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DESIGNER: Thomas M. ReidDEVELOPER: Michael Donais

EDITORS: Chris Sims, Chris Thomasson, Penny WilliamsMANAGING EDITOR: Kim Mohan

DESIGN MANAGER: Christopher PerkinsDEVELOPMENT MANAGER: Andrew J. Finch

DIRECTOR OF RPG R&D: Bill SlavicsekPRODUCTION MANAGERS: Joshua C.J. Fischer, Randall Crews

ART DIRECTOR: Robert RaperCOVER ARTIST: Sam Wood

INTERIOR ARTISTS: Wayne England, Sam Wood, Richard Sardinha,Carl Frank, Chris Hawkes, Jason Engle, Christopher Rush, Ralph Horsley,

Vince Locke, Mike DubischGRAPHIC DESIGNERS: Kate Irwin, Dee Barnett

CARTOGRAPHER: Todd GambleGRAPHIC PRODUCTION SPECIALIST: Angelika Lokotz

IMAGE TECHNICIAN: Jason WileySPECIAL THANKS: Richard Baker, Eric L. Boyd, George Krashos, Thomas M. Costa

Sources include the FORGOTTEN REALMS Campaign Setting by Ed Greenwood, Sean K Reynolds, Skip Williams, and Rob Heinsoo, Counselors & Kings Trilogy by

Elaine Cunningham, Defenders of the Faith by Rich Redman and James Wyatt, Demihuman Deities by Eric L. Boyd, Dragon Magazine, Dwarves Deep by Ed

Greenwood, Faiths & Avatars by Julia Martin with Eric L. Boyd, Faiths and Pantheons by Eric L. Boyd and Erik Mona, Magic of Faerûn by Sean K Reynolds,

Duane Maxwell, and Angel McCoy, Masters of the Wild by David Eckelberry and Mike Selinker, Monster Compendium: Monsters of Faerûn by James Wyatt and

Rob Heinsoo, Monster Manual II by Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter, Old Empires by Scott Bennie, Pages From the Mages

by Ed Greenwood and Tim Beach, Pirates of the Fallen Stars by Curtis M. Scott, Player’s Guide to Faerûn by Richard Baker, Travis Stout, and James Wyatt, Powers

& Pantheons by Eric L. Boyd, Prayers from the Faithful by Ed Greenwood, Races of Faerûn by Sean K Reynolds, Matt Forbeck, James Jacobs and Eric L. Boyd,

The Shining South by Tom Prusa, Song and Silence by David Noonan and John D. Rateliff, Sword and Fist by Jason Carl, Tome and Blood by Bruce R. Cordell

and Skip Williams, and Volo’s Guide to All Things Magical by Ed Greenwood with Eric L. Boyd.

Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by

Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

This product uses updated material from the v.3.5 revision.

This WIZARDS OF THE COAST® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written

permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20.���

10 9 8 7 6 5 4 3 2 1 First Printing: October 2004

620-17929-001-EN

DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, FORGOTTEN REALMS, D20, D20 SYSTEM, WIZARDS OF THE COAST, Shining South, Player’s Handbook, Dungeon Master’s Guide, Monster

Manual and their respective logos and all Wizards of the Coast product names are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries. All Wizards characters, character names, and the

distinctive likenesses thereof are trademarks of Wizards of the Coast, Inc.�Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the

book trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc., and regional distributors. This material is protected under the copyright

laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc.�

This product is a work of fi ction. Any similarity to actual people, organizations, places, or events is purely coincidental.�©2004 Wizards of the Coast, Inc. Printed in the U.S.A.��

Visit our website at www.wizards.com/forgottenrealms�

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ASIA, PACIFIC, & LATIN AMERICA

Wizards of the Coast, Inc.

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TABLE OF CONTENTS

3

Introduction . . . . . . . . . . . . . . . . . . 4What You Need to Play . . . . . . . 4

Chapter 1: Races and Regions . . . 5Human, Arkaiun . . . . . . . . . . . . . 5Human, Durpari . . . . . . . . . . . . . 8Human, Halruaan . . . . . . . . . . . 10Human, Shaaryan . . . . . . . . . . . 12Loxo . . . . . . . . . . . . . . . . . . . . . . . 14Thri-Kreen . . . . . . . . . . . . . . . . . 15Age, Height, and Weight . . . . . 17

Character Age . . . . . . . . . . . . . 17Height and Weight . . . . . . . . . 17

Character Regions . . . . . . . . . . . 17Reading the

Region Descriptions . . . . . . 18Forest of Amtar Region . . . . 18Loxo Region . . . . . . . . . . . . . . 18Misty Vale Region . . . . . . . . . 18Rathgaunt Hills Region . . . . . 18Rethild Region . . . . . . . . . . . . . 19Swagdar Region . . . . . . . . . . . . 19Thri-Kreen Region . . . . . . . . . 19

New Feats . . . . . . . . . . . . . . . . . . 19Allied Defense [General] . . . . 19Ankheg Tribe Ambush

[Regional] . . . . . . . . . . . . . . 19Cheetah Tribe Sprint

[Regional] . . . . . . . . . . . . . . 19Cover Your Tracks

[General] . . . . . . . . . . . . . . . 20Eagle Tribe Vision

[Regional] . . . . . . . . . . . . . . 20Halruaan Adept

[Regional] . . . . . . . . . . . . . . 20Heat Tolerance [General] . . . 20Hold The Line [General] . . . 20Hyena Tribe Hunter

[Regional] . . . . . . . . . . . . . . 20Initiate of Loviatar

[Initiate] . . . . . . . . . . . . . . . . 20Lion Tribe Warrior

[Regional] . . . . . . . . . . . . . . 20Natural Scavenger

[General] . . . . . . . . . . . . . . . 21Nomadic Trekker

[Regional] . . . . . . . . . . . . . . 21Resist Disease [General] . . . . . 21Rhinoceros Tribe Charge

[Regional] . . . . . . . . . . . . . . 21Selective Spell [Metamagic] . 21Tall Mouther Hunter

[Regional] . . . . . . . . . . . . . . 21Woodwise [Regional] . . . . . . . 21

Chapter 2: Prestige Classes . . . . 22Crinti Shadow Marauder . . . . . 23Great Rift Deep Defender . . . . 24Halruaan Elder . . . . . . . . . . . . . 27Halruaan Magehound . . . . . . . . 29Hand of the Adama . . . . . . . . . 31Jordain Vizier . . . . . . . . . . . . . . . 33Luiren Marchwarden . . . . . . . . 35Maquar Crusader . . . . . . . . . . . . 38Scourge Maiden . . . . . . . . . . . . . 40Secrets of the South . . . . . . . . . 42

Chapter 3: Magic and Spells . . . 42Rune Magic . . . . . . . . . . . . . . . . . 42The Shadow Weave . . . . . . . . . . 42New Bard Spell . . . . . . . . . . . . . . 42

New Cleric Spells . . . . . . . . . . . . 43New Druid Spells . . . . . . . . . . . . 43New Hathran Spell . . . . . . . . . . 43New Paladin Spells . . . . . . . . . . . 43New Ranger Spells . . . . . . . . . . . 43New Sorcerer/

Wizard Spells . . . . . . . . . . . . . 43New Spells . . . . . . . . . . . . . . . . . . 44

Chapter 4: Magic Items . . . . . . . 52Armor . . . . . . . . . . . . . . . . . . . . . 52Weapons . . . . . . . . . . . . . . . . . . . . 54Wondrous Items . . . . . . . . . . . . . 55Minor Artifacts . . . . . . . . . . . . . 57Major Artifacts . . . . . . . . . . . . . 58Beguiler . . . . . . . . . . . . . . . . . . . . 60

Chapter 5: Monsters of the South . . . . . . . . 60Behir, Halruaan . . . . . . . . . . . . . 61Dark Tree . . . . . . . . . . . . . . . . . . 62Dragon, Rattelyr . . . . . . . . . . . . 63Giant, Cyclops . . . . . . . . . . . . . . . 64Laraken . . . . . . . . . . . . . . . . . . . . 66Loxo . . . . . . . . . . . . . . . . . . . . . . . 67Mantimera . . . . . . . . . . . . . . . . . 68Starsnake . . . . . . . . . . . . . . . . . . . 69Tall Mouther . . . . . . . . . . . . . . . 70Tasloi . . . . . . . . . . . . . . . . . . . . . . 71Thri-kreen . . . . . . . . . . . . . . . . . . 72

Chapter 6: Campaigns . . . . . . . . 74Organizations of the South . . . 74

The Conclave . . . . . . . . . . . . . . 74Church of Loviatar . . . . . . . . 75House Jordain . . . . . . . . . . . . . 75The Maquar . . . . . . . . . . . . . . . 75Quinix the Glabrezu . . . . . . . . 75Shadow Wizards . . . . . . . . . . . 75Others . . . . . . . . . . . . . . . . . . . . 76

Dungeons in the Shining South . . . . . . . . . . . . 77

Wilderness Encounter Tables . . . . . . . . . 78

Encounter Chance . . . . . . . . . 78How to Use the

Encounter Tables . . . . . . . . 79Group Descriptions . . . . . . . . . 79

Natural Hazards . . . . . . . . . . . . 91Random Weather . . . . . . . . . . . . 92

Chapter 7: Dambrath . . . . . . . . . 94Geographic Overview . . . . . . . . 94Major Geographic Features . . . 94

The Bay of Dancing Dolphins . . . . . . . 94

The Forest of Amtar . . . . . . . 96The Gnollwatch Mountains . 97The Hills of the Dead Kings 98Rethild, the Great Swamp . . . 98The Swagdar

(Outlaw Waste) . . . . . . . . . 100People of Dambrath . . . . . . . . 100Politics and Power . . . . . . . . . . 103Cities and Sites . . . . . . . . . . . . . 105

Cathyr (Metropolis) . . . . . . . 106Herath (Large City) . . . . . . . 107Maarlith (Metropolis) . . . . . 108Purl (Village) . . . . . . . . . . . . . 108T’lindhet (Small City) . . . . . 109

Heroes and Monsters . . . . . . . . 109

Chapter 8: Estagund and the Shining Lands . . . . . . . . . . . . . . 109Geographic Overview . . . . . . . 109Major Geographic Features . . 109

The Aerilpar Forest . . . . . . . 110The Curna Mountains . . . . . 110The Dustwall . . . . . . . . . . . . . 112The Golden Water . . . . . . . . 112Raurin, the Dust Desert . . . 113

People of the Shining Lands . . . . . . . . . . . 114

Politics and Power . . . . . . . . . . 116Cities and Sites . . . . . . . . . . . . . 121

Assur (Large Town) . . . . . . . 121Chavyondat (Metropolis) . . 121Old Vaelen

(Large Town) . . . . . . . . . . 123Ormpé (Large Town) . . . . . . 123Pyratar (Metropolis) . . . . . . 124Vaelan (Metropolis) . . . . . . . 124

Heroes and Monsters . . . . . . . . 124

Chapter 9: Halruaa . . . . . . . . . . 124Geographic Overview . . . . . . . 124Major Geographic Features . . 124

The Akhlaur Swamp . . . . . . 124The Bandit Wastes . . . . . . . . 126Lake Halruaa . . . . . . . . . . . . 126The Nath . . . . . . . . . . . . . . . . 127The Rivers . . . . . . . . . . . . . . . 127The Walls . . . . . . . . . . . . . . . . 128

People of Halruaa . . . . . . . . . . 128Politics and Power . . . . . . . . . . 131Cities and Sites . . . . . . . . . . . . . 134

Aluarim (Small Town) . . . . . 134Chasolné . . . . . . . . . . . . . . . . . 134Galdel (Large Town) . . . . . . 135Halagard (Small City) . . . . . 135Halarahh (Small City) . . . . . 136House Jordain . . . . . . . . . . . . 138Khaerbaal (Small City) . . . . 138Maeruhal (Village) . . . . . . . . 139Mount Talath

(Small Town) . . . . . . . . . . 139Talathgard . . . . . . . . . . . . . . . 140Yaulazna (Bay of Pirates)

(Hamlet) . . . . . . . . . . . . . . 140Zalazuu (Large Town) . . . . . 141

Heroes and Monsters . . . . . . . . 141

Chapter 10: Luiren . . . . . . . . . . 142Geographic Overview . . . . . . . 142Major Geographic Features . . 142

The Lluirwood . . . . . . . . . . . 142The Luirenstrand . . . . . . . . . 144The Mortik Swamp . . . . . . . 144Quelthiir . . . . . . . . . . . . . . . . . 144The Southern Lluirwood . . 144The Toadsquat

Mountains . . . . . . . . . . . . . 144People of Luiren . . . . . . . . . . . 145Politics and Power . . . . . . . . . . 148Cities and Sites . . . . . . . . . . . . . 151

Beluir (Metropolis) . . . . . . . . 151Chethel (Large City) . . . . . . 151Crimel (Village) . . . . . . . . . . 152Krenalir (Large Town) . . . . 153Shoun (Small City) . . . . . . . . 153Thruldar . . . . . . . . . . . . . . . . . 154

Heroes and Monsters . . . . . . . . 154

Chapter 11: The Shaar and the Great Rift . . . . . . . . . . . . . . . . . . 155Geographic Overview . . . . . . . 155Major Geographic Features . . 155

Azulduth, the Lake of Salt . . . . . . . . 158

The Channath Vale . . . . . . . 158Council Hills . . . . . . . . . . . . . 159The Great Rift . . . . . . . . . . . . 160The Landrise . . . . . . . . . . . . . 160Lake Lhespen . . . . . . . . . . . . 160The Rathgaunt Hills . . . . . . 161The Riftwood . . . . . . . . . . . . 161The River Shaar . . . . . . . . . . 162The Shaarwood . . . . . . . . . . . 162The Sharawood . . . . . . . . . . . 162The Uthangol Mountains . . 162

People of the Shaar . . . . . . . . . 163Politics and Power . . . . . . . . . . 169Cities and Sites . . . . . . . . . . . . . 171

Blaskaltar . . . . . . . . . . . . . . . . 171Delzimmer (Small City) . . . 171Eartheart (Metropolis) . . . . 172Hammer and Anvil

(Small City) . . . . . . . . . . . . 173Hardcastle (Small Town) . . . 173Khôltar (Small City) . . . . . . 174Lhesper . . . . . . . . . . . . . . . . . . 174Peleveran . . . . . . . . . . . . . . . . 174Shaarmid (Large City) . . . . . 174

Heroes and Monsters . . . . . . . . 174

Chapter 12: Border Areas . . . . . . . . . . . . . . . . 175The Border Kingdoms and the

Lake of Steam . . . . . . . . . . . 175The Duskwood and the

Querth Forest . . . . . . . . . . . . 175The Chondalwood . . . . . . . . . . 176

Ruthien-Than . . . . . . . . . . . . . 176The Firesteap Mountains . . . . 176

Innarlith (Metropolis) . . . . . 176Lapaliiya . . . . . . . . . . . . . . . . . . 177

Ormpur (Large City) . . . . . . 177Sheirtalar (Metropolis) . . . . 177

The Mhair Jungles . . . . . . . . . 177Mulhorand . . . . . . . . . . . . . . . . 178

The Dragonsword Mountains . . . . . . . . . . . . . 178

The Plains of Purple Dust . . . 179The Shining Sea . . . . . . . . . . . . 179Ulgarth . . . . . . . . . . . . . . . . . . . 179

Kelazzan (Large Town) . . . . 180Orvyltar (Large City) . . . . . 180

Unther . . . . . . . . . . . . . . . . . . . . 180The Black Ash Plain . . . . . . 180The Green Lands . . . . . . . . . 180

Chapter 13: Adventure Sites . . 181The Astral Inn . . . . . . . . . . . . . 181

The Ground Floor . . . . . . . . 181The Game . . . . . . . . . . . . . . . . 183The Theft . . . . . . . . . . . . . . . . 184

Bandit Camp . . . . . . . . . . . . . . . 186The Reavers . . . . . . . . . . . . . . 186The Camp . . . . . . . . . . . . . . . . 188

Dwarf Crypt . . . . . . . . . . . . . . . 189The Crypt . . . . . . . . . . . . . . . . 190

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4

In other parts of Faerûn, travelers speak of the wonders

they have seen in the Shining South. Tales and songs

tell of lands scorched by heat, people ruled by drow,

traders who could negotiate the name away from an Amnian,

and wizards who use magic for tasks mundane to miraculous.

The Shining South is a vast place with perhaps the broadest

variety of cultures anywhere. Halfl ings call part of the region

home, while in another area half-drow rule and deem others

outsiders. The most prominent dwarven abode sits squarely in

the South, within the Great Rift, a carved canyon that has

belonged to the dwarves for untold centuries. The Shining

South is a place of ancient magic kept alive and practiced with

casualness that would make the barbarians of the Silver Marches

howl in consternation.

Folk from many other parts of the world came to settle the

South, so people here can trace their cultures back to powers that

rose and fell in distant times, including Netheril and Imaskar.

Peoples such as the distant Nars and Illuskans managed to fi nd

their way to the shores of the Faerûn’s southern coast. All these

and more have given rise to tribesmen on the plains of the Shaar,

traders in Durpar, and reclusive wizards of Halruaa.

At its most basic defi nition, the Shining South is an area

encompassing the lands between the Chultan Peninsula and the

blasted deserts of the ancient Imaskari region, and from the Great

Sea all the way to the fringes of Chondalwood and the ancient

nations of Unther and Mulhorand. Over 1.1 million square

miles could be considered part of the South, divided between six

principal locales—Dambrath, the Great Rift, Halruaa, Luiren, the

Shaar, and the Shining Lands (Durpar, Estagund, Var the Golden,

and Veldorn). Amid these major regions, dozens of independent

cities and strongholds sit among a web of trade routes.

The lands of the South each have their own unique char-

acter. Dambrath is a nation with two histories, one of human

barbarians and another of half-drow conquerors. It is known for

aggression and horse breeding. To the west sits mighty Halruaa,

a nation where everything is done with magical assistance, and

items of power are created and put to use unlike anywhere else

in the whole of Faerûn. The wizards try to keep their eldritch

practices a secret, but hints of their capabilities have slipped

beyond their borders nonetheless. North of Halruaa sits the

western end of great grasslands known as the Shaar, which runs

all the way east to the Giant’s Belt Mountains, the very edge

of the world by some folks’ reckoning. Fierce nomadic tribes

of humans, wemics, loxos, thri-kreen, and others wander the

plains, chasing the herds and fi ghting for territory, water, and

sacred lands. Right in the middle of the Shaar is the Great

Rift, homeland of the gold dwarves. Halfl ings, too, have their

own nation in the South. The hin, as they prefer to be called,

live quietly in Luiren, enjoying the serenity of its pastures and

woodlands. Finally, just to the east of the halfl ing home sits

the Shining Lands, a place of commerce and faith. The people

of this place revere trade and wealth above all else, but couple

that reverence with honesty and open minds.

What You Need to PlayThis sourcebook assumes that you own the three core rulebooks

of the DUNGEONS & DRAGONS® game: the Player’s Handbook, the

Dungeon Master’s Guide, and the Monster Manual. In addition,

material in this book frequently refers to the FORGOTTEN REALMS

Campaign Setting and Player’s Guide to Faerûn.

We also recommend Monster Compendium: Monsters of

Faerûn and Races of Faerûn. A number of the creatures men-

tioned in this sourcebook (primarily in the random encounter

tables) can be found in those resources.

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5

L ike many other corners of Faerûn, the diversity

of the Shining South is enormous, with represen-

tatives of every major race present. Some ways

of life might be unique to a particular group in this region,

but humans, elves, dwarves, gnomes, and halfl ings are much

the same here as elsewhere. In addition to these races, a few

species, such as the wemic, are unique to the Shining South,

including two that are fully detailed in this book: the loxo and

the thri-kreen.

Characters who hail from the Shining South can choose from

several new regions described later in this chapter. The chapter

concludes with a selection of new feats and regional feats.

Of the major races in the South, humans are the most preva-

lent. A number of different human ethnicities populated the

southern coast of the continent in the early days, most of them

roaming the land fi rst as barbaric nomads and only later settling

down and taking up the practices of farming, craftsmanship, and

trade. Among those, the Arkaiuns, the Durpari, the Halruaans,

and the Shaarans are the most dominant.

Besides humans, gold dwarves and halfl ings are numerous

here due to the presence of their native homelands. The gold

dwarves call the Great Rift home and have spread from there to

the various mountain ranges throughout the South, especially

since Moradin’s Thunder Blessing. They mine for precious metals

and gems in both the Curna and Toadsquat ranges, among others.

The halfl ings hail from the land of Luiren, where humans are

few and far between. Halfl ings have also migrated into other

regions, particularly the Hills of the Dead Kings and various

urban centers along the coast of the Golden Water.

Elves and half-elves are a rarity in most parts of the South,

for few forests here once served as their traditional homes. Minor

communities of wild elves populate the Forest of Amtar, while a

similar, if more vicious, lot of the green elves inhabit the Misty

Vale. Enclaves of elves and half-elves can be found in several

human cities, but they are small and have no real presence. The

marked exceptions to this paucity are the drow beneath the

Gnollwatch Mountains and the half-drow Crinti who rule the

land of Dambrath on their behalf. The natural order has been

turned upside down in that nation, for half-drow reign supreme,

while humans kneel at their feet.

Gnomes and planetouched are uncommon in the Shining South.

A sizable gathering of gnomes serve as master gemcutters in the

city of Ormpé in Durpar, while another group defends the western

end of the Rathgaunt Hills in the Shaar. Other small, isolated

clans live deep in the hills, but the only gnomes usually spotted in

the open are those who hail from other lands. A few planetouched

linger in and around the Shining Lands, a reminder of the days

when demons ruled some of the cities along the Golden Water,

in the Land of Monsters known as Veldorn. Their offspring still

call the more cosmopolitan urban centers home, and few do more

than look twice at the outsiders in their midst, so long as those

outsiders have coin to spend like everyone else.

A few half-orcs and other humanoids serve as hired swords

or bodyguards for less particular folk. They are more welcome in

Dambrath than anywhere else in the South, because the Crinti

employ unsavory soldiers of all sorts. The lizardfolk of Rethild

are said to offer mercenary service from their swamp home, and

a variety of humanoids roam the open plains of the Shaar.

Human, ArkaiunRegions: Dambrath, The Golden Water, Halruaa, The Shaar.

Racial Feats: Knife Fighter, Resist Poison, Saddleback

Arkaiuns are a relatively new ethnicity among humans, a blend of

other cultures that have been forced to fl ee or submit to others for

most of their existence. Today, they are scattered throughout the

southern coast of Faerûn, though Dambrath is their traditional

home. Arkaiuns are generally short and stocky, with dusky skin

and dark brown to black hair.

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RACES AND REGIONS

6

HistoryThe Arkaiuns who came to the grass-covered plains of the region

now known as Dambrath originally hailed from Shandaular, the

capital of the kingdom of Ashanath far to the north. Shandaular

was actually two separate parts of the same city, each built around

one of the termini of a two-way portal connecting the Council

Hills region and the western shore of Lake Ashane. When the

nentyarch of Tharos attempted to destroy Shandaular during

his conquest of Ashanath in –946 DR, the citizens fl ed through

their portal to the southern half of the city, leaving behind their

king, Arkaius the Archmage, to close the portal and destroy

it. The Nar people took the name of the fallen king, calling

themselves the Arkaiuns, and continued to live in the shadow of

the quiet portal arch for several more centuries. Though their

identity remained intact, the glory of the people of Shandaular

waned to a shadow of its former self. Eventually, the Arkaiuns

were little more than numerous tribes of nomads who considered

their former city a meeting place.

In the century leading up to Dale Reckoning, a second ethnic-

ity of humans arrived through the same portal terminus, albeit

from a different region of Faerûn. These were a lost tribe of

Illuskans, having vanished from their homeland of Rauthym

during that nation’s expansive years. The Illuskans settled among

the Nar-Arkaiuns and interbred, and eventually, the two groups

became one. The mixed Arkaiuns continued to dwell in the

Council Hills region for a couple more centuries, forming the

kingdom of Eltabranar during that time.

After an ill-advised invasion of Unther and Mulhorand ended

disastrously, the Arkaiuns fl ed south and west, eventually settling

along the coast of the Bay of Dancing Dolphins. There, they

began to farm the land and founded trading centers, remaining

a presence in the region for a number of centuries.

Early in the ninth century DR, the Arkaiuns accidentally broke

through into the Underdark and encountered the drow for the fi rst

time. Foolishly, their king ordered an army to march down into

the depths of the mountains and conquer the drow city. It was

a disaster of record

proportions—the

tables were

turned within half a century, and the Arkaiuns were the ones facing

subjugation. The fi nal straw came in the form of betrayal at the

hands of a group of priestesses of Loviatar. Dambrath belonged

to the drow, and the Arkaiuns became their servant race.

OutlookFew Arkaiuns identify themselves on a nationalistic level any

longer. They have long been an oppressed people, held under the

thumb of half-drow and drow in what was once their homeland

of Dambrath. Those who migrated to other regions before the

coming of the Crinti have stayed there, and others have managed

to slip away at opportune moments.

ARKAIUN CHARACTERS

Arkaiuns do well as fi ghters, rogues, and rangers, since the role

they play in Dambrathan society is one of manual labor and

struggle. In urban areas, they are house guards, sailors, and

thieves, while they function as warriors and ranch hands in

the countryside. Some outlaws might be barbarians, still trying

to preserve a nomadic lifestyle and ready to fl ee the Crinti at

a moment’s notice. Few Arkaiuns become spellcasters of any

sort, particularly in Dambrath itself, where practice of magic is

forbidden to Arkaiuns, and religion is enforced.

Prestige Classes: Arkaiuns are inclined toward physical

prestige classes, such as the assassin, duelist, Great Sea corsair,

horizon walker, and guild thief, rather than those of a spiritual

or arcane nature.

Arkaiun SocietyCrinti rule overshadows Arkaiun society.

Arkaiuns who still live in Dambrath are

considered second-class citizens, suitable

only for menial

physical labor,

unspecialized

commerce work,

Arkaiun Durpari Halruaan Shaaran

Illustra

tions by M

ike Dubisch

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