondary resources
intermediate rank between that and soldier as are those which are desirable, but cannot
needed. Small banners may have only a few support life on their own. While it is possible
dozen adult soldiers led by a handful of officers for a banner to form its camp in an area rich in
and a single captain. The largest banners have secondary resources and poor in primary ones,
hundreds of soldiers led by scores of officers, a this necessitates that its inhabitants either
council of captains and a single warlord. In venture into the wilderness to forage, or trade
general, a banner can be assumed to have as with another nearby banner to obtain essential
many civilians (including children) as soldiers. supplies.
Larger banners, naturally, require more To begin generating a banner, the first step
resources and more space, so most banners tend is to determine its natural resources. On the
to be on the small Banner Resource Generation table, roll a d20 to
side. determine how many primary resources are
available and a d10 to determine how many
Where Are They Found? secondary resources are available, then roll on
the Primary Resources and Secondary
Hobgoblin banners can be found just about Resources tables a corresponding number of
anywhere in the Plain of Standing Stones. That times. Do not reroll duplicates; rather, if a
said, care must be taken to ensure that thought particular resource is rolled twice, the area is
is given to whether or not other banners live especially rich in that resource. For instance,
nearby and what implications having neighbors rolling the entry for water once may suggest it
may have. If there are no camps for miles in was built around a pool where rainwater
any direction, it may be perfectly believable to collects or where melted snow drains in the
have a hidden valley where a two-hundred- spring thaw, while rolling it twice may suggest
strong banner has built its camp. However, a natural spring. Explanations of each entry are
putting a smaller, unrelated banner a stone's detailed after the tables. Feel free to change or
throw away may bring up questions. If they are reroll entries if the results are difficult to
on friendly terms, why has the larger banner reconcile.
not assimilated the smaller one to increase the
security of both? If they are feuding, why has
the larger one not conquered the smaller one?
It is by no means impossible for banners to
coexist independently, but consideration should
be given to their exact relationship.
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Chapter 5 - Making Anauroch your Own
D20 Banner Resource Genera�on Defenses. This area is naturally fortified by a
favorable arrangement of cliffs, boulders, water,
01-05 1 Resource
or other natural boundaries. Defending a camp
06-10 2 Resources in an area rich in natural defenses requires half
as many guards on duty as a similarly-sized
11-14 3 Resources
camp without them, freeing up soldiers to hunt,
15-16 4 Resources build, or tend to other duties around the camp.
17-18 5 Resources Food. This area is rich in harvestable plants
and wildlife. The form this takes is likely
19-20 6 Resources
dependent on other features. If this camp is
also near a body of water, it may be in the form
of fish and shellfish. If it is near a cavern or
D4 Primary Resources
tunnel system, perhaps it is green, sporting
1 Defenses plant and animal life (see Green Caves above).
2 Food Gem Deposits. A wealth of precious gems,
such as diamonds, rubies, or emeralds, can be
3 Shelter
found in this area. A character with a mining
4 Water pick or other suitable tool who spends one hour
attempting to harvest gems can extract 10d20
gp worth of gems. A character who has
D10 Secondary Resources proficiency with this tool can extract three
1 Arcane
times this amount. The GM chooses whether
this wealth is comprised of a few very valuable
2 Gem Deposits gems or many of lesser value.
3 Ore, Copper Ore, Copper. Copper ore veins are present
either in or very near this camp. This workable
4 Ore, Iron
metal is ill-suited for weapons and armor on its
5 Ore, Pot Metals own, but it can be formed into common metal
goods, such as cookware, as well as melted into
6 Precious Metals
currency if the camp is nearby others willing to
7 Quarry trade for it. Additionally, it can be alloyed with
8 Structure
pot metals such as zinc and tin to produce
bronze, a low-melting-point metal which can
9 Wildlife be cast into weapons or incorporated into
10 Wood
composite armors, such as splint and scale
mails.
Ore, Iron. Provided that the facilities to
Arcane. There is something supernatural smelt and forge it are available, iron and steel
that makes this location especially desirable. are the favored metals for weapons and armor
Perhaps an earth node, a small area which lies across most of Faerûn. However, it requires
tangent to the Elemental Plane of Earth, was permanent facilities that some hobgoblin
found and leveraged by a powerful hobgoblin banners lack the means to build and the
evoker, or there is an abundance of chardalyn expertise to operate. As such, if a small banner
available. Consult the table below or come up comes across a rich vein of iron ore, they are
with your own. more likely to license its exploitation to another
banner in exchange for worked goods than to
make use of it themselves.
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Chapter 5 - Making Anauroch your Own
Ore, Pot Metal. Pot metal is a broad term Structure. Some structure that has survived
referring to soft, low-melting-point white generations of erosion has been discovered by
metals such as zinc and tin. Due to their low wandering hobgoblins. It could be something
melting points, it is not difficult to extract them mundane, though robust, such as an abandoned
from ore without complex facilities. These bridge, keep, mine, or castle. However, it could
metals, while unsuitable for weaponry and not also be something far from ordinary, such as a
valuable on their own, are easy to cast into fallen cloud giant palace, crashed spelljamming
general goods such as cookware. More ship, or abandoned wizard tower. This
importantly, they can be alloyed with copper to structure may shape how the banner gains
make bronze, which is much more suitable for influence. A hobgoblin banner that has
weapons and armor (see Ore, Copper). centered itself on an ancient, though usable
bridge, may spend time trying to repair it and
Precious Metals. Precious metals are those form roads on either side such that they may
most commonly associated with coinage and charge tolls.
wealth. Gold, silver, platinum, and electrum (a
naturally-occurring alloy of gold and silver) are Water. This is the most basic need that all
the most common examples. Other exotic banners must either have at their own camp or
materials, such as mithral and adamantine, also have access to nearby. It could take the form of
fall under this category. Except for those which a river, a pond, a freshwater spring, or any
can be used to make weapons, precious metals number of natural bodies of water. There are a
are typically only as valuable as what they can number of banners camped on the River of
be traded for. As such, most hobgoblin tribes in Gems.
the Plain would eagerly trade a vein of gold for Wildlife. Not to be mistaken with food, this
a vein of iron. resource refers to some aspect of local wildlife
that provides utility for reasons beyond (or at
Quarry. While no area of the Plain is poor least in addition to) consumption. A cave might
in stone, some areas are more conducive to be a natural nesting ground for giant lizards
mining it than others. Camps made in such which can be tamed as mounts. Another might
areas, provided enough time and tools to be home to a dark naga whose services can be
properly exploit the land, can be fortified with bought with tribute or other goods. A camp
robust stone defenses, tightly controlling might be in the territory of manticores or a red
ground access. In a camp with these defenses, dragon, either of which may be open to
the required number of on-duty guards is only a negotiating an arrangement to benefit both
quarter of that in a camp of similar size without parties. Alternatively, this wildlife may make
them. camping in this area more difficult if conditions
change.
Shelter. This area has natural features that
provide shelter from the elements. Such Wood. The most common plants in the Plain
features may be as simple as rocky overhangs, of Standing Stones are small, wiry shrubs and
but may be as elaborate as tunnel systems or bushes due to the lack of moisture and rocky
large caves. Consider choosing the type of terrain. While most areas in the Plain are not
shelter to synergize with other available fertile enough to support any but the scrawniest
resources, such as food and water. of trees, some areas (usually ones near a body of
water) are home to small, healthy groves. Some
hobgoblins harvest the trees, using the wood
for building materials, while others use them as
lookout posts to get advanced warning of
approaching enemies or potential game.
70
Chapter 5 - Making Anauroch your Own
D10 Arcane Resource Dead Magic Zone. A vestige of the City of
Shade's rituals that once blanketed all of
1 Chardalyn
Anauroch in a dead magic zone, some areas of
2 Dead Magic Zone the Plain of Standing Stones are still isolated
from The Weave. While this would be
3 Elemental Node (Air)
considered to be a problem by many, most
4 Elemental Node (Earth) hobgoblins prefer martial training to wizardry.
As such, making camp in the midst of a dead
5 Haunt
magic zone (assuming they are aware of it) is
6 Luspeel often seen as an intrinsic defense against mages,
forcing any invaders to best them in traditional
7 Portal (Inner Plane)
combat.
8 Portal (Material Echo)
Elemental Node. Points in the Material Plane
9 Portal (Outer Plane)
that closely resemble pure elements sometimes
10 Wild Magic Zone host nodes of elemental power. Of the four
elements, nodes of only two can be found in the
Chardalyn. This brittle, black stone is of Plain. Air nodes can be found near the tops of
little use for items requiring resilience or certain mountains, where crisp, chilly air roars
strength. However, the ancient Netherese and swirls around the cragged peaks, while
discovered that the material has an affinity for earth nodes may be found in caverns deep
absorbing magic. A spellcaster holding a piece underground. Skilled spellcasters have been
of chardalyn can target the stone with any spell known to harness elemental nodes to augment
with a casting time of one action. Rather than their spells and conjure elemental creatures to
resolving the spell's effects as normal, the magic serve them. While few hobgoblins truly
is stored within the stone. The piece of capitalize on their potential, those who do make
chardalyn must not have a spell already stored their banners all the more difficult to conquer.
within it and be worth at least 20 gp times the
spell slot used, or the spell resolves as if it Haunt. Put simply, this camp is haunted by
targeted or was centered on the caster. Casting something predating the formation of the
the spell in this way consumes components as banner. There are many forms such a haunt
normal at the time of casting. At any time in might take, both beneficial and malicious. A
the future, any spellcaster can use the stone to beneficial haunt might be a flameskull guarding
produce the spell's effects. A character aware of a lair of its long-dead master whose loyalty may
the stored spell can use an action on their turn be earned or bought, or the spirit of a fallen
to crush the stone, at which point the effects of warrior who will fight alongside a captain if
the original spell are resolved immediately as if bested in solo combat. Malicious haunts might
it had been cast that turn. Casting identify on a be vengeful ghosts demanding sacrifices to
piece of chardalyn reveals what spell is stored placate them, or wicked creatures removed here
within it. If a piece of chardalyn with a stored from the Shadowfell by spontaneous, unstable
spell is destroyed either by mistake or by a portals.
creature who does not know what spell is
stored within, it is resolved immediately. The
GM adjudicates the exact outcome, but it
generally targets the nearest creature within
range or the space in which it was destroyed.
Spell save DCs and attack bonuses are those of
the caster who originally stored the spell.
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Chapter 5 - Making Anauroch your Own
Luspeel. Luspeel, also known as lodestone, is Wild Magic Zone. In areas where the Weave
a hard, brittle variety of iron ore that exhibits of Magic has been damaged or altered, magic
magnetic properties. While it can be processed can be unpredictable. No two wild magic zones
to extract the iron within by conventional are alike; some are benign, simply making
means, creatures skilled in the crafting of magical effects sparkle with technicolor flares
enchanted weapons know that luspeel has a and sparks, while others are unstable, causing
natural affinity for magical dweomers. Such a any spell cast within them to unleash a torrent
craftsman who uses iron extracted from luspeel of uncontrollable arcane energy. For the most
by specialized processes in place of conventional part, hobgoblins tend to view such areas as they
metals can craft the enchantment while view dead magic zones in that they are an asset
consuming half of the typical time and when defending an area against powerful
resources. spellcasters. Though less reliable than dead
magic zones in thwarting mages, the chaos they
Portal. Portals can take many forms. Natural sow can turn the tide in the favor of the
portals exist to all planes, most frequently disciplined ranks of the hobgoblins.
between the Material Plane and its echoes,
followed by portals between the Material Plane
and the inner planes, and finally by portals How Many Hobgoblins?
between the Material Plane and the outer The number of hobgoblins at a camp tends to
planes. These portals can take a wide variety of scale with the amount of resources the area has
appearances; portals between the Material Plane to offer. After determining how many primary
and its echoes, the Feywild and the Shadowfell, and secondary resources a banner has, add those
are typically local to a specific geographic numbers to get a total. Multiply this number by
feature that can be found in both the Material 5d6 to determine the total population of the
Plane and an echo. A ruined tower on the banner. Consider also, however, the balance
Material Plane might correspond to an ancient between primary and secondary resources. A
battlement in the Shadowfell or the court of a banner that has ample access to food and a rich
fey prince. Portals to the inner planes, also vein of ore, but no water, must get water from
known as the elemental planes, most frequently somewhere. Similarly, a banner with access to
occur in places that strongly resemble those food and minerals must still shelter itself from
planes. Natural portals to the plane of fire the elements. Any gap in resources provided by
might exist in the heart of a volcano, while the land must be provided by somebody else -
portals to the plane of water are found in the usually another banner - or foraged for in the
depths of the ocean. In the Plain of Standing surrounding territory which may result in a
Stones, the most common locations for portals smaller population than would be expected.
to the inner planes are deep underground and
on windswept mountaintops. Natural portals
to the outer planes almost exclusively lead to
Sigil, the City of Doors at the center of the
multiverse. Without the key to such a portal,
which can be something as mundane as a forked
twig or something as esoteric as thinking of a
particular flower with one eye closed, there is
no evidence that a portal exists at all to the
untrained eye. As such, these are the most
likely portals to be overlooked altogether.
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Chapter 5 - Making Anauroch your Own
Optional Rules: The Sword Illusory Shade. Illusion spells capable of
producing visual illusions can potentially be
used to create shade. While most spells do not
At the discretion of the GM, the following rules
have a duration long enough to reduce the
can be implemented to help emphasize the
exhaustion experienced over the course of a
hardship intrinsic to desert travel and to
day, there are exceptions. Major image spells cast
introduce additional challenges to player
at 6th level or higher and mirage arcane spells
characters. The following rules are directly in
are two examples. In such cases, the GM may
line with the guidance listed in Chapter 3 for
allow characters to ignore some aspects of
cultural habits of the D'tarig, Bedine, and the
desert travel (such as the Desert Heat optional
Zhentarim, and are intended to reflect the
rule) if the illusion is deemed sufficiently
difficulties of travel and combat in the desert.
powerful.
These rules, if implemented, are intended as
inescapable, but well-understood, difficulties.
Travel By Night. Some characters may wish to
They should be fully explained to characters
avoid the heat of the day by traveling
who do a reasonable amount of research prior
exclusively at night and resting during the day.
to their adventure in the Sword.
Such creatures may ignore the Desert Heat
Desert Heat. The heat of the desert sun optional rule. However, unless they have a
makes wearing armor heavier than leather magical method of staying cool during the day,
unbearable. In addition to the guidance in the the desert heat makes it difficult to regain spent
Player's Handbook regarding exhaustion due to energy. All creatures attempting to take a long
travel pace (Chapter 8, "Speed"), a creature who rest in the heat must make a DC 15
wears medium or heavy armor suffers Constitution saving throw. On a failure, they
exhaustion from the heat. After traveling for gain no benefits from the rest and gain one level
one day, a creature wearing medium armor of exhaustion.
suffers one additional level of exhaustion; a
creature wearing heavy armor suffers two.
Desert Wind. Far from any terrain to break
the wind, a constant gale is felt throughout the
desert. All ranged weapon attacks made from a
distance of 30 feet or greater are made with
disadvantage.
Light is Right. Bearing the burden of
adventuring gear is exceptionally difficult in the
Sword. If adhering to the "Lifting and Carrying"
rules outlined in Chapter 7 of the Player's
Handbook, a character traveling while carrying
more than half of its carrying capacity (15 times
the Strength score for most characters) suffers
one level of exhaustion at the end of the day.
This applies to pack animals as well as
characters. Alternatively, if not explicitly
tracking carry weight, all gear beyond a
character's basic needs and magic items must be
carried by a designated pack animal or the
character suffers one level of exhaustion at the
end of the day.
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Chapter 5 - Making Anauroch your Own
Chapter 6 - Monsters, NPC’s & Locations
’ &
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Chapter 6 - Monsters, NPC's & Locations
In spite of appearances, Anauroch is just as full Variant: Asabi Poison. Some asabi have
of life as anywhere else in Faerûn - one just learned to harvest poison from stingtails to
needs to know where to look. The oases that apply to their weapons. When such an asabi
dot the wastes of the Sword are teeming with makes only a single attack on its turn, it can do
wildlife. Extending all the way to the Underdark so with a poisoned weapon. A creature hit by
in places, the caverns below the mountain this attack must succeed on a DC 13
ranges in the Plain of Standing Stones host a Constitution saving throw or be poisoned for 1
variety of strange plants, beasts, and monsters. minute. If it fails the saving throw by more than
Even in the High Ice, there are creatures rugged 5, the creature is incapacitated for 1 minute
enough to survive the harsh climes. Only the unless it cannot be poisoned. At the option of
foolish enter the desert believing that they need the GM, 1d6 doses of this poison may be looted
not concern themselves with more than the if this asabi is defeated.
climate.
Variant Chieftain: Fanatic of Sseth. Some
chieftains were sorcerers who gained enough
Asabi prowess in battle to earn a position in their
tribe's council of chieftains. In such cases, use
A typical asabi settlement is host to a leading the stat block for the asabi chieftain, except its
council of three to five asabi chieftains, one to Charisma score is 14, its challenge rating is 5,
two asabi fangs of Sseth, thirty to fifty adult and it gains the asabi fang of Sseth's spellcasting
common asabi, a similar number of asabi and sorcery points features.
hatchlings, five to ten asabi stingtails, and a
similar number of asabi stingtail hatchlings. If
the tribe has not been enthralled by the
phaerimm, there may also be one to three asabi
seers; but in most cases, the gods do not grant
spells to those under the sway of the phaerimm.
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Chapter 6 - Monsters, NPC's & Locations
Asabi Chieftain Desert Vulnerability. The asabi takes 1d4 fire
damage for each hour it spends exposed to the
heat of the desert. It can take 1 minute to bury
More agile, strong, and cunning than the
itself in the sand, at which point it ceases taking
average asabi, chieftains are the rulers of asabi
damage. An asabi buried in this way is
villages. Gaining the title of chieftain is most
restrained, has total cover, is blinded, deafened,
commonly achieved by directly challenging
and has tremorsense 5 ft. Once it is buried, it
an existing chieftain in single combat or by
can emerge and stand up, which costs all of its
intimidating enough other chieftains to accept
movement. A different creature nearby may
the newcomer into their circle. Chieftains are
notice signs of a buried asabi if it has a passive
expected to regularly participate in hunts by
Perception of 17 or higher.
acting as their leaders. When such a party
Scaly Hide. While not wearing armor, the
comes into peaceful contact with outsiders, it is
asabi's AC is equal to 12 plus its Dexterity
the chieftain who does the parlaying; as such,
modifier. It can use this feature even if it is
they are the most common variety of asabi to
using a shield.
have learned the tongues of the surface races of
Rallying Cry (Recharge 6). As a bonus action,
Anauroch. Against foes, chieftains are expected
the asabi can embolden its fellows with a fierce
to lead from the front, joining the common
battlecry. All asabi within 30 feet gain 10
asabi and stingtails in engaging the enemy up
temporary hit points.
close. Their position of power makes them
valuable targets for the phaerimm, who
commonly exercise control over asabi tribes by Actions
enthralling one or several of their chieftains. Multiattack. The asabi makes two scimitar
attacks and one bite attack, or it makes up to
two javelin attacks.
Asabi Chieftain Bite. Melee Weapon Attack: +7 to hit, reach 5
Medium humanoid (asabi), neutral ft., one target. Hit 6 (1d6 + 3) piercing damage.
Armor Class 15 (natural armor, shield) Javelin. Melee or Ranged Weapon Attack: +4 to
Hit Points 75 (10d10 + 20) hit, reach 5 ft. or range 20/60 ft., one target. Hit
Speed 30 ft., burrow 10 ft. 6 (1d6 + 3) piercing damage.
Scimitar. Melee Weapon Attack: +7 to hit,
STR DEX CON INT WIS CHA reach 5 ft., one target. Hit 6 (1d6 + 3) slashing
damage.
16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
Reactions
Senses darkvision 60 ft., passive Perception 14
Blood Shot (1/day). As a reaction to being
Skills Perception +4, Stealth +7
targeted by a melee attack by a creature it can
Languages Asabi, Common
see within 5 feet of it, the asabi can burst blood
Challenge 4 (1,100 XP)
vessels near its eyes to propel a jet of blood to
blind its enemy. The creature which triggered
this reaction must succeed on a DC 14 Dexterity
Charging Slash. If the asabi moves at least 10
saving throw or be blinded until the beginning
feet straight toward a creature before targetting
of its next turn.
it with a melee attack, it makes the attack with
advantage. If the attack hits, the asabi gets a +5
bonus to the damage roll and the target must
succeed on a DC 15 Strength saving throw or
fall prone.
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Chapter 6 - Monsters, NPC's & Locations
Asabi, Common Tackle. If the asabi moves at least 10 feet
straight toward a creature immediately before
hitting it with a melee weapon attack, the
Common asabi are similar in status and skills as
creature must succeed on a DC 11 Strength
the commoners of other societies; they usually
saving throw or be knocked prone. If the
have training in some trade, such as the
creature fails the saving throw, the asabi can
manufacture of weaponry or the mixing of
make one Bite attack as a bonus action.
medicines, and have little specialization in
terms of combat. In hunting parties, they act as
front-line fighters; it is here where a common Actions
asabi hopes to gain renown among their fellows Bite. Melee Weapon Attack: +3 to hit, reach 5
and hone their skills. ft., one target. Hit 4 (1d6 + 1) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +3 to
Asabi, Common hit, reach 5 ft. or range 20/60 ft., one target. Hit
4 (1d6 + 1) piercing damage.
Medium humanoid (asabi), neutral
Scimitar. Melee Weapon Attack: +3 to hit,
Armor Class 14 (natural armor, shield)
reach 5 ft., one target. Hit 4 (1d6 + 1) slashing
Hit Points 13 (2d10 + 2)
damage.
Speed 30 ft., burrow 10 ft.
eactions
STR DEX CON INT WIS CHA
Blood Shot (1/day). As a reaction to being
12 (+1) 10 (+0) 12 (+1) 9 (-1) 10 (+0) 9 (-1) targeted by a melee attack by a creature it can
see within 5 feet of it, the asabi can burst blood
Senses darkvision 60 ft., passive Perception 10 vessels near its eyes to propel a jet of blood to
Skills Stealth +2 blind its enemy. The creature which triggered
Languages Asabi this reaction must succeed on a DC 11 Dexterity
Challenge 1/4 (50 XP) saving throw or be blinded until the beginning
of its next turn.
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Chapter 6 - Monsters, NPC's & Locations
Asabi Fang of Sseth Scaly Hide. While not wearing armor, the
asabi's AC is equal to 12 plus its Dexterity
modifier. It can use this feature even if it is
Conventional wizardy is a discipline largely
using a shield.
foreign to the asabi; more often, sorcerous
powers are thrust upon unwitting common Spellcasting. The asabi is a 5th-level spellcaster.
asabi in their youth. These asabi generally enjoy Its spellcasting ability is Charisma (spell save
an exalted position in society; while no two DC 13, +5 to hit with spell attacks). It has the
tribes are exactly the same, many see these following sorcerer spells prepared:
sorcerers as children of prophecy, omens that • Cantrips (at will): dancing lights, fire bolt, mage
whichever god the tribe reveres most strongly hand, mending, poison spray
is pleased with their behavior. Fangs of Sseth
who perform well in hunts often become • 1st Level (4 slots): burning hands, shield
chieftains, as the asabi's lack of familiarity with • 2nd Level (3 slots): mirror image, misty step
magic makes those who wield it seem • 3rd Level (2 slots): lightning bolt
intrinsically threatening. Sorcery Points. The asabi has 5 sorcery points
which are replenished after finishing a long
Asabi Fang of Sseth rest. Once per turn, it can spend 1 or more
Medium humanoid (asabi), neutral sorcery points to gain one of the following
Armor Class 13 (natural armor) benefits:
Hit Points 27 (5d6 + 10) • Empowered spell: When rolling damage for a
Speed 30 ft., burrow 10 ft. spell, the asabi can spend 1 sorcery point to
reroll up to 2 damage dice. It must use the
STR DEX CON INT WIS CHA new rolls.
• Heightened Spell: When the asabi casts a spell
10 (+0) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 14 (+2)
that forces a creature to make a saving
throw to resist its effects, it can spend 3
Senses darkvision 60 ft., passive Perception 10
sorcery points to give one target of the spell
Skills Stealth +4
disadvantage on the first saving throw made
Languages Asabi
against the spell.
Challenge 3 (700 XP)
Actions
Desert Vulnerability. The asabi takes 1d4 fire
damage for each hour it spends exposed to the Bite. Melee Weapon Attack: +3 to hit, reach 5
heat of the desert. It can take 1 minute to bury ft., one target. Hit 3 (1d6) piercing damage.
itself in the sand, at which point it ceases taking Dagger. Melee or Ranged Weapon Attack: +4 to
damage. An asabi buried in this way is hit, reach 5 ft. or 20/60 ft., one target. Hit 3
restrained, has total cover, is blinded, deafened, (1d4 + 1) piercing damage.
and has tremorsense 5 ft. Once it is buried, it
can unbury itself and stand up, which costs all
of its movement and its action. A different
creature nearby may notice signs of a buried
asabi if it has a passive Perception of 14 or
higher.
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Chapter 6 - Monsters, NPC's & Locations
Asabi Hunter Ambusher. When the asabi takes the hide action
outside of combat, it does so with a +5 bonus to
its Dexterity (Stealth) check. If it is hiding
Asabi hunters are a cut above the common asabi
against a wall or ceiling more than 5 feet off the
in their ability to track and hunt prey. Hunters
ground and a creature walks beneath it, the
dedicate time to learning to fight with crude
asabi can use its reaction to drop to an adjacent
bows, typically taking position behind the
space and make a single melee attack. If the
common asabi and stingtails. Above ground,
asabi was hidden before taking this reaction, it
however, they exercise the same preference for
is considered an unseen attacker for this attack.
close combat as their fellows and the Bedine.
Desert Vulnerability. The asabi takes 1d4 fire
Asabi hunter damage for each hour it spends exposed to the
heat of the desert. It can take 1 minute to bury
Medium humanoid (asabi), neutral itself in the sand, at which point it ceases taking
Armor Class 16 (natural armor, shield) damage. An asabi buried in this way is
Hit Points 32 (5d10 + 5) restrained, has total cover, is blinded, deafened,
Speed 30 ft., burrow 10 ft. and has tremorsense 5 ft. Once it is buried, it
can unbury itself and stand up, which costs all
STR DEX CON INT WIS CHA of its movement and its action. A different
10 (+0) 14 (+2) 12 (+1) 9 (-1) 10 (+0) 9 (-1) creature nearby may notice signs of a buried
asabi if it has a passive Perception of 16 or
higher.
Senses darkvision 60 ft., passive Perception 13
Skills Perception +3, Stealth +5, Survival +3 Scaly Hide. While not wearing armor, the
Languages Asabi asabi's AC is equal to 12 plus its Dexterity
Challenge 2 (450 XP) modifier. It can use this feature even if it is
using a shield.
Actions
Multiattack. The asabi makes two shortbow
attacks or two scimitar attacks.
Bite. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit 3 (1d6) piercing damage.
Scimitar. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit 5 (1d6 + 2) slashing
damage.
Shortbow. Ranged Weapon Attack: +5 to hit,
range 30/120 ft., one target. Hit 5 (1d6 + 2)
piercing damage.
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Chapter 6 - Monsters, NPC's & Locations
Asabi Seer Scaly Hide. While not wearing armor, the
asabi's AC is equal to 12 plus its Dexterity
modifier. It can use this feature even if it is
The asabi rely on their seers to guide their
using a shield.
chieftains in important matters and act as
spiritual leaders of their villages. Typically Spellcasting. The asabi is a 7th-level spellcaster.
revering the gods of the lizardfolk or of the Its spellcasting ability is Wisdom (spell save DC
sarrukh, they enjoy a high status in most 13, +5 to hit with spell attacks). It has the
villages, second only to the chieftains. following cleric spells prepared:
Traditionally, they do not participate in • Cantrips (at will): guidance, mending, sacred
hunting parties, though they do sometimes cast flame, spare the dying
wards on chieftains and sorcerers to stave off • 1st Level (4 slots): bless, cure wounds, sanctuary
death. When forced to defend their villages,
they call forth the spirits of their ancestors to • 2nd Level (3 slots): augury, prayer of healing,
bring misfortune on the invaders and drive spiritual weapon
them out. • 3rd Level (3 slots): mass healing word, spirit
guardians
• 4th Level (2 Slots): death ward
Asabi Seer
Medium humanoid (asabi), neutral Prophetic Visions. When combat begins, roll 2
Armor Class 14 (natural armor, shield) d20s and record the results. As a reaction to
Hit Points 38 (7d8 + 7) any character the asabi can see attempting an
Speed 30 ft., burrow 10 ft. attack roll, ability check, or saving throw, the
asabi can choose to intervene, but must do so
before the d20 is rolled. No die is rolled, and
STR DEX CON INT WIS CHA the asabi chooses one of its recorded values to
use in its place. Each recorded value can only be
12 (+1) 11 (+0) 12 (+1) 9 (-1) 15 (+2) 9 (-1) used once.
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Chapter 6 - Monsters, NPC's & Locations
Asabi Stingtail Tackle. If the asabi moves at least 10 feet straight
toward a creature immediately before hitting it
with a melee weapon attack, the creature must
succeed on a DC 15 Strength saving throw or
Stingtails, the towering variety of asabi with
be knocked prone. If the creature fails the
their characteristic barbed tails, are typically
saving throw, the asabi can make one bite
somewhat dull, but of great value in combat.
attack as a bonus action.
Their imposing stature and strength make them
ideal shock troops; when a hunting party
charges into battle, the stingtails are among the Actions
very first to engage the enemy, attracting the
attention of their foes while hunters and fangs Multiattack. The asabi makes one scimitar
of Sseth engage in ranged combat from behind. attack and one tail attack or one bite attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5
Asabi Stingtail ft., one target. Hit 7 (1d6 + 4) piercing damage.
Large humanoid (asabi), neutral Scimitar. Melee Weapon Attack: +6 to hit,
Armor Class 14 (natural armor, shield) reach 5 ft., one target. Hit 11 (2d6 + 4) slashing
Hit Points 45 (6d10 + 12) damage.
Speed 30 ft., burrow 10 ft.
Sweep. The asabi sweeps its tail in a circular arc.
All creatures within 10 feet of the asabi who are
STR DEX CON INT WIS CHA
not prone or more than 5 feet above the ground
18 (+4) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 8 (-1) must succeed on a DC 15 Dexterity saving
throw or take 10 (1d12 + 4) bludgeoning
Senses darkvision 60 ft., passive Perception 10 damage. Creatures that fail the saving throw by
Skills Athletics +7, Stealth +3 more than 5 are also knocked prone if they are
Languages Asabi Medium or smaller.
Challenge 3 (700 XP) Tail. Melee Weapon Attack: +7 to hit, reach 10
ft., one target. Hit 10 (1d12 + 4) piercing
damage plus 11 (2d10) poison damage. On a
Desert Vulnerability. The asabi takes 1d4 fire hit, the target must succeed on a DC 13
damage for each hour it spends exposed to the Constitution saving throw or be poisoned for 1
heat of the desert. It can take 1 minute to bury minute. If it fails the saving throw by more
itself in the sand, at which point it ceases taking than 5, the creature is incapacitated for 1
damage. An asabi buried in this way is minute unless it cannot be poisoned.
restrained, has total cover, is blinded, deafened,
and has tremorsense 5 ft. Once it is buried, it
can unbury itself and stand up, which costs all
of its movement and its action. A different
creature nearby may notice signs of a buried
asabi if it has a passive Perception of 13 or
higher.
Scaly Hide. While not wearing armor, the
asabi's AC is equal to 12 plus its Dexterity
modifier. It can use this feature even if it is
using a shield.
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Chapter 6 - Monsters, NPC's & Locations
Dragons Dragonnes
Though dragons are rare in Anauroch, there are Appearing to be a magical crossbreed between a
some who make their homes there. The most lion and a brass dragon, these creatures lair high
common varieties to come across in the Sword in the mountains above the desert. These
are blue and brass. Neither tend to lair too far creatures live solitary lives, carving out a swath
from the fringes of the desert into adulthood, as of territory about twenty miles wide. At the
the sands alone do not usually provide enough heart of this land, they nest in isolated caves or
food to satisfy the dragons’ massive appetites. on jagged mountain overlooks. They are seldom
Further, both blue and brass dragons have found far from the rocky peaks they make their
incentives to stay closer to civilization. homes in as their wings can rarely carry them
Blue dragons are vain creatures and often wish for more than an hour at a time without
to hire powerful wizards and bards to enhance resting. They prefer to feed on livestock and
their prestige. As such, there is at least one pack animals and only eat humanoids as a last
adult blue dragon known to have several resort. As such, D’tarig caravans and roving
Zhentarim sages in its employ; which party is Bedine tribes know well that they can safely
manipulating which is a matter of some debate. pass through a dragonne’s territory with little
Brass dragons, on the other hand, are simply risk of molestation - as long as they keep a close
social by nature, craving the opportunity for eye on any untended camels, that is. Being
exchanging stories and intelligent conversation highly territorial, however, they do not hesitate
with all it can find. to attack those it perceives as attempting to
encroach on its territory. Woe is the
adventuring party that makes the mistake of
striking camp in the shadow of a dragonne’s
lair.
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Chapter 6 - Monsters, NPC's & Locations
In terms of temperament, dragonnes more Dragonne
closely resemble their leonine ancestors than Medium monstrosity, unaligned
their draconic ancestors. They are dim-witted Armor Class 16 (natural armor)
with little inclination towards good or evil, Hit Points 75 (10d8 + 30)
hunting with little more purpose than satisfying Speed 30 ft., fly 40 ft.
their appetites. The exception to this is the
mating season; in the last month before the end
of the hot summer, dragonnes go into a STR DEX CON INT WIS CHA
continuous rage during which they will attack
any creature except a suitable mate. 18 (+4) 16 (+3) 16 (+3) 4 (-3) 12 (+1) 6 (-2)
Experienced travelers know it is worth losing
several days’ travel to skirt the boundaries of a Senses darkvision 60 ft., passive Perception 15
dragonne’s territory during the mating season Skills Perception +5, Stealth +7
to avoid the blind rage of its master. Though Challenge 5 (1,800 XP)
they speak draconic, they are far from
intellectual, and items related to civilization like
gold and jewels do not hold their interest
beyond their value as shiny trinkets to attract Actions
mates. As such, they usually have small hoards Multiattack. The dragonne makes two claw
collected from the corpses of the unfortunate attacks and one bite attack.
wanderers who tried to settle in their territory,
but do not place any special value on it; often, Bite. Melee Weapon Attack: +8 to hit, reach 5
hoards of gold and platinum will be found in ft., one target. Hit 9 (1d10 + 4) piercing damage.
the same pile as the bones of its victims. In Claw. Melee Weapon Attack: +8 to hit, reach 5
battle, dragonnes are known for their ferocious ft., one target. Hit 8 (1d8 + 4) slashing damage.
roars, which are said to weigh down and fatigue
those who hear them as badly as the desert Fatiguing Roar (Recharge 5-6). Each creature
winds. Those who attempt to flee a battle with within 120 feet of the dragonne who can hear
a dragonne usually find themselves too tired to the dragonne roar must succeed on a DC 15
make it far before collapsing unconscious on Constitution saving throw or suffer 1 level of
the hot sand. exhaustion. A creature who fails the saving
throw by 5 or more instead suffers 2 levels of
exhaustion. A creature who is deafened is
immune to this effect.
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Chapter 6 - Monsters, NPC's & Locations
Genies and Elementals Genies are not the only elemental creatures
attracted by the natural planar crossings. These
frequently unstable portals are known to
occasionally spirit elemental creatures away
In the wake of the Lifedrain, what was once
from their home planes and deposit them in the
fertile countryside with a diverse ecosystem
Prime Material. The Zhentarim are rumored to
homogenized into the sandy dunes known
be using creatures from the Elemental Plane of
today as the Sword. This had a consequence
Earth to hasten the development of the Black
that the phaerimm either did not foresee or did
Road, and explorers who have visited Colored
not believe was important: the boundaries
Waters have told strange tales of a dwarf made
between the Prime Material Plane and the
of pure flame living in tunnels below the
elemental planes across the great sand sea
caldera. Elementals are uncommon relative to
became thin, and natural planar portals formed
the natural wildlife, but encountering one is
in parts of the desert that were cosmically
something an adventurer rarely forgets.
similar to the elements. Just as natural portals
to the Elemental Plane of Water exist in the
depths of the ocean, planar crossings to the
Elemental Plane of Air form in the heart of the
whirlwinds that sweep across the desert;
crossings to the Elemental Plane of Earth form
beneath massive sand dunes; and crossings to
the Elemental Plane of Fire form in places of
intense heat and dryness, such as as At’ar’s
Looking Glass. These natural planar crossings
put Anauroch on the map for the noble genies
that inhabit striking palatial expanses across the
elemental planes. Though most genies would
be loathe to give up a domain on their home
plane to live in the Prime Material, many genies
enjoy venturing there to hunt for magical items
that interest them, to find slaves or interesting
characters to serve as permanent “guests” in
their extraplanar palaces, or simply to amuse
themselves by toying with mortals. When they
do so, they naturally favor places that bear
similarity to their element; though ancient
Netheril was of little interest to most genies, the
Lifedrain’s transformation made the land much
more attractive to genies of all elements.
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Chapter 6 - Monsters, NPC's & Locations
Hobgoblins Avoidance. If the hobgoblin is subjected to an
effect that allows it to make a saving throw to
take only half damage, it instead takes no
Found in camps spread across the Plain of
damage if it succeeds on the saving throw, and
Standing Stones, hobgoblins are the only race
only half damage if it fails.
that properly inhabit the region. These camps,
called banners by the hobgoblins, are structured Lightfooted. The hobgoblin can take the Dash or
military units with a clear chain of command Disengage actions as a bonus action on each of
and can have anywhere from a few score to its turns.
several hundred individuals. When Superior Martial Advantage. Once per turn, the
encountered outside of their camps, they are hobgoblin can deal an extra 10 (3d6) damage to
most likely to be in a company, led by a a creature it hits with a weapon attack if that
hobgoblin captain. Additionally, it may also creature is within 5 feet of an ally of the
include one or more specialty warriors, such as hobgoblin that isn't incapacitated.
hobgoblin iron shadows or hobgoblin
devestators (see Volo's Guide To Monsters,
Hobgoblins) or one of the options included Actions
below. Multiattack. The hobgoblin makes two bronze
sabre attacks and one bronze dagger attack, or
Hobgoblin Bronze Assassin three bronze throwing knife attacks.
Bronze Dagger. Melee or Ranged Weapon
Attack: +6 to hit, reach 5 ft. or 20/60 ft., one
Skilled in fighting with lightweight bronze target. Hit 4 (1d4 + 2) piercing damage.
weapons and armor, these warriors prioritize Bronze Throwing Knife. Melee or Ranged
agility and speed over brute strength. While Weapon Attack: +6 to hit, reach 5 ft. or 40/120
one unpracticed in combat with such weapons ft., one target. Hit 3 (1d2 + 2) piercing damage.
might quickly damage them with a misplaced Bronze Sabre. Melee Weapon Attack: +6 to hit,
blow, these skilled fighters use their reach 5 ft., one target. Hit 6 (1d8 + 2) slashing
maneuverability to strike the weak points of damage.
their enemies with exceptional precision.
Knife Volley (Recharge 5-6). The hobgoblin
chooses a point it can see within 20 feet of it
Hobgoblin Bronze Assassin and makes up to six bronze throwing knife
Medium humanoid (hobgoblin), lawful evil attacks targeting any creature or creatures of its
Armor Class 16 (bronze breastplate) choice within 5 feet of that point.
Hit Points 38 (7d8 + 7)
Speed 40 ft., climb 30 ft
Reactions
STR DEX CON INT WIS CHA Misdirect (Recharge 5-6). As a reaction to being
targeted with a melee weapon attack by a
11 (+0) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 11 (+0) creature it can see, the hobgoblin can attempt
juke its enemy, evading the attack and priming
Skills Athletics +3, Acrobatics +6, Perception itself for a counterattack. Using this reaction
+3, Stealth +9 imposes disadvantage on the attack roll. If the
Senses darkvision 60 ft., passive Perception 13 attack misses, the hobgoblin has advantage on
Languages Common, Goblin the first melee weapon attack it makes against
Challenge 3 (700 XP) that creature before the end of its next turn.
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Chapter 6 - Monsters, NPC's & Locations
Hobgoblin Bronze Bruiser Actions
Multiattack. The hobgoblin makes three melee
Complementing the bronze assassins who fight weapon attacks.
with light, razor-sharp blades, bronze bruisers
Bronze Dagger. Melee or Ranged Weapon
wield warhammers to combat those whose
Attack: +6 to hit, reach 5 ft. or 20/60 ft., one
armor would damage bronze blades. These
target. Hit 4 (1d4 + 2) piercing damage
warriors resemble more traditional hobgoblin
warriors, practicing traditional techniques to Bronze Warhammer. Melee Weapon Attack: +6
hold the line while the bronze assassins weave to hit, reach 5 ft., one target. Hit 7 (1d10 + 2)
about the battlefield. Those from Verdigris bludgeoning damage.
Gorge or similar locales may have zipline hooks Tripping Attack (1/Turn). The hobgoblin makes
as defined in Appendix C, "Verdigris Gorge." a bronze warhammer attack against a creature
within reach. If it hits, the target must succeed
Hobgoblin Bronze Bruiser on a DC 14 Strength saving throw or fall prone.
Medium humanoid (hobgoblin), lawful evil
Armor Class 16 (bronze splint mail) Reactions
Hit Points 52 (7d10 + 14)
Speed 30 ft. Endure. As a reaction to taking damage, the
hobgoblin can stiffen its resolve, reducing the
damage taken by 1d4.
STR DEX CON INT WIS CHA
Parry. As a reaction to being hit with a melee
16 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 11 (+0) attack by a creature it can see, the hobgoblin can
interpose a melee weapon it is holding to gain a
Skills Athletics +9, Acrobatics +4, Perception +3 bonus to its AC for this attack, possibly
+3, Stealth +4 causing the attack to miss.
Senses darkvision 60 ft., passive Perception 16
Languages Common, Goblin
Challenge 3 (700 XP)
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Chapter 6 - Monsters, NPC's & Locations
Hobgoblin Iron Wing Martial Advantage. Once per turn, the
hobgoblin can deal an extra 7 (2d6) damage to a
creature it hits with a weapon attack if that
These elite mounted soldiers spend years
creature is within 5 feet of an ally of the
honing their skills in the high peaks of the Plain
hobgoblin other than its mount that isn't
of Standing Stones. While those in training are
incapacitated.
formidable enough, the mightiest of the
hobgoblin mounted soldiers, the Iron Wings, Mounted Combatant. Many of the hobgoblin's
have learned to channel power from the features rely on it being mounted. Instead of
Elemental Plane of Air to augment their flying rolling for initiative, its mount takes its turn
maneuvers and buffet their enemies with immediately after the hobgoblin finishes its
roaring winds. turn. Any feature in the "Mounted Actions"
and "Mounted Bonus Actions" sections cannot
Hobgoblin Iron Wing be performed by the hobgoblin while not riding
Medium humanoid (hobgoblin), lawful evil its wyvern steed. These actions dictate the
Armor Class 15 (chain shirt, 17 with Wind action of the hobgoblin and its mount as a unit.
Shroud) If one of these actions is chosen, they take a
Hit Points 85 (10d10 + 20) single turn together using the mount's speed
Speed 30 ft. and the hobgoblin's initiative. If one of these
actions is not chosen, the wyvern takes its turn
as normal immediately after the hobgoblin
STR DEX CON INT WIS CHA finishes its turn. Consult the Monster Manual
for the statistics of a wyvern. Additionally, the
16 (+3) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0)
hobgoblin has advantage on saving throws
S made to avoid falling off its mount, and
Skills Animal Handling +10, Athletics +11, mounting and dismounting only costs 5 ft. of
Perception +6, Survival +6 movement instead of half its speed.
Senses darkvision 60 ft., passive Perception 16
Languages Common, Goblin
Challenge 8 (3,900 XP)
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Chapter 6 - Monsters, NPC's & Locations
Actions Mounted Actions
Multiattack. The hobgoblin makes three pike Flyby Multiattack. The hobgoblin makes two
attacks or two javelin attacks. pike attacks and the wyvern makes one stinger
attack before moving up to its remaining
Javelin. Melee or Ranged Weapon Attack: +7 to
movement. This movement does not provoke
hit, reach 5 ft. or 20/60 ft., one target. Hit 6
attacks of opportunity.
(1d6 + 3) piercing damage. At the start of
combat, the hobgoblin has ten javelins. Javelin Fling. The hobgoblin's wyvern mount attempts
attacks targeting creatures grappled by its to grapple a large or smaller creature. If the
mount are made with advantage. grapple succeeds, the wyvern can move up to its
remaining movement and the hobgoblin can
Pike. Melee Weapon Attack: +7 to hit, reach 10
make a single pike attack against the grappled
ft., one target. Hit 8 (1d10 + 3) piercing damage.
creature. Whether or not the attack hits, the
Pike attacks targeting creatures grappled by its
wyvern then throws the creature a distance
mount are made with advantage.
equal to half the distance between the wyvern
and the ground plus 1d4 times 5 ft. It must
choose the direction before rolling the distance.
Bonus Actions
Blinding Gale. The hobgoblin channels a torrent
of air to blind an enemy. It chooses a creature it Mounted Bonus Actions
can see within 30 ft. That creature must
Aerial Dash. The hobgoblin channels a gust of
succeed on a DC 14 Constitution saving throw
wind to propel its wyvern mount forward. Its
or become blinded until the beginning of the
mount's flying speed increases by 40 ft. until the
hobgoblin's next turn. Additionally, this feature
end of its turn.
counts as a strong wind for dispersing magical
effects such as stinking cloud and gaseous form Wind Shroud. The hobgoblin surrounds itself
spells, and can target one such effect instead of with a protective vortex. Until the beginning of
targeting a creature. the hobgoblin's next turn, the hobgoblin and its
mount gain a +2 bonus to AC and are immune
Reactions to effects caused by harmful gases such as
stinking cloud and cloudkill spells. Additionally,
Deflecting Gust. As a reaction to the hobgoblin if that effect would normally cause blindness,
or its mount being targeted by a ranged weapon the hobgoblin and its mount remain
attack by a target it can see, the hobgoblin can surrounded by a ten-foot radius sphere of clear
channel a gust of wind to deflect the missile, air.
imposing disadvantage on the attack roll.
Interpose. When a creature targets the
hobgoblin's mount with an attack, the
hobgoblin can interpose a melee weapon it is
holding between its mount and the assailant.
The mount gains a +3 bonus to AC for that
attack.
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Chapter 6 - Monsters, NPC's & Locations
Hobgoblin Terran Striker Martial Advantage. Once per turn, the
hobgoblin can deal an extra 7 (2d6) damage to a
creature it hits with a weapon attack if that
In those banners where the mines of the
creature is within 5 feet of an ally of the
hobgoblins spiral deep into the earth, earth
hobgoblin that isn't incapacitated.
nodes - mystical points that touch the
Elemental Plane of Earth - allow some warriors Martial Artist. The hobgoblin can use Dexterity
to attune themselves to the plane. In the instead of Strength for attack and damage rolls.
beginning, their expression of this power is Additionally, its unarmed strikes count as
limited to the node, but with much discipline magical for overcoming resistances and
and practice, a skilled warrior can learn to sense immunities.
and manipulate earth wherever it can be found.
These combatants have learned to use their One With The Earth. Most of the hobgoblin's
skills to blind, bludgeon, and upend their features rely on interaction with areas of
enemies, turning an otherwise matched battle unworked earth or stone. Such areas, referred
into a rout. to as the hobgoblin's lair in feature descriptions,
are defined as all areas of unworked earth or
stone within a 60 ft. radius of the hobgoblin not
Hobgoblin Terran Striker smaller than a 5 ft. diameter circle. Earth with
Medium humanoid (hobgoblin), lawful evil modest modifications, such as flagstones or
Armor Class 17 (unarmored) picket fences, count as unworked earth for the
Hit Points 60 (11d8 + 11) purposes of defining its lair. Additionally, the
Speed 50 ft. hobgoblin has advantage on saving throws
against effects involving earth, such as the
STR DEX CON INT WIS CHA earthquake spell, and the hobgoblin has
advantage on stealth checks to move silently in
13 (+1) 18 (+4) 13 (+1) 11 (+0) 16 (+3) 10 (+0) its lair.
Saving Throws Dex +8, Wis +7 Terran Conjurer. The hobgoblin can cast the
Skills Athletics +5, Acrobatics +12, Perception conjure minor elementals spell at will. Such
+7, Stealth +7 creatures must be associated with the Elemental
Senses darkvision 60 ft., tremorsense 60 ft., Plane of Earth, such as a gargoyle, or an
passive Perception 17 adjacent plane, such as a dust mephit. When
Languages Common, Goblin, Terran cast using this feature, its duration is indefinite.
Challenge 5 (1,800 XP) Summoned creatures disappear only when
reduced to 0 hit points or dispelled, or when the
Avoidance. If the hobgoblin is subjected to an hobgoblin chooses to end the effect. This
effect that allows it to make a saving throw to feature does not require concentration, but
take only half damage, it instead takes no using it dispells any previous castings.
damage if it succeeds on the saving throw, and Additionally, the hobgoblin knows the mold
only half damage if it fails. earth cantrip and can use an action to cast the
move earth spell once per day.
Keen Proprioception. The hobgoblin can target
any creature whose position it knows precisely Unarmed Defense. While the hobgoblin is
as if it could see the target normally. wearing no armor and wielding no shield, its
Additionally, it ignores difficult terrain caused AC includes its Wisdom modifier.
by effects relating to hazardous earth.
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Chapter 6 - Monsters, NPC's & Locations
Actions Strike The Earth. The hobgoblin drives its staff
into the ground, causing a cloud of dust to
Multiattack. The hobgoblin makes one explode outward. The cloud, which spreads
quarterstaff attack or one earth spike attack and around corners, occupies a 15 ft. diameter
two unarmed strike attacks. sphere centered on the hobgoblin. This area is
Earth Spike. Thrusting its quarterstaff into the heavily obscured. The dust cloud remains until
ground, it causes a shaft of earth to erupt out of dispelled by a moderate or stronger wind (at
the ground at a distant point. The hobgoblin least 10 miles per hour) or until the beginning
targets one creature within its lair no more than of the hobgoblin's next turn. This effect counts
10 ft. above the ground whose location it as a strong wind for purposes of dispelling
knows, which must succeed on a DC 15 gaseous effects such as fog cloud and stinking
Dexterity saving throw or take 2d6 bludgeoning cloud spells. It can only perform this bonus
damage. If it fails the saving throw by more action while in its lair.
than 5, it is also knocked prone. The hobgoblin Tremor. The hobgoblin plants its foot in the
can only perform this action while in its lair. ground with a forceful stomp, causing a shock
Quarterstaff. Melee Weapon Attack: +8 to hit, wave to radiate outward. All creatures within
reach 5 ft., one target. Hit 8 (1d8 + 4) ten feet of the hobgoblin must succeed on a DC
bludgeoning damage. 15 Dexterity saving throw or fall prone. It can
only perform this bonus action while in its lair.
Unarmed Strike. Melee Weapon Attack: +8 to
hit, reach 5 ft., one target. Hit 8 (1d8 + 4)
bludgeoning damage. Reactions
Earthen Shield. As a reaction to being targeted
Bonus Actions by a ranged weapon or spell attack by a creature
it can see, the hobgoblin can cause a cylindrical
Pitfall. The hobgoblin tries to bury a creature barrier of dirt 5 feet high and 5 feet in diameter
by opening a hole beneath its feet. The to erupt around it. The barrier has AC 10, 20
hobgoblin targets a large or smaller creature in hit points, and immunity to poison and psychic
its lair whose location it knows and is not flying damage, and grants the hobgoblin total cover to
or hovering. The creature must succeed on a creatures not directly above it. The triggering
DC 15 Strength saving throw or become attack instead targets the barrier, which
buried. Large creatures have advantage on the crumbles to dust when it is reduced to 0 hit
saving throw. A buried creature is restrained points or at the beginning of the hobgoblin's
unless it has a burrowing speed, Earth Glide, or next turn. It can only use this reaction while in
some other feature that allows it to travel its lair.
through earth. A buried creature or an ally
within 5 ft. of it can use its action to attempt a Reactive Stance. If an effect would cause the
DC 15 Strength check, freeing the buried hobgoblin to fall prone, it can use its reaction to
creature on a success. shape the earth beneath its feet, sweeping itself
upright and preventing itself from falling
prone. It can only use this reaction while in its
lair.
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Chapter 6 - Monsters, NPC's & Locations
Ice Toads Ice Toad
Medium monstrosity, neutral
No simple creatures, these cousins of the giant Armor Class 12
toads found in more temperate climes are much Hit Points 32 (5d8 + 10)
more intelligent than the average beast. They Speed 30 ft., swim 30 ft.
speak a unique language constituted primarily
of croaks to communicate amongst each other; STR DEX CON INT WIS CHA
without the aid of magic, the ability to speak
this tongue is beyond the capabilities of typical 13 (+1) 10 (+0) 14 (+2) 8 (-2) 10 (+0) 6 (-2)
humanoids, though it is believed that some
druids may understand it unaided. Additionally, Skills Perception +2
they are capable of producing simple tools, Damage Immunities cold
usually fashioned from bone, and are capable of Senses darkvision 60 ft., passive Perception 12
writing when motivated to do so. The most Languages Ice Toad
common case for this is as servitors to white Challenge 1 (200 XP)
dragons, who often recruit ice toads to guard
their lairs and record important figures and Amphibious. The toad can breathe air and water.
information on walls of ice. Cold Aura. Any creature that starts its turn
Though often solitary, they are commonly within 5 ft. of the toad takes 3 (1d6) cold
found in nests of up to four. Being obligate damage.
carnivores, they prey on small arctic mammals Standing Leap. The toad’s long jump is up to 20
and fish, whichever is most easily accessible, feet and its high jump is up to 10 feet, with or
though they do not shy away from adventurers without a running start.
if they believe they have the upper hand. If
threatened, they can choose to emit an aura of
coldness, chilling nearby creatures to the bone. Actions
On their own, they rarely fight to the death, Bite. Melee Weapon Attack: +3 to hit, reach 5
preferring to flee if in serious danger. Those ft., one target. Hit: 5 (ld8 + 1) piercing damage
recruited for service, however, may prefer plus 4 (ld8) cold damage. If the target is a
falling to an adventurer than facing the wrath of Medium or smaller creature, it is grappled
an angry master. (escape DC 11). Until the grapple ends, the toad
The monster stat block for the ice toad first can't bite another target.
appeared in the fifth edition of Dungeons and
Dragons in Rise of Tiamat.
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Chapter 6 - Monsters, NPC's & Locations
Illithids They are also used to supervise slaves in
some of the phaerimm’s larger excavation sites
where they exercise their psionic abilities to
corral and otherwise control insubordinate
Illithids, otherwise known as mind flayers, are
workers. If the phaerimm identify a
rare in the buried realms; most adventurers
particularly important target through their vast
who enter from the surface are unlikely to
network of eyes and ears which cannot be
encounter one by chance. Most illithids in this
acquired through trickery or guile, sending an
region are pawns of the phaerimm, who value
elite strike force led by a mind flayer is one of
them as subordinate slave masters. Though the
their favored tactics. Those that have remained
phaerimm are not related to illithids, they
free have mostly done so by recognizing the
recognize each others’ psionic abilities, and the
futility of attempting to establish an enclave in
phaerimm vastly outnumber mind flayers in the
the Buried Realms and have either fled
Buried Realms. Thus, most truly free mind
altogether, explicitly allied themselves with
flayers live in isolation, hoping to go
other powerful creatures, or entered mutually
undiscovered by (and free from) the phaerimm.
beneficial arrangements with them - especially
They usually live alone, having little faith that
those who also despise and fear the phaerimm.
other mind flayers they meet have not already
At least one illithid has been seen meeting with
been enthralled. Those that are in the palm of
Zhentarim scouts, though the exact relationship
the phaerimm serve as their lieutenants,
is unclear.
commanding hunting parties of half a dozen or
so of their own thralls and a handful of other
slaves of the phaerimm.
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Chapter 6 - Monsters, NPC's & Locations
Lamia In the Sword, lamias are rarely encountered
alone or by chance. There are a handful of
thriving communities of lamias, such as the
Lion’s Eye oasis and Hlaungadath, but they have
Lamias are evil creatures originally begotten by
little interest in wandering the desert wastes in
Graz’zt, the demon lord known for his keen
perpetuity like the Bedine. Though they take
mind and hedonistic pursuits. It is said that the
immense pleasure in feasting on the flesh of
first lamias were once mortals who entreated
their victims and washing it down with fine
Graz’zt for immortality in exchange for their
wines, they are immortal and do not risk
service. If the legends are true, these would be
starvation or dehydration. When they do
the oldest living lamia nobles, the elite variety
require something from outside their
of lamia. Lamia nobles always have the lower
settlements, they usually send teams of
body of a great serpent and the upper body of a
jackalweres rather than go themselves unless it
statuesque human, which can be of either sex.
is a task of paramount importance. The most
From these came the more common lamia
common circumstance of encountering a lamia
varieties, which can have the lower body of any
outside of a colony is simple boredom. Perhaps
four-legged beast, but always the upper body of
there have been no slaves to use for
a beautiful woman. These creatures possess
entertainment lately; perhaps they miss the
innate abilities to create magical illusions which
thrill of the hunt. Regardless, they are most
they frequently use to disguise the ruins they
likely lurking in an oasis, possibly in disguise, in
lair in as luxurious palaces and gardens. They
hopes of gaining a fight, a slave, or a new meal -
also have an innate mastery of enchantment,
perhaps all three, given enough time. A favored
commonly bringing lesser creatures into their
strategy is using permanent major image spells
service as servants and slaves. Though highly
as bait, such as a damsel in distress or a bleached
intelligent and capable of long-term strategy,
skeleton holding a gleaming sword to lure
finding a lamia capable of compassion is a rare
adventurers into an ambush. Those feeling
occasion indeed. To the lamias, there are lamia
especially daring will use disguise self spells to
nobles, lamias, jackalweres, and everybody else.
play the part of the damsel themselves, drawing
They have enough sense not to aggrevate
the attention of their prey while
enemies they perceive too
a team of half a dozen
powerful to fight outright,
jackalweres creeps from
but anyone who believes
behind cover to catch
that they have coaxed
them by surprise.
mercy from a lamia is a
fool. Most mortals who
entreat with lamias end
up their slaves or food -
often both, in that
order.
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Chapter 6 - Monsters, NPC's & Locations
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 15 (+2) 16 (+3) 18 (+4)
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Chapter 6 - Monsters, NPC's & Locations
Lamia Noble Actions
Large monstrosity, chaotic evil Multiattack. The lamia makes one constrict
Armor Class 15 (natural armor) attack and two scimitar attacks.
Hit Points 170 (20d10 + 60) Constrict. Melee Weapon Attack: +10 to hit,
Speed 30 ft., swim 30 ft. reach 5 ft., one target. Hit 13 (2d8 + 4)
bludgeoning damage, and the target is grappled
STR DEX CON INT WIS CHA (escape DC 18). Until this grapple ends, the
18 (+4) 14 (+2) 16 (+3) 16 (+3) 16 (+3) 22 (+6)
creature is restrained, and the lamia can't
constrict another creature.
Scimitar. Melee Weapon Attack: +10 to hit,
Saving Throws Wis +9, Cha +12
reach 5 ft., one target. Hit 11 (2d6 + 4) slashing
Senses darkvision 60 ft.,truesight 120 ft.,
damage.
passive Perception 19
Skills Deception +12, Insight +9, Perception Reactions
+9, Stealth +8
Condition Immunities charmed Dominate. If a creature who is under the
Languages Common, Abyssal effects of the lamia's curse takes an action on its
turn, the lamia can use its reaction to attempt to
Challenge 13 (10,000 XP) dictate its behavior. The creature must succeed
Innate Spellcasting. The lamia's spellcasting on a Charisma saving throw or take one of the
ability is Charisma (spell save DC 20, +12 to hit following actions of the lamia's choosing:
with spell attacks). It can innately cast the • Make a single attack with the weapon it is
following spells at 9th level requiring no holding against a different creature of the
material components: lamia's choice. The lamia and the creature
• At will: bestow curse, charm person, comprehend targeted by this effect must both be able to
languages, disguise self, minor illusion, tongues see this other creature.
• 6/day: bane, major image, mirror image, • Move up to its movement in any direction.
suggestion, dominate beast • Interact with an object, such as picking up or
• 3/day: geas, hallucinatory terrain, sleep, dropping an object, eating, or drinking.
dominate person, dominate monster • Fall prone.
• 1/day: mirage arcane, mislead, seeming, weird • Scream loudly and incoherently, conveying
no specific message.
Lamia’s Curse. When a creature is hit by the • Take no action.
lamia's constrict attack or fails to save against its
bestow curse spell, it becomes cursed. Creatures
Legendary Actions
immune to the charmed condition are immune The lamia can take 3 legendary actions,
to this curse. When a cursed creature attempts choosing from the options below. Only one
to target the lamia with an attack, spell or legendary action option can be used at a time
harmful effect the lamia can force the creature and only at the end of another creature's turn
to succeed on a Charisma saving throw or unless stated otherwise. The lamia regains
target a different creature. If no other creatures spent legendary actions at the start of its turn.
are within range or the cursed creature refuses Cast a Spell (Costs 3 Actions). The lamia casts
to target another creature, the action is wasted a spell using its innate spellcasting feature.
and the cursed creature takes 13 (3d8) psychic Dominate. As a reaction on another creature's
damage. If this damage would reduce it to 0 hit turn, it can use its Dominate reaction once
points, it is unconscious and stable. If the without consuming its reaction.
attempted action was casting a spell, the spell Attack. The lamia makes one constrict or
slot is wasted. scimitar attack against a creature within reach.
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Chapter 6 - Monsters, NPC's & Locations
Naga Dark Naga
Medium monstrosity, neutral evil
Nagas, like the asabi, were a species created by Armor Class 14 (natural armor)
the sarrukh, the reptilian creator race. All Hit Points 67 (9d10 + 18)
nagas’ bodies resemble great snakes with Speed 40 ft.
humanoid faces; most varieties, including dark
nagas, are also powerful spellcasters capable of STR DEX CON INT WIS CHA
learning new spells from a skilled master.
Dark nagas have scales of violet or indigo, 18 (+4) 16 (+3) 14 (+2) 17 (+3) 14 (+2) 18 (+4)
more reminiscent of eels than snakes, with
malevolent, evil grins and tails sporting Saving Throws Con +6, Int +7, Wis +6, Cha
venomous, barbed stingers. They crave wealth +8
and power over others, but are not so proud as Skills Arcana +7, Investigation +7
to dismiss an opportunity to enter the service of Damage Immunities poison
another if it will be suitably rewarded. In the Condition Immunities charmed, poisoned
Buried Realms, the masters are most frequently Languages Deep Speech, Undercommon
phaerimm which offer knowledge of arcane Senses passive Perception 12, darkvision 60 ft.
magics and whatever magical items the Challenge 7 (2,900 XP)
phaerimm themselves have little use for. It is
believed by some sages that the dark nagas are Rejuvination. If it dies, the naga returns to life
among the only races in the Buried Realms over in 1d6 days and regains all of its hit points.
which the phaerimm have not waged a silent Only a wish spell can prevent this trait from
war for mental domination, as simply taking functioning.
them as apprentices is a far more efficient tactic Spellcasting. The naga is a 9th-level spellcaster.
for removing them as competition. In Its spellcasting ability is Intelligence (spell save
phaerimm-controlled cities, dark nagas often DC 14, +6 to hit with spell attacks), and it needs
play the roles of administrators and marshals, only verbal components to cast its spells. It has
intermediary leaders which free up the the following wizard spells prepared:
phaerimm overlords to spend their time on
their grand schemes and arcane experiments. • Cantrips (at will): chill touch, dancing lights,
Beyond the influence of the phaerimm and mage hand, poison spray
lacking other masters, they still prefer to lead • 1st Level (4 slots): alarm, chromatic orb, hideous
small teams of subordinates than to fend for laughter
themselves, usually leading small bands of asabi, • 2nd Level (3 slots): flaming sphere, melf's acid
goblinoids, and other Underdark minions. arrow
Given the opportunity, phaerimm influence or • 3rd Level (3 slots): counterspell, stinking cloud
otherwise, many dark nagas know a ritual to • 4th Level (3 slots): dimension door, polymorph
create a bone naga from the corpse of another • 5th Level (1 slot): cloudkill
dark naga, which serves as a loyal guardian in
undeath. Knowledge of this ritual is one reason Actions
that dark nagas are rarely found acting together, Sting. Melee Weapon Attack: +8 to hit, reach 5
as they are often suspicious that others of their ft., one target. Hit 8 (1d6 + 4) piercing damage,
kind would rather see them dead than alive. and the target must make a DC 14 Constitution
saving throw, taking 54 (12d8) poison on a
failed save, or half as much damage on a
successful one.
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Chapter 6 - Monsters, NPC's & Locations
Ogres Ogre Shaman of Vaprak
Large giant, chaotic evil
Found alone in small tribes across the Plain of Armor Class 11 (hide armor)
Standing Stones, ogres are one of the few Hit Points 102 (12d10 + 36)
creatures hardy enough to surive the brutal Speed 40 ft.
environs of the Plain without the fruits of
industry or magic. However, not all ogres fit STR DEX CON INT WIS CHA
this mold; some, who have chosen to worship
Vaprak out of desperation, hunger, or simply 22 (+6) 8 (-1) 16 (+3) 4 (-3) 12 (+1) 5 (-3)
out of being of similar temper, have been
corrupted by his demonic essence. Most ogres Senses. darkvision 60 ft., passive Perception 11
who have felt Vaprak's touch have simply been Languages Common, giant
corrupted in the flesh, granting them a hideous Challenge 5 (1,800 XP)
strength that is neauseous to behold. The true
worshippers, whose faith grants them the Aura of Bloodthirst. If this creature is not
ability to wield magic, are known as shamans, incapacitated, any creature with the Rampage
and are generally the leader of their feature can make a Gnashing Jaws attack as a
communities if they have one. bonus action while within 20 feet of this
creature.
Rampage (1/Turn). When this creature reduces
Ogre Child of Vaprak a creature to 0 hit points with a melee weapon
Large giant, chaotic evil attack on its turn, it can move up to half its
Armor Class 11 (hide armor) speed and make its Gnashing Jaws attack.
Hit Points 85 (10d10 + 30) Spellcasting. The ogre is a 5th-level spellcaster.
Speed 40 ft. Its spellcasting ability is Wisdom (spell save DC
12, +4 to hit with spell attacks). It has the
STR DEX CON INT WIS CHA following cleric spells prepared:
19 (+4) 8 (-1) 16 (+3) 4 (-3) 7 (-2) 5 (-3) • Cantrips (at will): guidance, light, spare the
dying, thaumaturgy
Senses. darkvision 60 ft., passive Perception 8 • 1st Level (4 slots): bless, command, shield of faith
Languages Common, giant
Challenge 3 (700 XP) • 2nd Level (3 slots): prayer of healing
• 3rd Level (2 slots): spirit guardians
Rampage (1/Turn). When this creature reduces
a creature to 0 hit points with a melee weapon Actions
attack on its turn, it can move up to half its Multiattack. The ogre makes one gnashing
speed and make its Gnashing Jaws attack. jaws`attack and one greatclub attack.
Actions Gnashing Jaws. Melee Weapon Attack: +9 to
Gnashing Jaws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 11 (2d4 + 6)
hit, reach 5 ft., one target. Hit 9 (2d4 + 4) piercing damage.
piercing damage. Greatclub. Melee Weapon Attack: +9 to hit,
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 15 (2d8 + 6)
reach 5 ft., one target. Hit 13 (2d8 + 4) bludgeoning damage.
bludgeoning damage.
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Chapter 6 - Monsters, NPC's & Locations
Phaerimm The thaalud, having been magically crafted
to resist magical charms in order to oppose the
phaerimm, are entirely immune to
The phaerimm have possibly had the greatest
enchantment. The dark naga, who are highly
impact on the landscape of Anauroch out of all
resistant to all manner of charms and whose
of its inhabitants, with the Netherese posing the
service can be easily bought, are rarely enslaved
only competition. Their bodies resemble
in the traditional manner.
inverted antelope horns that float about with an
innate levitation ability. Their skin is of a thick,
The manner in which the phaerimm rule
leathery hide; they have cruel, sharp barbs on
any particular settlement depends on whether
their tails; they have four short, stubby arms
or not its inhabitants are aware of the their
with sharp claws; and they have mouths lined
influence. In many cases, the most expedient
with long, piercing teeth. What is more, they
method of taking over a colony or company is
are widely known for their capacity for mental
to enslave only the leader, chieftain, or
domination of other creatures and their
equivalent authority figure, who already
powerful spellcasting. They performed the
commands the respect of its tribe. When
Lifedrain ritual that transformed the land above
enslaving creatures of a more chaotic nature,
ground into the barren desert that exists today
they tend to enthrall each and every one of their
and are largely responsible for the downfall of
subjects. Finally, when they enthrall an illithid,
the Netherese empire.
they will often provide it with its own
mentally-dominated thralls. In all cases, they
The phaerimm view the entire Underdark as
prefer to minimize their creature-to-creature
their domain, and the whole of the surface
exposure, negotiating and doing business
world as, ironically, beneath them. They are
almost exclusively through intermediaries.
the scourge of the Buried Realms, enslaving
races big and small to serve as their eyes, ears,
and boots on the ground throughout the region.
Few creatures are completely beyond them; the
phaerimm hold beholders, illithids, and all
manor of brutish creatures in their thrall.
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Chapter 6 - Monsters, NPC's & Locations
Phaerimm, Common Actions
Large abberation, neutral evil Multiattack. The Phaerimm makes four claw
Armor Class 17 (natural armor) attacks, or two claw attacks and one bite attack,
Hit Points 144 (17d10 + 51) or two claw attacks and one tail attack.
Speed 10 ft., fly 20 ft. (hover) Bite. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit 12 (2d8 + 3) piercing damage
STR DEX CON INT WIS CHA and the target is grappled (escape DC 15).
17 (+3) 14 (+2) 16 (+3) 19 (+4) 14 (+2) 13 (+1) While grappling a creature in this way, the
phaerimm cannot make bite attacks against
Saving Throws. Int +8, Wis +6 another creature.
Senses passive Perception 12 Claw. Melee Weapon Attack: +7 to hit, reach 5
Skills Arcana +8, History +8 ft., one target. Hit 6 (1d6 + 3) slashing damage.
Condition Immunities prone Enthrall (4/day). The phaerimm targets a
Languages telepathy 60 ft., understands creature it can see within 60 ft. It must succeed
Undercommon and Deep Speech on a DC 16 Wisdom saving throw or become
Challenge 8 (3,900 XP) enthralled for 12 hours. Creatures immune to
being charmed, creatures whose thoughts
Arcane Scent. The phaerimm is always under cannot be read, and creatures with an
the effects of a detect magic spell Intelligence score of less than 4 are immune to
this effect. The phaerimm can target a creature
Ethereal Sight. The phaerimm can see into the which it has already enthralled in order to
Ethereal Plane up to 60 ft. away in all directions. extend the duration beyond 12 hours. If a
Magic Absorption. When the phaerimm creature is enthralled for 48 hours without
succeeds on a saving throw against a spell, it can ending the effect, the effect becomes
choose to gain temporary hit points equal to a permanent. If an enthralled creature takes
number of d4 equal to the spell's level damage and has not been permanently
(minimum 1). enthralled, it can repeat the saving throw,
Magic Resistance. The phaerimm has advantage ending the effect on a success. An enthralled
on saving throws against spells and other creature retains its personality, alignment, racial
magical effects. abilities and class features, and the phaerimm
becomes aware of them.
Spellcasting. The phaerimm is a 11th-level Mind Vice. The phaerimm tries to induce
spellcaster. Its spellcasting ability is Intelligence horrible pain in the mind of a creature it can see
(spell save DC 16, +8 to hit with spell attacks), within 60 ft. The target must succeed on a DC
and it needs only somatic components to cast its 16 Intelligence saving throw or suffer 14 (3d8)
spells. It has the following wizard spells psychic damage.
prepared: Tail. Melee Weapon Attack: +7 to hit, reach 5
• 1st Level (4 slots): magic missile, shield, ft., one target. Hit 16 (3d8 + 3) piercing damage.
thunderwave
• 2nd Level (3 slots): detect thoughts, hold person, Bonus Actions
invisibility Command Thralls. If the phaerimm has
• 3rd Level (3 slots): counterspell, fireball, enthralled one or more creatures, it can use its
lightning bolt bonus action to command each of its thralls.
• 4th Level (3 slots): arcane eye, banishment, The phaerimm dictates their commands with
Evard's black tentacles full knowledge of their abilities, which they
• 5th Level (2 slots): telekinesis, wall of force attempt to execute on their next turn. If an
• 6th Level (1 slot): contingency enthralled creature is not permanently
enthralled, it can attempt to resist by making a
DC 16 Wisdom saving throw, taking its turn as
normal on a success.
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Chapter 6 - Monsters, NPC's & Locations
Phaerimm Patriarch • 7th Level (1 slot): etherealness, symbol
Large abberation, neutral evil • 8th Level (1 slot): incindiery cloud, demiplane
Armor Class 17 (natural armor) • 9th Level (1 slot): foresight, time stop
Hit Points 192 (23d10 + 66)
Speed 10 ft., fly 20 ft. (hover) Actions
Multiattack. The phaerimm makes four claw
STR DEX CON INT WIS CHA attacks, or two claw attacks and one bite attack,
18 (+4) 16 (+3) 16 (+3) 22 (+6) 16 (+3) 13 (+1) or two claw attacks and one tail attack.
Bite. Melee Weapon Attack: +10 to hit, reach 5
Saving Throws. Int +12, Wis +9 ft., one target. Hit 13 (2d8 + 4) piercing damage
Senses passive Perception 13, darkvision 120 ft. and the target is grappled (escape DC 15).
Skills Arcana +12, History +12 While grappling a creature in this way, the
Condition Immunities prone phaerimm cannot make bite attacks against
Languages telepathy 90 ft., understands another creature.
Undercommon and Deep Speech but cannot Claw. Melee Weapon Attack: +10 to hit, reach 5
speak ft., one target. Hit 7 (1d6 + 4) slashing damage.
Challenge 14 (11,500 XP)
Enthrall (6/day). The phaerimm targets a
Arcane Scent. The phaerimm is always under creature it can see within 90 ft. It must succeed
the effects of a detect magic spell. on a DC 20 Wisdom saving throw or become
enthralled for 12 hours. Creatures immune to
Ethereal Sight. The phaerimm can see into the being charmed, creatures whose thoughts
Ethereal Plane up to 60 ft. away in all directions. cannot be read, and creatures with an
Magic Absorption. When the phaerimm Intelligence score of less than 4 are immune to
succeeds on a saving throw against a spell, it can this effect. The phaerimm can target a creature
choose to gain temporary hit points equal to a which it has already enthralled in order to
number of d4 equal to the spell's level extend the duration beyond 12 hours. If a
(minimum 1). creature is enthralled for 48 hours without
ending the effect, the effect becomes
Magic Resistance. The phaerimm has advantage permanent. If an enthralled creature takes
on saving throws against spells and other damage and has not been permanently
magical effects. enthralled, it can repeat the saving throw,
Spellcasting. The phaerimm is a 17th-level ending the effect on a success. An enthralled
spellcaster. Its spellcasting ability is Intelligence creature retains its personality, alignment, racial
(spell save DC 20, +12 to hit with spell attacks). abilities and class features, and the phaerimm
It has the following wizard spells prepared: becomes aware of them.
• Cantrips (at will): mage hand, minor illusion, Mind Vice. The phaerimm tries to induce
ray of frost, shocking grasp horrible pain in the mind of a creature it can see
• 1st Level (4 slots): magic missile, shield, within 90 ft. The target must succeed on an
thunderwave Intelligence saving throw or suffer 18 (4d8)
• 2nd Level (3 slots): detect thoughts, hold person, psychic damage.
invisibility
• 3rd Level (3 slots): counterspell, fireball, Sense Thrall. The phaerimm casts the sending
lightning bolt spell without consuming a spell slot to
• 4th Level (3 slots): arcane eye, banishment, communicate with one of its thralls.
evard’s black tentacles Tail. Melee Weapon Attack: +10 to hit, reach 5
• 5th Level (2 slots): telekinesis, wall of force ft., one target. Hit 17 (3d8 + 4) piercing damage.
• 6th Level (1 slot): contingency, globe of
invulnerability
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Chapter 6 - Monsters, NPC's & Locations
Bonus Actions Legendary Actions
Command Thralls. If the phaerimm has The phaerimm can take 3 legendary actions,
enthralled one or more creatures, it can use its choosing from the options below. Only one
bonus action to command each of its thralls. legendary action option can be used at a time
The phaerimm dictates their commands with and only at the end of another creature's turn.
full knowledge of their abilities, which they The phaerimm regains spent legendary actions
attempt to execute on their next turn. If an at the start of its turn.
enthralled creature is not permanently Cantrip. The phaerimm casts a cantrip
enthralled, it can attempt to resist by making a Cast a Spell (Special Cost). The phaerimm
DC 20 Wisdom saving throw, taking its turn as casts one spell it has prepared and for which it
normal on a success. has a spell slot available. This option costs
If the phaerimm commands a permanent actions equal to the spell's level divided by two,
thrall to perform a task which they cannot rounded up (e.g. 3 actions for a 5th-level spell)
complete on their turn, such as running an Enthrall (Costs 2 Actions). The phaerimm
errand or digging a hole, the thrall attempts to expends one use of its Enthrall ability
carry out this task to the best of their ability,
stopping only once they have finished the task
or received a new command.
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Chapter 6 - Monsters, NPC's & Locations
Snow Cloakers Icy Camouflage. When stationary and clinging
to any snowy or icy surface, the snow cloaker is
indistinguishable from mundane snow or ice.
Only known to be native to Llashloch, this
Additionally, while occupying a space within
creature is an arctic evolution of the more
five feet of an icy or snowy surface, its skin
commonly-known Underdark creature. Being
adapts to make it difficult to perceive its exact
ambush predators, they are reluctant to engage
location. All attacks against the snow cloaker
creatures in groups or that appear hardier than
and ability checks made to remove it from a
themselves, preferring to remain undetected
creature it is attached to are made with
and wait for more suitable prey. If they become
disadvantage unless it is detected using a sense
injured, they flee while uttering a haunting
other than sight (e.g. blindsight).
moan that drives other creatures mad. If a lone
adventurer walks into its trap, it will drop from Actions
above, sinking its teeth into its prey’s head and
enveloping their body with their snow-white Multiattack. The snow cloaker makes two
wings. Blind and unable to breathe or call for attacks: one with its bite and one with its tail.
help, the best their prey can hope for is that Bite. Melee Weapon Attack: +5 to hit, reach 5
somebody finds them before the monster can ft., one creature. Hit 7 (2d4 + 2) piercing
finish them off. damage, and if the target is Large or smaller, the
cloaker attaches to it. If the cloaker has
Snow Cloaker advantage against the target, the cloaker
attaches to the target's head, and the target is
Medium aberration, chaotic evil
blinded and unable to breathe while the cloaker
Armor Class 15 (natural armor)
is attached. While attached, the cloaker can
Hit Points 66 (12d8 + 12)
make this attack only against the target and has
Speed 15 ft., fly 50 ft.
advantage on the attack roll. The cloaker can
detach itself by spending 5 feet of its movement.
STR DEX CON INT WIS CHA A creature, including the target, can take its
15 (+2) 17 (+3) 12 (+1) 13 (+1) 12 (+1) 14 (+2) action to detach the cloaker by succeeding on a
DC 15 Strength check.
Skills Perception +4, Stealth +6 Moan. Each creature within 60 feet of the snow
Senses darkvision 60 ft., Passive perception 14 cloaker that can hear its moan and that isn't an
Languages Deep Speech, Undercommon aberration must succeed on a DC 13 Wisdom
Challenge 8 (3,900 XP) saving throw or become frightened until the
end of the cloaker's next turn. If a creature's
Arctic Lurker. The snow cloaker is accustomed saving throw is successful, the creature is
to lying in wait in icy caves for long periods. It immune to the cloaker's moan for the next 24
has immunity to cold damage and can move hours.
across icy surfaces without needing to make an Tail. Melee Weapon Attack: +5 to hit, reach 10
ability check. Additionally, difficult terrain ft., one creature. Hit 6 (1d8 + 2) piercing
composed of ice or snow does not cost it extra damage.
movement.
Damage Transfer. While attached to a creature,
the cloaker takes only the half the damage dealt
to it (rounded down), and that creature takes
the other half.
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Chapter 6 - Monsters, NPC's & Locations
Tomb Tappers (Thaalud) Tomb tappers pose little threat to those few
adventurers who encounter them, provided
that those adventurers value their lives over
These enigmatic creatures are sometimes
their magic items. They are not known to be
mistaken for a variety of giant by laypeople.
malicious or cunning when it comes to tactics
Their bodies, appearing to be made of granite,
in battle. Most often, when a thaalud senses a
are about twice as high as that of a human with
humanoid with its blindsense, it approaches
two telltale aspects: a head with no facial
until it is within range of its telepathy at which
features, instead appearing as smooth as
point it will command something to the effect
polished stone, and a great mouth in their
of "Drop all of your magic items and flee." It
midsection powerful enough to crush rock.
will not instigate combat unless something
Wielding great two-handed warhammers, these
appears to have fled without dropping its magic
creatures were originally created by the
items or if it detects phaerimm. Though the
Netherese to combat the phaerimm. As such,
war between the Netherese and the phaerimm
they were created to be immune to all manner
ended long ago, the thaalud still consider them
of enchantment and mind manipulation magic.
to be their sworn enemies and will not hesitate
Their eternal duty is to seek out and collect all
to engage them in combat to the death.
magic they can find. They are almost never
encountered above ground, preferring to hunt
the caverns of the Buried Realms for magic
items and artifacts. To them, magic is
something sacred to be revered, not used, so
while one may carry a number of valuable
magic items found in its latest hunt, it would
never be seen using them as originally intended.
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Chapter 6 - Monsters, NPC's & Locations
Tomb Tapper Unfaltering Wanderer. The thaalud has a
Huge construct (thaalud), lawful neutral supernatural sense of direction, and always
Armor Class 17 (natural armor) knows the most direct path to the portal leading
Hit Points 103 (9d12 + 45) to the Tomb Tapper Tomb as long as it is on
Speed 40 ft. the Material Plane. It never forgets terrain it
has passed through and cannot become lost.
STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 20 (+5) 10 (+0) 12 (+1) 9 (-1) Actions
Multiattack. The thaalud makes two
Saving Throws Int +4, Wis +5, Cha+3 warhammer attacks and one bite attack, or two
Senses passive Perception 15, blindsight 120 ft., rock attacks.
tremorsense 60 ft. Bite. Melee Weapon Attack: +9 to hit, reach 5
Skills Athletics +9, Insight +5, Investigation ft., one target. Hit 15 (3d6 + 5) piercing damage
+4, Perception +5 and the target is grappled (escape DC 17). A
Condition Immunitites charmed, frightened, creature grappled by this effect is also
poisoned restrained. Until this grapple ends, the thaalud
Damage Immunities poison, psychic cannot bite another creature, and it has
Languages telepathy 60 ft., understands all advantage on attack rolls against that creature
languages but cannot speak when making bite attacks against it.
Challenge 7 (2,900 XP)
Rock. Ranged Weapon Attack: +9 to hit, range
Echolocation. While the thaalud cannot hear, it 60/240 ft., one target. Hit 27 (4d10 + 5)
has no blindsight. Additionally, it is immune to bludgeoning damage, and the target must
effects that rely on sight, such as the gaze of a succeed on a DC 17 Strength saving throw or
medusa or the hypnotic pattern spell. be knocked prone.
Immutable Form. The thaalud is immune to any Warhammer. Melee Weapon Attack: +9 to hit,
spell or effect that would alter its form. reach 15 ft., one target. Hit 21 (3d10 + 5)
bludgeoning damage.
Innate Spellcasting. The thaalud's spellcasting
ability is Wisdom (spell save DC 13, +5 to hit
with spell attacks). It can innately cast the
following spells requiring no material
components:
• At will: detect magic, meld into stone, stone shape
Magic Resistance. The thaalud has advantage on
saving throws against spells and other magical
effects.
Telepathic Broadcasting. When the thaalud uses
its telepathy to send a message to a creature, it
can send the same message to any number of
additional creatures within range.
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Chapter 6 - Monsters, NPC's & Locations
White Pudding Due to the potentially catastrophic cost of an
encounter with a white pudding, many
expeditions to the High Ice proceed in a narrow
Those who lead expeditions across the High Ice
file, headed by a mercenaries wielding polearms
share tales of the dreaded white pudding, the
to test the ground before proceeding. Some
arctic explorer's worst nightmare. Most threats
adventurers have succeeded in scaring a
in the High Ice can be spotted from a distance,
pudding off with loud noises, but this attracts
or otherwise anticipated, but not this. The
more powerful monsters as often as not. On
arctic cousin of the black pudding, this creature
the other hand, white puddings sometimes
is utterly indistinguishable from packed snow; a
approach areas where loud battles took place
single false step can spell doom. Those who
recently, such as encounters with howling yetis
survive an encounter with a white pudding
or winter wolves, in hopes of consuming any
often find that their troubles have only began,
corpses left behind. Fortunately, its relative
as the ooze's caustic nature dissolves cloth,
rarity means most explorers never encounter
leather, and all manner of organic material.
one, but that does little to assuage the fears of
Unless an adventurer manages to fight it off
even the most seasoned adventurers. Rumor
from a distance, chances are that their warm
has it that, somewhere in the High Ice, a
clothing will become riddled with holes, spots
massive white pudding hundreds of feet aross
where drops of the creature splattered and
sits still, forever, consuming everything that
burned through. In such cases, frostbite is
takes one step too many and falls in.
rarely far off unless they have the means to
repair or replace their damaged attire.
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Chapter 6 - Monsters, NPC's & Locations
White Pudding Actions
Large ooze, unaligned Engulf. The pudding moves up to its speed.
Armor Class 8 While doing so, it can enter Medium or smaller
Hit Points 85 (10d10 + 30) creatures' spaces. Whenever the pudding enters
Speed 30 ft., climb 30 ft. a creature's space, the creature must make a DC
13 Dexterity saving throw. On a successful
STR DEX CON INT WIS CHA
save, the creature can choose to be pushed 5 feet
back or to the side of the pudding. A creature
16 (+3) 7 (-2) 16 (+3) 1 (-5) 6 (-2) 1 (-5) that chooses not to be pushed suffers the
consequences of a failed saving throw. On a
Damage Immunities acid, cold, lightning, failed save, the creature enters the pudding's
slashing space, and takes 13 (3d8) acid damage and
Condition Immunities blinded, charmed, becomes engulfed. The engulfed creature can't
deafened, exhaustion, frightened, prone breathe, is restrained, and takes 27 (6d8) acid
Senses blindsight 60 ft. (blind beyond this damage at the start of each of the pudding's
radius), passive Perception 8 turns. All equipment carried by an engulfed
Languages - creature is treated as if it is damaged as
Challenge 5 (1,800 XP) described in the Acidic Form and Pseudopod
traits at the beginning of each the pudding's
Amorphous. The pudding can move through a turns. When the pudding moves, the engulfed
space as narrowas 1 inch wide without creature moves with it. The pudding cannot
squeezing. target an engulfed creature with its pseudopod.
An engulfed creature can try to escape by taking
Acidic Form. A creature that touches the
an action to make a DC 13 Strength check. On a
pudding or hits it with a melee weapon attack
success, the creature escapes and enters a space
while within 5 feet of it takes 4 (1d8) acid
of its choice within 5 feet of the pudding.
damage. Any nonmagical weapon not primarily
made of metal dissolves and becomes useless Pseudopod. Melee Weapon Attack: +5 to hit,
after dealing damage. Nonmagical ammunition reach 5 ft., one target. Hit: 6 (1d6 + 3)
made of wood that hits the pudding is destroyed bludgeoning damage plus 18 (4d8) acid damage.
after dealing damage. The pudding can eat In addition, nonmagical armor worn by the
through 2-inch-thick, nonmagical organic target is partly dissolved and takes a permanent
matter in 1 round. Other nonmetal equipment and cumulative -1 penalty to the AC it offers. If
that comes into contact with the pudding is the penalty reaches -5, the armor is destroyed.
dissolved in 1 round.
Arctic Lurker. The pudding is accustomed to
lying in wait in icy caves for long periods. It has
immunity to cold damage and can move across
icy sufaces without needing to make an ability
check. Additionally, difficult terrain composed
of ice or snow does not cost it extra movement.
False Appearance. While the pudding remains
motionless, it is indistinguishable from packed
snow.
Spider Climb. The pudding can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.
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Chapter 6 - Monsters, NPC's & Locations
Non-Player Characters
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Chapter 6 - Monsters, NPC's & Locations
Bedine Sheikh Defensive Maneuvering. While wielding finesse
weapons in both hands, the Bedine can add a +2
bonus to its AC. Additionally, it can draw or
The final arbiters of all tribal business, the
stow two weapons when it would normally
sheikh is a powerful warrior fearsome to behold
only be able to draw or stow one.
in battle. The selection of the sheikh is another
tradition that varies across tribes; some tribes
pass the role down within a single family, while Actions
other tribes determine the leader of their Multiattack. The Bedine makes three scimitar
warriors by contest. In the latter case, a attacks or three spear melee attacks, or one
challenger must be certain of their ability to ranged spear attack followed by one scimitar
best the sheikh the first time they cross blades, attack.
as a defeated challenger is often banished from Scimitar. Melee Weapon Attack: +7 to hit,
the tribe. When two tribes meet for the first reach 5 ft., one target. Hit 6 (1d6 + 3) slashing
time, it is their sheikhs who establish first damage.
contact. The outcome of this meeting often
determines whether the tribes will be friends or Spear. Melee or Ranged Weapon Attack: +6 to
enemies for years to come. hit, reach 5 ft. or 20/60 ft., one target. Hit 5
(1d6 + 2) piercing damage , or 6 (1d8 + 2)
piercing damage if wielded with two hands.
Bedine Shiekah
Medium humanoid (human), lawful neutral
Armor Class 17 (studded leather armor, Reactions
Defensive Maneuvering) Parry. When the Bedine is hit with a melee
Hit Points 67 (9d10 + 18) attack by a creature it can see and it is wielding
Speed 30 ft. a finesse weapon, it can use its reaction to add a
+4 bonus to its AC for that attack, potentially
causing it to miss.
STR DEX CON INT WIS CHA
Riposte. When a creature misses the Bedine
14 (+2) 16 (+3) 14 (+2) 9 (-1) 14 (+2) 10 (+0) with a melee attack, it can use its reaction and
to make one melee weapon attack against the
Senses passive Perception 16 creature. If it hits, it deals an additional 1d8
Skills Animal Handling +6, Athletics +6, damage of the same type as the weapon.
Perception +6, Survival +6
Languages Bedine, D’tarig Bonus Actions
Challenge 5 (1,800 XP)
Second Wind (1/day). As a bonus action on its
turn, the Bedine can heal 14 (1d10 + 9) hit
Mounted Warrior. While mounted, the Bedine
points.
has advantage on any melee attack rolls against
a creature smaller than its mount, and it can Rallying Cry (1/day). As a bonus action on its
force an attack targeting its mount to target the turn, all other Bedine within 30 ft. gain 10
Bedine instead. temporary hit points.
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Chapter 6 - Monsters, NPC's & Locations
Bedine Warrior Defensive Maneuvering. While wielding finesse
weapons in both hands, the Bedine can add a +2
bonus to its AC. Additionally, it can draw or
The compliments of the mates, Bedine warriors
stow two weapons when it would normally
focus their entire lives on honing their
only be able to draw or stow one.
athleticism and prowess in combat. With
domestic duties entrusted to mates, they are
free to spend their days training. While at Actions
oases, especially those whose guardian spirits Multiattack. The Bedine makes two scimitar
can heal the wounded, warriors from the same attacks, two spear melee attacks, or one spear
tribe often spar amongst each other and ranged attack.
practice dangerous mounted maneuvers. When Scimitar. Melee Weapon Attack: +5 to hit,
their tribe comes in contact with reach 5 ft., one target. Hit 5 (1d6 + 2) slashing
another and the outcome is hostile, it is the damage.
warriors’ duty to ride into battle without fear; Spear. Melee or Ranged Weapon Attack: +4 to
failure to protect the tribe from attackers is the hit, reach 5 ft. or 20/60 ft., one target. Hit 4
ultimate shame for Bedine warriors. (1d6 + 1) piercing damage , or 5 (1d8 + 1)
piercing damage if wielded with two hands.
Bedine Warrior
Medium humanoid (human), lawful neutral Reactions
Armor Class 15 (leather armor, Defensive Parry. When the Bedine is hit with a melee
Maneuvering) attack by a creature it can see and it is wielding
Hit Points 32 (5d10 +10) a finesse weapon, it can use its reaction to add a
Speed 30 ft. +3 bonus to its AC for that attack, potentially
causing it to miss.
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 9 (-1) 12 (+1) 10 (+0) Bonus Actions
Second Wind (1/day). As a bonus action on its
Senses passive Perception 11 turn, the Bedine can heal 10 (1d10 + 5) hit
Skills Animal Handling +4, Athletics +4, points.
Survival +4
Languages Bedine
Challenge 2 (450 XP)
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Chapter 6 - Monsters, NPC's & Locations
Bedine Witch • 2nd Level (3 slots): blindness/deafness,
invisibility
Be it by fate or by hubris, Bedine witches are Sorcery Points. The Bedine has 4 sorcery points.
those who are exiled from their tribes for It can spend 1 or more sorcery points once on
practicing magic. In the case of true spellcasters, each of its turns to gain one of the following
the most common witches are those Bedine benefits:
who had sorcerous power thrust upon them by • Empowered spell: When rolling damage
no choice of their own. In such cases, the witch for a spell, the Bedine can spend 1 sorcery
is often as surprised as their tribe when their point to reroll up to 2 damage dice. It must
newfound power makes itself known. Still use the new rolls.
others, more rarely, are those who have found a • Subtle Spell: When casting a spell, the
spellbook from a fallen adventurer or were Bedine can spend 1 sorcery point to cast it
given one by the Zhentarim in an act of without any somatic or verbal components.
sabotage. Some witches have no magical
prowess whatsoever, having instead found a
magic item. The Bedine do not distinguish Actions
between a mage who conjures a pillar of flame Scimitar. Melee Weapon Attack: +4 to hit,
and one who wields a decanter of reach 5 ft., one target. Hit 5 (1d6 + 2) slashing
endless water. damage.
Bedine Witch
Medium humanoid (human), chaotic neutral
Armor Class 15 (unarmored, mage armor)
Hit Points 26 (4d6 + 12)
Speed 30 ft.
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Chapter 6 - Monsters, NPC's & Locations
D’tarig D’tarig Desert Walker
Small humanoid (D’tarig), neutral
Armor Class 17 (studded leather, shield)
This race of small folk resides on the Hit Points 45 (6d10 + 12)
southeastern fringes of the Sword in small Speed 25 ft.
villages. Those who do not live in their cities,
most notably Tel Badir and Addas Babar, tend STR DEX CON INT WIS CHA
to live simple, rustic lives, tending goats and
11 (+0) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 12 (+1)
farming hardy crops. The most adventurous
among them, the desert walkers, set out into
the Sword to trade with the Bedine for rare Senses passive Perception 15
herbs and resins found only at oases. Skills Perception +5, Persuasion +4, Stealth +6,
Survival +5
Languages Common, D’tarig, Bedine
D’tarig Commoner Challenge 2 (450 XP)
Small humanoid (D’tarig), neutral
Armor Class 11 (unarmored) Avoidance. If the D 'tarig is subjected to an effect
Hit Points 9 (2d8) that allows it to make a saving throw to take
Speed 25 ft. only half damage, it instead takes no damage if
it succeeds on the saving throw, and only half
STR DEX CON INT WIS CHA damage if it fails.
10 (+0) 12 (+1) 11 (+0) 10 (+0) 12 (+1) 10 (+0)
Actions
Senses passive Perception 13 Multiattack. The D 'tarig makes two scimitar
Skills Deception +2, Perception +3, Persuasion attacks or two light crossbow attacks.
+2 Light Crossbow. Ranged Weapon Attack: +6 to
Languages Common, D’Tarig hit, range 80/320 ft., One target. Hit 7 (1d8 + 3)
Challenge 1/4 (50 XP) piercing damage plus 3 (1d6) poison damage,
and the creature must succeed on a DC 13
Constitution saving throw or be poisoned for
Actions ten minutes. A creature who succeeds on the
Scimitar. Melee Weapon Attack: +3 to hit, saving throw is immune to this effect for 24
reach 5 ft., one target. Hit 4 (1d6 + 1) slashing hours.
damage. Scimitar. Melee Weapon Attack: +6 to hit,
Javelin. Melee or Ranged Weapon Attack: +2 to reach 5 ft., one target. Hit 6 (1d6 + 3) slashing
hit, reach 5ft. or range 20/60 ft., one target. Hit damage.
3 (1d6) piercing damage plus 2 (1d4) poison Whirlwind (3/day). The D 'tarig can make one
damage, and the creature must succeed on a DC scimitar attack against any
12 Constitution saving throw or be poisoned number of creatures within 5 feet of it.
for one minute. A creature who succeeds on
the saving throw is immune to this effect for 24
hours.
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Chapter 6 - Monsters, NPC's & Locations
Ready to Use Locations
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Chapter 6 - Monsters, NPC's & Locations
Ehsan’s Elixers Rising Sons
Ehsan, an apothecary by trade, runs her This bakery is run by two brothers named Rauf
business out of a covered wagon whose bonnet and Nadir Jabbar, NG D'tarig bakers who
has been specially dyed and painted to protect charge only what is necessary to get by. They
her precious wares from the unyielding desert bake bread in the style of traditional sand
sun. An expert herbalist well-accustomed to baking, wherein a cooking surface is prepared
arid Anauroch, she specializes in medicinal teas, by burning a charcoal fire on a flat bed of sand.
poultices, and other natural remedies. She has a Once the coals turn to ash, they are swept away,
limited supply (1d4) of potions of healing whereupon a large ball of dough (a simple mix
available for purchase for 75 gp each, charging of flour, yeast, salt, sugar, and water) is spread
more than market rate due to the local scarcity about the blackened, hot sand and buried. After
of the ingredients and the high demand in the about eight minutes, it is uncovered, flipped,
desert. and covered again. The baking process takes
less than twenty minutes. Once baked, loaves
are typically lightly sweetened with cinnamon
Musharraf, Barber & Doctor and sugar. In transit, they have a large cart with
Musharraf, a neutral D’tarig male, is a respected barrels of flour and small jars of the other dry
barber and practitioner of conventional ingredients. While camped, the bakers claim a
medicine. Like Ehsan the apothecary, he is large swath of sand in the center of the market
skilled with herbs, but prefers only to practice and bake bread from dawn until dusk, charging
traditional remedies and to leave the 3 cp for for a loaf, one of which is enough food
experimentation to the experts. He offers to last an ordinary human for a day. However,
grooming for 1 sp, long hair cutting for 2 sp, it is more common that caravan members split
and basic medical care (equivalent to a potion of loaves amongst each other several times a day
healing, but requires one hour of time) for 5 gp, such that every meal is fresh.
though he may waive the fee in the case of an
emergency.
Realm of Rugs
This purveyor of woven rugs is run by a neutral
D’tarig male named Rufus. Each time the
caravan passes through Tel Badir, he offloads
his earnings (1D12 pp and 5D12 gp) and
restocks on woven rugs and bolts of cloth. In
spite of the name, most of his business is in
supplying cloth to the many merchants who
rely on cloth canopies and tents which
invariably require maintenance, repair, or
replacement after too much exposure to the
desert climes. He is a man in perpetually good
spirits, and is often happy to buy a round of
drinks for amiable adventurers.
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Chapter 6 - Monsters, NPC's & Locations
Saadia’s Scrolls & Scriptures Sugar & Spice
Saadia is a NG cleric of Oghma and is trained in Run by a NE, somewhat xenophobic D’tarig
the art of preparing and preserving books and male named Jaffar, this shop sells rare herbs and
scrolls. She is well versed in the production of spices. While most of these are for flavoring
paper and parchment, as well as their binding foods, some of them have medicinal properties,
into books, though she does not practice these though only somebody proficient with an
activities while with the caravan. herbalism kit would know which. Ehsan the
apothecary is one of Jaffar’s most regular
While on the move, her hours are mostly customers, using his more potent spices to craft
consumed by making copies of her best-selling potions and teas. Though he knows better than
Caravanner’s Survival Guide, a guidebook on to attempt to fool Ehsan, and has enough
how best to survive life in the Sword. Each respect for other D’tarig not to betray their
copy, for which she charges 25 gp, is made trust, he is more than happy to pull a fast one
personally; with a small hand press and small, on adventurers if he thinks they cannot tell the
copper plates embossed with each page's text difference. He believes that adventurers are a
and imagery, she inks each page before applying plague on the land, so few things bring him as
a lacquer to protect it from the elements, finally much satisfaction is selling some inert tea leaves
binding a complete book with soldered metal to an outsider who believes he has bought the
rings. A character in possession of a copy, if cure to some obscure disease or ailment.
they spend ten minutes studying the book after
completing a long rest, make survival checks
related to desert survival with advantage for 24 Tamir’s Terra Cottary
hours. Tamir, a NG female D’tarig, is novice potter by
trade. Though her wares lack variety and
In addition, she crafts spell scrolls; at any artistic appeal, she has a reputation for
given time, she has 1d4 spell scrolls of cure producing quality ceramic flasks, pots, bottles,
wounds, a scroll of comprehend languages, a scroll and other earthenware pottery. As a hobby, she
of create or destroy water, and 1d4 random 1st- also sculpts small statues, amulets, and other
level spell scrolls. Her storefront, like Ehsan’s such trinkets out of clay. On any given day, her
Elixers, is a covered wagon with a painted and latest work is likely baking in the desert sun.
dyed bonnet to prevent the fading of delicate When camped, her storefront is a collapsible
inks from her books. Every morning, Saadia stall with a sturdy wooden countertop to
completes The Binding, a religious practice in display her pottery.
which she writes mystic symbols on a blank
scroll. Each sunset, she performs The
Covenant, another religious practice, which
takes the form of reciting some song, lore, or
other knowledge for the benefit of others.
While few are interested in what she has to say,
she has a small, loyal following who are always
eager to hear what obscure knowledge she has
to share each day.
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Chapter 6 - Monsters, NPC's & Locations
The Thirsty Camel Warwick Fireforge, Smith
This purveyor of ale and wine travels with two Warwick Fireforge, a female shield dwarf, is a
camel-drawn carts bearing casks. The LG cleric of Moradin and the only blacksmith
proprietor is a rotund, CN female D’tarig in Biradoon. A good-tempered creature of
named Kadia Haram. Always eager to swap strong moral character, she yearns for a future
gossip and tales, she welcomes the patronage of where the Zhentarim have been driven from
adventurers and other desert wanderers. Anauroch. For now, she bides her time helping
While parked, a large four-post tent is formed the D'tarig of Biradoon, transmuting and
(large enough to cover three 3 ft. x 10 ft. low repairing metal goods through divine rituals. In
sawhorse tables). A coarse linen mat is provided exchange, she only asks for metal goods equal in
to any patron, but she has ten stuffed sitting value to the repair or product, which cannot
cushions she will rent for 1 sp. She serves her exceed 100 gp. After completing the hour-long
drinks in telescoping metal cups, as they take up ritual, which she can perform 3 times per day,
far less room in transport than conventional the metals coalesce into the desired item.
flagons. A cup of ale, slightly smaller than an Additionally, she can bless one piece of armor
ordinary mug, costs 5 cp and a cup of wine costs or weaponry each day, giving it a +1 bonus to
1 sp. She has a cheap lockbox (AC10, DR 5, 10 AC (armor) or to attack and damage rolls
HP, lock DC 15) where she keeps her daily (weapon), but only if she believes its bearer is
earnings (3d6 sp and 5d10 cp). Additionally, on a quest benefiting the greater good. This
she carries a small satchel containing her blessing lasts until the next dawn. Persuading
collected earnings since the last stop at the her to bless a piece of equipment requires
D’tarig city of Tel Badir, typically totaling 5d10 succeeding on a DC 16 Charisma (Persuasion)
gp, 8d10 sp, and 8d12 cp. check, made with advantage if the requester
claims to be opposed to the Zhentarim.
Threads of Fate
This textile vendor is run by a neutral D’tarig
woman named Aida. She sells common desert
garb sewn from cotton for everyday use and
fine linens for those who can afford them. A
traditional robe of undyed cotton can be bought
for 5 sp, and comes with pants, a long cloak,
and a headwrap. In addition to these, she also
has a limited stock of fine garments, such as
robes of cashmere or silk. Most merchants in
Biradoon wear something in between, which is
available for 5 gp: clothing that is nicely cut
with a few stylistic indulgences, such as
embroidered patterns or rich colors, but is
durable and practical for everyday use. In
addition to selling garments and other textile
goods, Aida and her apprentice, a young D’tarig
boy named Halil, offer alterations and repairs to
damaged clothing.
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Chapter 6 - Monsters, NPC's & Locations
El Rahalat When her oasis is free of travelers, she
spends most of her days manifested as a young
Bedine woman (use the Archmage stat block
from the Monster Manual) and tends to the goats
Once the home of a Bedine witch who was
who live on the mountain. Before her tragic
abandoned by her tribe when she awoke at this
death, she herded goats on the rocky slopes, and
oasis with sorcerous powers, the eponymous
their descendants survive as a herd under her
sorceress who spent most of her short life there,
care today. Haunting echoes of the bells they
El Rahalat is now a place the most Bedine only
wore so long ago can be heard several miles
go out of desperation.
away, a ghastly indicator of crossing into
Rahalat's domain.
For years, the Bedine stayed away from this
place once it became known to them that a
In the presence of visitors, she prefers either
practictioner of "dark magics" - to the Bedine,
to remain incorporeal or to manifest as a
all magic is dark magic - called it home. On the
gynosphinx. This is her best-known form
rare occasion that wandering Bedine tribesmen
among the Bedine, who revere such beasts as
tried to drink there, she drove them away.
infallible. On more than one occasion, rivaling
However, the legend goes that in a time of great
Bedine tribes have convened at El Ralahat to
drought, the powerful Dakawa tribe sought to
resolve disputes, trusting the sphinx to act as an
claim the oasis for themselves and murdered
impartial arbiter. While it is not lost upon her
Rahalat, and that her rage was so great that her
that the Bedine would treat her differently in
spirit returned to the world of the living to
her human manifestation, it is her belief that
drive the Bedine out. The spring turned to
the greatest good she can do to help curb the
blood for a tenday, and even ten years
Bedine's prejudice towards witches is to steer
thereafter the water was poisonous to all who
them towards justice in the guise of a creature
drank it. Today, Rahalat's fury has largely
they regard as beyond reproach.
subsided, and Bedine can drink there as long as
they sacrifice a camel in the spring in Rahalat's
name. Though the spring water remains pure Oasis Properties
and safe to drink through the power of Rahalat,
the taste of blood serves as a bitter reminder to This oasis is classified as Iconic and benefits
the Bedine's grisly role in the oasis's history. from the following properties as described in
Chapter 5, "Oases."
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Chapter 6 - Monsters, NPC's & Locations
Reviving. At the will of the guardian spirit, if Oasis Wildlife
the body of a creature who has died within the
past 48 hours is submerged in this oasis, it is The plant life consists primarily of alfalfa,
restored to life with 1 hit point and unconscious harmal, juniper trees, and orache, which grow
as long as its soul is able and willing. Left alone, in great abundance. The goats she tends to
they will awaken 1d4 hours after being often eat at the oasis itself, as do the hares that
submerged. Any physical deformities such as take shelter in the undergrowth. A lone eagle
broken or severed limbs are not healed; a corpse nests in the tallest juniper tree, and can often be
missing a body part critical to sustaining life seen soaring high in the sky overhead.
cannot benefit from this feature. The guardian Travelers seeking El Rahalat often find
spirit may only exercise this feature five times themselves following this eagle there, leading to
per day. some speculation of whether this is a mundane
beast, another of Rahalat's manifestations, or
Blessing. The guardian spirit may grant up to some druidic magic. The high-pitched chirp of
ten creatures a blessing as exemplified in the bats is a constant presence throughout the
Dungeon Master’s Guide. Unless the creatures night, as the creatures flutter about the night air
seeking to gain this benefit have performed in search of insects.
some daunting task in defense of or at the
request of the guardian spirit, these blessings
are typically temporary. Blessings typically
grant the benefactor an increase in a particular
ability score, a bonus to AC, or the benefit of a
specific magic item. A creature cannot gain
more than one permanent benefit from this
feature from this guardian spirit.
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Chapter 6 - Monsters, NPC's & Locations
Verdigris Gorge Like all hobgoblins, they offer their praise
firstly to Maglubiyet, who conquered the
hobgoblin pantheon ages ago, but primarily
worship and are guided by Bargrivyek, one of
As described in chapter 3 "The Scattered Host"
the two surviving gods of the old faith.
this community of hobgoblins has planted their
Emphasizing the necessity of unity,
banner in a gorge cut out by a distributary of
cooperation, and expansion, they hold that their
the River of Gems. The rock of the gorge is
divine duty is to gradually expand the borders
rich in ores of copper and pot metal, but has no
of their banner and claim the entire River of
iron ore whatsoever. As such, they have
Gems for themselves. The banner's disposition
adopted fighting styles to help account for the
towards adventurers depends significantly upon
structural inferiority of bronze weapons (in
the circumstances of their meeting and of the
broad terms, "bronze" can refer to any alloy
hobgoblins' perceptions of the adventurers’
composed primarily of copper). This banner,
capacity to be useful. Given the opportunity,
the Cloud of Blades, has spent years hewing out
the banner would rather enslave adventurers
the walls of this gorge and using the quarried
than kill them, as a number of trespassers have
stone to build fortifications, dwellings, and
discovered after being captured by a hobgoblin
other structures in the carved-out areas. The
patrol. However, if adventurers can offer some
advantages are two-fold; being sheltered by the
useful service to the hobgoblins, such as
natural rock overhead, many structures have no
facilitating trade with other lands, performing
practical need for ceilings, and attack from
some sort of magical aid beyond the abilities of
above or behind is virtually impossible. They
the banner's priests, or providing intelligence
have also erected a web-like network of ziplines
about a topic of interest to the banner's
made from hempen rope that span the gorge,
warlord, it is not unheard of for peaceful
allowing fast transportation from one side to
relations to exist.
the other. Some such ziplines are intended for
those trying to bypass the gorge altogether,
The following locations associated with the
depositing the rider safely on the opposite side,
Cloud of Blades can be found in in Verdigris
while others lead down into various parts of the
Gorge. This list is by no means exhaustive and
settlement. Of particular note are those that are
should be expanded upon by the GM as
situated to deposit riders at the upstream and
necessary. It should also be considered that the
downstream entrances to the hobgoblins'
primary language used in Verdigris Gorge (and
settled territory, allowing soldiers to rapidly
anywhere hobgoblins are found in the Plain of
deploy to either in the event of an attempted
Standing Stones) is goblin, not common.
invasion. While some soldiers will respond
While hobgoblin officers may have taken time
immediately, others will wait until they can
to learn the common tongue in order to
drop behind the invaders, leaving them
facilitate communication with outsiders, most
nowhere to run.
hobgoblins here have little use for it and speak
it poorly at best. Likewise, any names of
locations (including Verdigris Gorge) are
presented here in their common equivalent; any
signage would bear these names in goblin.
Finally, due to the abundance of gems in the
river, their value for bartering is only one tenth
of their nominal value, and the lack of a
standardized economy leads them to prefer
trading in goods or services to exchanging
coinage.
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Chapter 6 - Monsters, NPC's & Locations
Beasts of Burden Headquarters
Like most communities of goblinoids, the This fortified structure serves as the command
hobgoblins of Verdigris Gorge leverage the center for the Cloud of Blades. Their warlord,
might of beasts to aid in both martial and civil General Brak Karactakus, strategizes here with
pursuits. The fact that the wildlife in the Plain his chief advisor, the high priest of Bargrivyek,
of Standing Stones is generally more hostile and Privn Draksan. This building has quarters for
dangerous than that of many other regions does both of them as well as a few other officers, and
little to deter the Cloud of Blades and their shrines to both Bargrivyek and Maglubiyet.
conquest for control of the River of Gems. Naturally, the shrine to Maglubiyet is larger and
Thanks to the hobgoblins' iron discipline, the more ornately appointed than that to
monsters that stalk the mountains and Bargrivyek in spite of the fact that the
windswept wastes of the Plain of Standing hobgoblins of Verdigris Gorge care little for
Stones have become as much an asset to the Maglubiyet's bloodlust. General Karactakus
hobgoblins as a hazard. Hippogriffs have been embraces a strategy of disciplined, stable
used as flying mounts, the basilisks' ability to expansion of their territory toward the River of
digest stone has aided in delicate expansion of Gems. Though the structures built by the
cavern and tunnel systems, and manticores Cloud of Blades are mostly found within a
serve as loyal mercenaries - as long as the stretch of the river only a mile or two in length,
hobgoblins keep them supplied with treasure their companies and hunters regularly patrol
and praise. Saber-toothed tigers and death dogs the lands on either side of the river and are
have been trained as loyal hunting companions, preparing areas both upstream and downstream
helping hunters track and ambush prey. The for proper expansion.
most accomplished beast masters in Verdigris
Gorge work at Beasts of Burden, whose
members are constantly laboring to strengthen
their bonds with their monstrous companions.
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Chapter 6 - Monsters, NPC's & Locations
One Thousand Nights Sharvah, Tanner and Trapper
While the Plain of Standing Stones is well- This small shop, run by a female hobgoblin
known for its general inhospitability, the named Sharvah, serves as both a supplier and
hobgoblins have spent years working towards buyer for hunters and trappers. She sells
self-sufficiency in spite of the difficulties. hunting gear to hunters and buys the pelts of
Among their discoveries is that some shrubs their catches, which she tans into leather. From
native to the Sword can be transplanted to the leather, she makes standard leather goods
hydroponic environments, primarily created by such as satchels, sling pouches, and light
irrigating the river on a small scale. Juniper armors. Such items are for sale at their
trees have been found to grow quite well, standard rates' worth of goods, or twice their
provided that the pools are in areas that are not standard rates in coinage, to adventurers as long
shadowed by the cliffs, and the hobgoblins have as they are on civil terms with the leadership of
learned to make a liquor resembling a hot, spicy Verdigris Gorge.
wine by distilling mashed juniper berries. This
distillery, so-named due to the three-year aging
process they claim to have developed and
perfected, provides soldiers of the banner with
this concoction, helping to revive their spirits
when at the mercy of the cold, biting winds of
the Plain.
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Chapter 6 - Monsters, NPC's & Locations
Tools of War would cost him 10 gp in time and materials to
make. A suit of bronze plate armor would be
After Klar Kikshek, a hobgoblin veteran, was priced at 1,000 gp and cost him 500 gp in time
grievously wounded in battle, he dedicated his and materials to build, so it would take him
remaining years to supporting the banner as an twenty days to finish the armor if he took no
armorer and smith. Klar is somewhat broody other commissions. Metal adventuring gear
in temperament, yearning for the days when he from the Adventuring Gear table in the Player's
was fit to engage in battle, but takes fierce pride Handbook is also available here. Additionally, the
in the quality of his work and lightens up a bit following item is available for sale for 4 gp.
after a flagon of juniper wine or two. His shop, Zipline Hook. Similar in construction to a
Tools of War, hosts a display room whose walls common sling, except with a smooth metal
are lined with racks bearing weapons, armor, curve in place of its pouch, this piece of
and other goods of worked bronze. While the equipment allows one to take advantage of the
display room itself is locked when unattended, network of ziplines that crisscross above
the goods displayed therin are not secured by Verdigris Gorge. To use it, a creature must
more than rope or string. As a citizen in good anchor one end to their body, typically by
standing with his community and its best wrapping several turns of one end around the
bronzesmith, he has every confidence that the forearm or shoulder (object interaction), then
community would come to his aid in the loop the remainder over the zipline and catch
unlikely event of theft. the other end, allowing the curved metal guide
Bronze varieties of most metal weapons and to rest on the line. Most hobgoblins of
armor can be purchased here. Stock weapons Verdigris Gorge who wear armor have
used to supply the war effort primarily consist integrated the anchor end into it. A creature
of daggers, throwing knives, longswords, and within 5 feet of the zipline and not airborne can
warhammers, while armor is mostly limited to mount the zipline by expending 5 feet of
breastplates and splint mail. These are available movement, while a creature more than 5 feet
for two-thirds their nominal cost, though this is but less than 10 feet away from the zipline, or a
doubled if paying in coinage instead of goods, creature who is airborne and within 10 feet of
and have the following property. the zipline, can use their action to attempt a DC
10 Dexterity check, securing their hook on a
Bronze. This item is crafted from bronze, success. Alternatively, this check can be made
not iron or steel. If a weapon has this property, as a reaction to moving within 10 feet of a
all damage rolls are made with a -1 penalty. If a zipline by forced movement (e.g. the Warlock's
piece of armor or shield has this property, it has Repelling Blast feature) or falling. As long as
a -1 penalty to AC. Additionally, if the armor the user holds the free end fast, requiring one
has a minimum strength value associated with hand, the creature then slides down the zipline
it, that value is reduced by 1, and if it allows a at a rate of 30 feet for the first round and 60 feet
bonus to AC equal to Dexterity modifier, the at the beginning of every future round. A
maximum contribution is increased by 1. character on a zipline cannot take the dash
action or benefit from any bonus to speed, and
Klar is also capable of crafting special items actions are limited to those which can be
to order, such as weapons and armor not completed with one hand. A creature riding the
commonly used by the Cloud of Blades. In zipline can release the free end at any time (no
addition to whatever time he spends on action required). Starting on at the beginning
products for his shop, he can produce 25 gp of their next turn, they will begin falling,
worth of worked bronze each day. Suppose for moving up to 60 feet toward the ground and
example that he was commissioned to forge a half as far in the direction of the zipline each
greataxe. Since a greataxe's nominal cost is 30 turn and taking falling damage as normal upon
gp, a bronze greataxe would cost 20 gp, and it impact.
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Chapter 6 - Monsters, NPC's & Locations