forked from Gibberlings3/EE_Fixpack
/
gtu_iwdee.tra
5784 lines (3951 loc) · 406 KB
/
gtu_iwdee.tra
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
// this will form the basis for the GTU for this game. Simply add strings as needed and the installer will replace
// the corresponding string in the tlk. Remember to comment why a string is being updated. Once you have legitimate
// strings to replace, rename this file WITHOUT the underscore at the beginning.
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@903 = ~A list of scribbled notes...
* Marketh – Leader of an unconfirmed slave force. Formerly a thief and assassin occasionally working for various mercenary companies.
* Malavon (Many Eyes?) – Sorcerer of great power. Usurper. Drow?
* Shikata – Beast from the Elemental Plane of Fire. Relationship unknown.
* Arundel – Spiritual "leader" of Kuldahar. Archdruid. To be removed before he seeks aid.
* Hrothgar – Effective leader of Easthaven. Could be trouble. Suspect Old Enemy may remove him.
* Everard – Priest of Tempus in Easthaven. Hard to read. May need to remove. Could incite barbarians and locals to fight.
* Frost Giants – Relationship unknown. Believed to be making deal with Old Enemy.
* Maiden Ilmadia – Elven warrior (virgin?). Strange. Seen skulking by the Severed Hand.
* Orrick – Mage from Kuldahar. Secretive. Probably no threat.
* Brother Poquelin – Traveling priest of Ilmater. Strange icons on clothes. Relationship unknown.
Roster: 1 score lizard men, 1 score trolls, 3 score cold wights, 5 undead lieutenants, 5 histachii, et al.~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@2324 = ~A massive stone monument with~
// [automatic scan] Issues: 1 | Surplus leading whitespace at line 1
@3006 = ~'Tis a long, cold journey to my corpse, fool!~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 9
@3024 = ~An extremely vivid piece of clothing, the Mantle of Hell's Furnace was woven from the beards of fiery azer. It was worn by a high priest of Kossuth named Ullabem for fifteen years before he was killed fighting a priestess of Istishia. When the priestess attempted to destroy it, efreet allies of Ullabem tracked her down and killed her. One of the efreeti kept the cloak until it was requested of him by a clever thief who summoned the genie out of an enchanted block of sandalwood. It is believed that the cloak retains its powers until they are used a certain number of times. Once that point is reached, the cloak is summoned back to the Elemental Plane of Fire.
STATISTICS:
Charge abilities:
– Agannazar's Scorcher
Damage: 3d6 fire to target (no save), 2d8 fire to all in path (Save vs. Spell for half)
Range: 40 ft.
– Burning Hands
Damage: 1d3+6 fire (Save vs. Spell for half)
Range: 0
Area of Effect: 7-ft. cone with 90-deg. arc
– Charm Fire Elemental Kin
Range: 60 ft.
Duration: 1 turn
Weight: 4~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@3077 = ~An excerpt...
"One of the first steps towards living in harmony with animals is learning to respect our ever-changing relationship with animals. Many people think of humans and demihumans as being superior to animals. However, as I've already stated, the criteria for 'superiority' is very subjective. For this reason, we must view our relationship with the animals of the wild on a personal and ever-changing basis. Give the creatures the respect they deserve, but always remember that predators are predators, no matter how much you respect their territory."~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@3078 = ~An excerpt...
"The Grand Raik is easily recognizable by its distinctive hooked jaw and the blue and white spots on its fins. Typically the size of a human adolescent, Grand Raiks are capable of putting up a great fight against the fishermen who seek them out. Unlike Lesser Raiks, Grand Raiks are very aggressive towards fellow fish in their territory, rarely stopping until they die or the intruders have fled. Grand Raiks have been known to attack fish three times their size. One fisherman from Selgaunt even claimed that he saw a Grand Raik attack and kill a Mottled Sidi Octopus..."~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@3184 = ~An excerpt...
"...the industrious halflings, however, see nothing wrong with this. To them, utility is the chief purpose of their craft. It must be stated that the discovery of very elaborate Lurien pottery set with lapis and malachite is exceedingly rare. Most of these pieces are believed to have originated from a specific period in Lurien history around 750-830 DR. In general, the halfings of Lurien make simple pots that are bottom heavy and constructed of common brown-red clay. Glaze, when used, is typically ochre or bright green in hue..."~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@3188 = ~An excerpt...
"...we Eldathyn believe that the only real way to live honestly is to resist the temptation to strike out in anger when things are against us. Violence arises from suffering and, as a result, can do nothing but cause more suffering in its occurrence. Some of our critics point to the state of nature to invalidate our philosophy. Some believe that the existence of storms and tremors in nature proves that nature is inherently violent.
There is a simple argument against this, however. Nature is a gift from the gods, but it functions as an independent system, a science, if you will. Nature is not inherently violent because disposition towards violence is a property only thinking beings possess. While there are violent acts in nature, nature is not inherently violent. Nature is simply nature..."~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 11
@3226 = ~A particularly militant group of Silvanite druids created this ironshod staff to mete out nature's punishment on those who defile forests and show disrespect towards druidic orders. Silvanites typically used the staff on priests of Malar and the other Gods of Fury.
STATISTICS:
Charge abilities:
– Entangle (Save vs. Spell each round negates)
Range: Visual range of the caster
Duration: 1 turn
Area of Effect: 12-ft. radius
– Flame Strike
Damage: 6d8 fire (Save vs. Spell for half)
Range: Visual range of the caster
Area of Effect: 5-ft. radius
THAC0: +1
Damage: 1d6+1 (crushing)
Speed Factor: 3
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
5 Strength
Weight: 3~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@3240 = ~An excerpt...
"I am simply an amateur when it comes to botany, but I daresay that I know my way around a patch of ivy better than the next man. Most botanists will attempt to tell you 'rules' about how one should care for their ivy. Unfortunately, these bumbling buffoons haven't spent enough time researching all of the different types of ivy to learn their subtle differences. Why, just the other day, some fool on the hill told me that jangling bell ivy should be planted in relatively moist soil next to blossoming garters. As any ivy scholar worth his weight in dirt knows, blossoming garters require such a huge amount of water that one would drown the jangling bell just by tending to the garters. 'Moist' does not mean 'soaked.' I ask you, what will it take to educate these comical jesters of the scientific community?"~
// [automatic scan] Issues: 2 | Surplus trailing whitespace at line 1 | Surplus trailing line break at line 3
@3254 = ~An excerpt...
"...our principle stance is one of rejection. The fundamental beliefs of the churches of fury are anathema to our own. The Gods of Fury stress everything that is selfish, physically abusive, and destructive. The Malarites care only for proving their temporal power through the senseless butchering of animals. The Aurilites seem to delight in causing death by freezing whenever possible, removing every shred of heat from their domains. Priests of Talos simply revel in destruction for its own sake and their own personal pleasure. Our brothers and sisters in the church of Umberlee cause havoc with the waves for the sole reason of terrifying travelers and fishermen into bowing before their childish god. As much as we Eldathyn might denounce the beliefs of these religions, there is an even greater question to be asked. What kind of afterlife can these self-serving priests expect to find in the domains of their self-serving gods?"~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@3325 = ~A story...
"Two chaste shukenja were walking down the road in the rain when they came across a beautiful young woman taking shelter under a tree. She called out to the monks to carry her across a small stream. The first monk immediately moved to help the woman while the second silently protested. The first monk scooped the beautiful lady up in his arms and carried her across the stream, promptly setting her down and continuing on his way. The second monk remained silent for several minutes as the woman disappeared from view. Finally, he spoke to his brother.
'We shukenja are not supposed to have contact with women! Why did you pick that woman up so casually and carry her across the stream?'
The first monk replied,
'Brother, I set the woman down long ago. Why is it that you have not?'"~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@3333 = ~An excerpt...
"The Kraken Society
"Recently established near the Ruins of Ascale, the Kraken Society is a group of criminal information gatherers spread across the North. Their organization is said to consist mostly of thieves and priests of Umberlee who work for a mysterious overlord. Often referred to as the 'Heralds of the Sea,' the Kraken Society employs torture, kidnappings, and assassination in its efforts to be in the know. Their symbol is a many-tentacled purple squid."~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@3335 = ~An excerpt...
"The Kraken Society
"Recently established near the Ruins of Ascarle, the Kraken Society is a group of criminal information gatherers spread across the North. Their organization is said to consist mostly of thieves and priests of Umberlee who work for a mysterious overlord. Often referred to as the 'Heralds of the Sea,' the Kraken Society employs torture, kidnappings, and assassination in their efforts to control knowledge. Their symbol is a purple squid with many tentacles."~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@4365 = ~Container of Razorvine Extract~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 7
@4369 = ~A small steel dagger with a shadowtop handle, Applebane was once owned by the halfling thief Peliwen Redgrass. Peliwen was a kind but morose individual who spent most of his time sitting in a large rocking chair that he took with him on adventures. Before important adventures, he would just sit in his rocking chair and eat apples with the aid of his dagger. Peliwen's blade was so rarely used for combat that his comrades started calling it "Applebane."
STATISTICS:
THAC0: +1
Damage: 1d4+1 (piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-handed
Requires:
3 Strength
Weight: 1~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@4382 = ~Oddly enough, this shard of bone is shaped in a form similar to a Kris. What is even more unique is that the hilt of the Kris will occasionally secrete a black poisonous ichor.
STATISTICS:
Combat abilities:
– 20% chance target suffers 1 poison damage per second for 3 rounds (Save vs. Poison negates)
THAC0: +2
Damage: 1d4+2 (piercing)
Speed Factor: 2
Proficiency Type: Dagger
Requires:
3 Strength
Weight: 3~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@5386 = ~::The dreams were the only way I could speak to him.:: ::The blade is for him.:: ::I only wish him to dwell in the waves beside me.::~
// [automatic scan] Issues: 2 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 3
@6098 = ~This once-shattered blade lay in the breast of Icasaracht, the last of the white dragon matriarchs that ruled the Spine of the World. It was wielded by Aihonen, a distant ancestor of Jhonen the fisherman in Easthaven—the sword has lain at the bottom of the lake for almost a century, waiting to be returned to one of its wielder's bloodline. How it has been restored to its original state is unknown, but whatever the reason, it looks like a powerful weapon that can help you free Easthaven from Brother Poquelin.
The blade seems to draw its strength from Lac Dinneshere itself. As long as the wielder is within a dragon's flight distance of the lake, the blade is a fearsome weapon.
STATISTICS:
Equipped abilities:
– Maximum Hit Points: +5 within a dragon's flight distance of Lac Dinneshere
– Fire Resistance: +25%
– Cold Resistance: +25%
THAC0: +1, +5 within a dragon's flight distance of Lac Dinneshere
Damage: 1d8+1, +5 within a dragon's flight distance of Lac Dinneshere
Damage Type: Slashing
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-handed
Requires:
6 Strength
Weight: 3~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 7
@6327 = ~The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter.
STATISTICS:
THAC0: +1
Damage: 1d4 (piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-handed
Requires:
3 Strength
Weight: 1~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 6
@6340 = ~The longbow is similar to the shortbow, except that the staff is about as tall as the archer is, usually six to six-and-a-half feet. It has better range and accuracy than the shortbow, but a slower Speed Factor.
STATISTICS:
THAC0: +2
Damage:
Speed Factor: 7
Proficiency Type: Longbow
Type: Two-handed
Requires:
12 Strength
Weight: 3~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6371 = ~Black Dragon Scale~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6376 = ~The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. Some such weapons have a round, oval, or cylindrical head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting.
STATISTICS:
THAC0: +1
Damage: 2d4 (crushing)
Speed Factor: 7
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
11 Strength
Weight: 12~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6466 = ~Girdles are generally similar to belts. Unlike belts, girdles are not used to hold up pants and dungarees, but to carry pouches, scabbards, and the like.
STATISTICS:
Weight: 2~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 2
@6484 = ~[Gorion's Note]Hello <GABBER>,
If you are reading this, it means I have met an untimely death. I would tell you not to grieve for me, but I feel much better thinking that you would. There are things I must tell you in this letter that I might have told you before. However, if my death came too soon then I would have never been given the chance. First off, I am not your biological father, for that distinction lies with an entity known as Bhaal. The Bhaal that I speak of is the one you know of as a divinity. In the crisis known as the Time of Troubles, when the gods walked Faerûn, Bhaal was also forced into a mortal shell. He was somehow forewarned of the death that awaited him during this time. For reasons unknown to me, he sought out women of every race and forced himself upon them. Your mother was one of those women, and as you know, she died in childbirth. I had been her friend and on occasion, lover. I felt obligated to raise you as my own. I have always thought of you as my child and I hope you still think of me as your father. You are a special child. The blood of the Gods runs through your veins. If you make use of our extensive library you will find that our founder, Alaundo, has many prophecies concerning the coming of the spawn of Bhaal. There are many who will want to use you for their own purposes. One, a man who calls himself Sarevok, is the worst danger. He has studied here at Candlekeep and thus knows a great deal about your history and who you are.
Gorion~
// [automatic scan] Issues: 2 | Surplus trailing whitespace at line 2 | Surplus trailing line break at line 4
@6489 = ~[Note for Mulahey 2]My servant Mulahey,
I have sent you the kobolds and mineral poison that you require. Your task is to poison any iron ore that leaves this mine. Don't reveal your presence to the miners or you will find yourself swamped by soldiers from the local Amnish garrison. My superiors have recently hired on the services of the Black talon mercenaries and the Chill. With these soldiers at my disposal, I should be able to destroy any iron caravans entering the region from the south and east. I don't want to deal with iron coming from the Nashkel mines so don't fail in your duty.
TAZOK~
// [automatic scan] Issues: 2 | Surplus trailing whitespace at line 1 | Surplus trailing line break at line 4
@6490 = ~[Note for Tranzig]Tranzig,
I am perplexed as to why Mulahey has not communicated with us in some while. You are to go to the mines and find out the condition of his operation. You are also to collect any iron that may have been stolen by the kobolds. Our next raid will most likely take place at Peldvale, or Larswood, so visit either of those areas and track us back to our camp.
TAZOK~
// [automatic scan] Issues: 3 | Surplus trailing whitespace at line 2 | Surplus trailing whitespace at line 5 | Surplus trailing line break at line 5
@6491 = ~[Note for Daveaorn 1]Davaeorn,
I have received your request for extra slaves. They will be sent as soon as possible. Events go well in Baldur's Gate. We have purchased one of the western noble estates to use as our base of operations. It is an ancient building, most likely constructed before the erection of the second wall. Its construction makes it very defensible against those who would thieve it. Remember to ask Yeslick if he enjoys his new accommodations.
Rieltar.
Alturiak, 1367~
// [automatic scan] Issues: 2 | Surplus trailing whitespace at line 2 | Surplus trailing line break at line 5
@6492 = ~[Note for Daveaorn 2]Davaeorn,
Our plans go smoothly. Sarevok has arrived from our headquarters in Ordulin. He brings news from our superiors; they are pleased with our progress so far. I plan to place Sarevok as the commander of our mercenary forces in the region. He has already sent his subordinate, Tazok, to the Wood of Sharp Teeth to take command of the forces located there. Things go apace here in Baldur's Gate. We have placed our first agent among the ranks of the Seven Suns trading coster.
Rieltar.
Flamerule, 1368~
// [automatic scan] Issues: 2 | Surplus trailing whitespace at line 4 | Surplus trailing line break at line 5
@6493 = ~[Note for Daveaorn 3]Davaeorn,
As you have probably heard, the iron poison has begun to take affect around the coast. With the majority of iron imports being disrupted by Tazok, almost all of it comes from the tainted source in Nashkel. The Sythillisian uprising in Amn has ensured that no forces from that nation will be able to take action against our mercenary forces. However, the Flaming Fist has caught several of the Black Talon mercenaries. All of those captured have claimed allegiance with the Zhentarim and have thus shifted any suspicion away from the Iron Throne. I have sent Tranzig to work with the mercenaries in transporting the iron to your base in Cloakwood. He has brought several bags of holding so that he, alone, will make trips into Cloakwood, thereby lessening the chance that Flaming Fist trackers might find your stronghold.
Rieltar.
Elient, 1370~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6658 = ~Wand~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6690 = ~Wand of Paralyzation~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6704 = ~Flail~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 6
@6720 = ~The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter.
STATISTICS:
Damage: 1d4 (piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-handed
Requires:
3 Strength
Weight: 1~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6734 = ~Sling~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6737 = ~Bastard Sword~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6740 = ~Bastard Sword +1, +3 vs. Shapeshifters~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6741 = ~Long Sword~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6745 = ~Short Sword~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6746 = ~Short Sword~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6750 = ~Short Sword of Backstabbing~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6756 = ~A bullet is simply a rounded, well-balanced stone.
STATISTICS:
Damage: 1d4+1 (missile)
Launcher: Sling
Weight: 0~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6765 = ~Arrow of Detonation~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6781 = ~Which number comes next in the following sequence: 4, 7, 12, 19, 28, 39~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6824 = ~Boots are normally hand-made by cobblers. Common boots are made by using a form, but good boots are designed for the foot of an individual.
STATISTICS:
Weight: 4~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6835 = ~Ring of Invisibility~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6855 = ~The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. Some such weapons have a round, oval, or cylindrical head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting.
STATISTICS:
Damage: 2d4 (crushing)
Speed Factor: 7
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
11 Strength
Weight: 12~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6878 = ~Heavy Crossbow of Accuracy~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6888 = ~Light Crossbow of Speed~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6922 = ~The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher.
STATISTICS:
Damage: 1d3 (missile)
Speed Factor: 2
Proficiency Type: Dart
Type: One-handed
Weight: 0~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@6964 = ~Holy Symbol~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@7015 = ~Potion of Absorption~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@7068 = ~Potion of Petrification~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@7101 = ~Potion of Regeneration~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@7102 = ~Potion of Insight~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@7156 = ~Manual of Quickness of Action~
// [automatic scan] Issues: 9 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 3 | Surplus trailing whitespace at line 5 | Surplus trailing whitespace at line 7 | Surplus trailing whitespace at line 9 | Surplus trailing whitespace at line 11 | Surplus trailing whitespace at line 13 | Surplus trailing whitespace at line 15 | Surplus trailing line break at line 17
@7284 = ~History of Amn:
Amn has the good fortune to have abundant natural resources; some would say Amn is the richest land on the continent. This has worked in Amn's favor for generations, because even if they were conquered, the new masters would be gentle, looking to gain wealth from the land, rather than to put it to the torch.
Amn has been a center of trade and commerce for as long as anyone can remember. Oral traditions handed down from father to son tend to support the theory that Amn has been a trade center for at least 800 years. Unfortunately, written records are difficult to find and often incomplete. It would seem the typical Amnish citizen was too busy trying to fill their coffers to write down events of the day.
Amn has always been more interested in the present and the future than the past, and this makes an accurate history difficult. The best records, the business papers of the oldest trading companies, are jealously guarded. The fear of revealing "trade secrets" is stronger than the call of history, so the average citizen knows very little about Amn's past.
It appears that the Amn of 100 years ago was very much like the Calimshan of today. Each major city was basically an independent entity, banding together for defense when necessary, and fighting for control of territory and profitable trade routes the rest of the time. A particularly brutal trade war began 24 years ago, with each city exacting prohibitive tariffs on goods imported from the others. The trade war escalated, and city troops began to raid caravans sponsored by other cities. In a matter of months commerce was brought to a halt, a number of cities were under siege, and war threatened to engulf the entire region.
Into the breach stepped a young merchant named Thayze Selemchant. Thayze was smart, charismatic, and very well connected (the Selemchant trading house was one of the oldest and richest in Athkatla.) He secretly contacted representatives of the five other richest merchant houses in Amn, and started to plan.
The first part of the plan involved the careful sprinkling of rumors about outside threats. One involved a pirate invasion from the Nelanther, another was about a massing of orcs just on the other side of the Cloud Peaks. Thayze even started a rumor about an elf army in the Forest of Tethir, ready to pounce on a divided Amn. None of the rumors were true, but they began to turn people's thoughts toward unity, not war.
Thayze knew that if he and the other members of his council were to take control of Amn, they would need broad-based popular support. Tensions between cities and merchant houses were still high, so to get that support, Selemchant and the others agreed to drop their family names and never use them again.
When news of a "Council of Six" spread throughout the land, many people accepted their rule. A group that would unite Amn under one rule, governing for the benefit of all instead of one city or trading company over another, was indeed a welcome change. The Council raised an army (at great personal expense) to quell the few pockets of resistance that remained, and have been in total control of Amn for the past 22 years.~
// [automatic scan] Issues: 6 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 3 | Surplus trailing whitespace at line 5 | Surplus trailing whitespace at line 7 | Surplus trailing whitespace at line 9 | Surplus trailing line break at line 13
@7287 = ~History of Gondegal the Lost King:
Arabel, long under the dominion of Cormyr, for a time became the center of a swordsman's empire. This swordsman was Gondegal, the Lost King, who in the Year of the Dragon (1352 DR) attempted to carve a kingdom for himself centered on Arabel. it was to extend north to the Desertsmouth Mountains; south and west of Wyernwater and the farms outlying from Eveningstar; and east to Tilver's Gap and the mountain passes.
In the years following, people would say that Gondegal's reach was no longer than his blade. He could not hold any of the territory against the might of Cormyr, Sembia, Daggerdale, Tilverton, and several of the other Dales -all of whom he drew the blood and ire of in the making of his throne.
Gondegal ruled for less than a season, though he reigned officially for scarcely eight days. The remainder of his rule was spent fighting here and there against one foe or another in the lands he claimed. His troops were largely mercenary, and his treasury of seized goods was small and soon gone. One night Gondegal's force simply melted away before the advancing troops of Cormyr, and was gone. King Azoun IV retook Arabel on that morn without wetting a blade.
No one has ever found the body of Gondegal; he is known to have fled north and then east via Teshwave, but then his fate becomes a matter of conflicting rumor and legend. Some believe he still lives with a score or more of loyal followers, keeping court in the wilds somewhere, a careful and ruthless bandit who takes care that none survive his attacks to carry tales anywhere. When entire caravans vanish at times anywhere between the High Dale and far-off Impiltur, he is blamed by talk in the taverns.
Gondegal was said to be a tall, gray-haired warrior of considerable personal skill and intelligence. His badge was a gray wolf's head, face on, with red eyes. Caraban guards often warn merchants to beef up the escort on a particular caravan, " else thy gold'll soon be gilding Gondegal's throne." Gondegal was an impeccable swordsman and somewhat chaotic in his self professed neutral alignment. If he does indeed yet live, the magic or treasure he carries, and who his allies might be, are all unknown.
Gondegal's reign had a great influence on the King of Cormyr, at that time in his second decade of rule. Not only was Azoun forced to put down an effective rebellion in his own country, he was forced to pay more attention to matters outside Suzail, to become the ruler of a nation as opposed to a city-state. Further, the bloodless assault on Arabel was Azoun's first true experience at the head of his army, and the joy of "freeing" the people of Arabel is one that remains with him.~
// [automatic scan] Issues: 7 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 3 | Surplus trailing whitespace at line 5 | Surplus trailing whitespace at line 7 | Surplus trailing whitespace at line 9 | Surplus trailing whitespace at line 11 | Surplus trailing whitespace at line 13
@7288 = ~History of the Chosen of Mystra:
The reason why Mystra, the Goddess of Magic, invested a portion of her divine might in mortals is not known. One of the more popular theories, and one that is gaining more support in light of the goddess's other actions during that period, is that Mystra foresaw the Time of Troubles (and her own passing at the hands of Helm) and chose to give some of her power to mortals in order to ensure that her successor (the female mage Midnight, as it turned out) would have a number of nearly immortal allies in the struggle against the schemes of the gods (the now dead Bane, Myrkul, and Bhaal) who precipitated the Time of Troubles by stealing the Tablets of Fate. The theory goes on to suggest that Mystra informed Azuth at approximately the Year of the Rising Flame (0 DR), more than 1,300 years before the Time of Troubles, that some of her power must be put into the hands of mortals who would then become known as Mystra's Chosen. This power would sleep within the bodies of those mortals, allowing Mystra to call on it only with their permission. It would give the Chosen the innate ability to heal quickly, and would give them life spans far greater than those of ordinary mortals. Mystra speculated that these mortals might be able to call on her power and thereby gain some special abilities, but that these powers would not rival those of a deity. (See "Powers" below.)
The Goddess of All Magic then began to select mortals she thought to be suitable. One of the first was the young mage Elminster, and she also singled out a promising wizard named Khelben Arunsun. Both have proved to be worthy and capable receptacles of her power, but Mystra's other early attempts to invest her power in living humans were unsuccessful, and she came to realize that only very few mortals were of stern enough substance to contain such power within themselves without being destroyed or corrupted. Even though some people aside from Elminster and Khelben may have possessed the requisite strength, it is possible that having lived for years prior to being visited by Mystra had set them on a path from which they were not able to deviate. Whatever the reason, the problem needed to be solved. To get around the difficulty, Mystra devised a plan to use herself as a vessel to breed individuals who could be nurtured and acclimated to her power from the very beginnings of their lives.
For the father of these individuals, she picked the best example of human stock she could find: Domal Silverhand, a nobleman and a former Harper who lived near Neverwinter. Mystra then possessed the body of Elue Shundar, a half-elven sorceress whom Dornal was already attracted to. Mystra revealed her presence and her plan to Elue, who happily and eagerly agreed to have the goddess share her body. Elue had been reluctant, but under the influence of Mystra the woman became a seductress, and Domal found his advances being suddenly returned with great fervor.
Dornal and Mystra/Elue were wed in the Year of Drifting Stars (760 DR). The first of seven daughters, Anastra Sylune, was born the following winter. Sylune's six sisters emerged at one-year intervals thereafter: Endue Alustriel, Ambara Dove, Ethena Astorma (she prefers the shortened "Storm" these days), Anamanue Laeral, Alassra Shentrantra (known today as the Simbul), and Er'sseae Qilue. These siblings have become known in Realmsian lore as the Seven Sisters.
Domal, who had been kept in the dark about his wife's true nature through the years (presumably because Mystra didn't want to risk losing his services), was disappointed and nearly distraught by the time his sixth child was born; He had always wanted sons as well as daughters. More importantly, he was seeing his wife deteriorate right before his eyes. The strain of coexisting with the goddess all these years had turned Elue into a withered shell—in essence a lich, clinging to life only because Mystra's power was within her.
When Elue was carrying the seventh child, Dornal consulted a priest who told him his wife had been possessed by an entity of great magical power. To spare both of them any further agony, he attempted to slay his wife's physical form by severing her head from her body.
As soon as he had done this, Mystra was forced to reveal herself to him, and she went on to explain her scheme. Just as she had worried would happen, Dornal was aghast at how he and his wife had been used by the goddess. He turned his back on the corpse of his wife, abandoned his lands and his children, and vanished into the North. Mystra bore him no ill will, and in fact protected him for the final 30 years of his life. When Domal finally did meet his end he called out to Mystra, and the goddess granted him continued existence as her servant. Now known as the Watcher, Domal Silverhand travels the world unseen by mortals on a continuing mission to locate candidates to swell the ranks of the Chosen and to identify possible threats to Mystra and her minions.~
// [automatic scan] Issues: 2 | Surplus trailing whitespace at line 1 | Surplus trailing line break at line 3
@7291 = ~History of Shadowdale— Joadath and the Tyrist Massacre:
The past hundred years have been an example of the best and worst of the lords of Shadowdale. All have been nonnative to the Dalelands, though all made the land their home. A century ago the lord of the Dales was one Joadath, a stiff-necked agnostic who denied the power of any god, good or evil, and used force to back up his beliefs. During this time there was a great deal of religious persecution, including a massacre of Tyrists on Watcher's Knoll. Joadath was eventually killed by a beast of the nether planes summoned by parties unknown, which then proceeded to rampage through the Dale. The beast was killed and Shadowdale rescued by the spellcasters Aumry and Sylune. Aumry was proclaimed lord by acclamation.~
// [automatic scan] Issues: 3 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 3 | Surplus trailing line break at line 5
@7293 = ~History of Shadowdale— Jyordhan the False Lord:
Lord Aumry was assassinated by Zhentarim agents, who in turn were captured and killed by the warrior Jyordhan. Jyordhan, with the Pendant of Ashaba in hand(the symbol of the lordship in the Dales), proceeded to present himself as the new lord, and was so acclaimed by the people. It was unknown to the people that Jyordhan was also an agent of the Zhentarim, and that the entire proceeding had actually been a ruse.
Jyordhan abandoned the Twisted Tower, instead establishing himself in Castle Krag east of Shadowdale. His court was soon overrun with agents of the Black Network. When the people eventually revolted, Zhentil Keep sent peace-keeping forces to maintain Jyordhan's rule. Sylune, now aware of the deception but a firm pacifist, did her best to keep the Dale healthy and intact during Jyordhan's evil rule.~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@7294 = ~History of Shadowdale— Khelben Kills Jyordhan:
Lord Jyordhan's rule of Shadowdale ended when he encountered Khelben Arunsun, also called the Blackstaff. The story at the time was that Jyordhan accepted an invitation from Khelben to visit Waterdeep, and there he took ill and died. In reality, Jyordhan ambushed Khelben as the mage was leaving Shadowdale, and the Blackstaff killed him. In either case, Khelben took hold of the Pendant of Ashaba (the symbol of the lordship in the Dales) and returned to Waterdeep with it, promising to send a suitable candidate for lordship to the Dales. Jyordhan had ruled for five years, and without his advocacy, Castle Krag was abandoned and the Zhentil Keep troops routed. Jyordhan's previously chosen successor was a Melvauntan named Lyran, but without the Pendant this individual was considered a pretender to the throne.~
// [automatic scan] Issues: 2 | Surplus trailing whitespace at line 1 | Surplus trailing line break at line 3
@7295 = ~History of Shadowdale—Lords Accepted by Acclamation:
This acclamation of the people has formed the basis for choosing the lord of Shadowdale since the routing of the evil Lord Jyordhan by Khelben Blackstaff. Usually a predecessor will step down as opposed to dying in office, and his chosen successor will be approved by the populace at large. This system has had its drawbacks, as will be shown below, but in general, it has served the independent, self-willed people of the Dale very well. They have avoided the "genetic lottery of which good bureaucracies and bad kingships are made" (a quote from the venerable Elminster). The symbol of the lordship is the Pendant of Ashaba, a device owned by the original wizard, and used to determine the rightful lord of the Dale.~
// [automatic scan] Issues: 2 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 3
@7297 = ~History of Shadowdale—Doust Sulwood Becomes Lord of Shadowdale:
Three winters following his defeat of the evil Lord Jyordhan, Khelben Blackstaff found a suitable candidate to assume leadership of the Dales, or rather a group of candidates. They were the Knights of Myth Drannor, so named to show their interest in the elven territories and their connection with the elven peoples, and Khelben gave them the Pendant of Ashaba (the symbol of the Lordship) in return for services rendered to himself and to Shadowdale. Their leader, the ranger Florin Falconhand, refused the honor of the lordship. It was therefore passed to Doust Sulwood, who was made the new lord with the support of Florin and Sylune (wife of the murdered Lord Aumry), and apparently also the secret support of Khelben as well.
Doust reoccupied the Twisted Tower, driving out the last agents of the Black Network. He also reinstituted many of Ashaba's democratic ideals, including the Lord's Court where all citizens may speak freely and air their grievances without threat of reprisal. Doust ruled for five years and proved to be a capable ruler, beloved by the people. The regular presence of the Knights of Myth Drannor did much to ensure the protection of the area, particularly against incursions by Lyran Nanther the Pretender. Lyran was to have been Jyordhan's named replacement, but with the Zhentarim routed there is little validity to the claim.~
// [automatic scan] Issues: 2 | Surplus trailing whitespace at line 1 | Surplus trailing line break at line 3
@7298 = ~History of Shadowdale—Elminster Moves to Shadowdale:
It is of note that during the time that Doust Sulwood of the Knights of Myth Drannor assumed the role of Lord of Shadowdale, Elminster took up residence in the area. A semi-regular visitor up to that time, he took possession of a low, abandoned tower at the foot of the Old Skull, and declared himself to be officially in retirement. The nature of that retirement varies from active involvement in local affairs to long-term vacations on other planes. The natives of the Dale have come to the understanding that they cannot always count on the powerful mage being in residence in times of need or danger, but when he is present in these circumstances his aid is usually given.~
// [automatic scan] Issues: 2 | Surplus trailing whitespace at line 1 | Surplus trailing line break at line 3
@7300 = ~History of Shadowdale—Shaerl and Mourngrym Meet and Marry:
The implications of Khelben "Blackstaff" Arunsun "choosing" the last two lords of Shadowdale (Doust Sulwood and Mourngrym Amcathra) were not lost on the Dale's powerful neighbor to the south, Cormyr. An agent was sent northward to divine Mourngrym's true intentions and to guarantee the Dale's continued good relationship with the throne of the Purple Dragon. The agent was a rogue named Shaerl Rowanmantle, sent by Vangerdahast (though all paperwork on this matter has been curiously incinerated in Suzail, so all is hearsay and tale). Shaerl discovered more than she intended and fell in love with young Mourngrym. The two married and became the lord and lady of Shadowdale. Shaerl's loyalty is now to her husband and to the land they co-rule. This was probably not the intention of the Cormyreans.~
// [automatic scan] Issues: 2 | Surplus trailing whitespace at line 3 | Surplus trailing line break at line 5
@7301 = ~History of Shadowdale— Mourngrym's Rule:
Since being recommended to the position by outgoing Lord Doust Sulwood, Lord Mourngrym Amcathra's rule of Shadowdale has been less peaceful than he had hoped. The First Battle of Shadowdale occurred in the Year of the Prince (1357 DR), and involved Daleland forces routing those of Lyran the Pretender. Lyran has made repeated attempts to gain the Lordship, as was intended by the former Zhentish puppet, Lord Jyordhan. While significant, this battle pales when compared to the larger battle fought on the same site between Bane-led Zhentil Keep forces and the Dales during the Time of Troubles (1358 DR/0 PR). When the Battle of Shadowdale is referred to (without a number), it usually means this second battle. In addition, Mourngrym has had to deal with a large number of skirmishes, incursions, a possible invasion from below, explosions, and other sundry disasters.
Mourngrym and Shaerl have one child, Scotti, who is now nine winters old. By the customs of the area, he is not considered the heir apparent, and another suitable warrior or mage may take the reins of power of the small community. Most feel that Mourngrym will hold the Pendant until his son has reached his majority, then abdicate in young Scotti's favor once he takes his grown name. If this happens, it will be the first occasion of the lordship of Shadowdale passing down through a family.~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@7302 = ~History of the North—The First Flowering:
For millennia, gold elves dwelt in Illefarn (where Waterdeep now stands) and Eaerlann (along the River Shining). From their ornate forest cities, they traded with emerging human nations like Netheril and Illusk and repulsed the attacks of the goblin races. Meanwhile, dwarven clans united as the nation of Delzoun, named for the dwarf who forged the union. The nation, existing primarily underground, extended from the Ice Mountains to the Nether Mountains. Silver Moon Pass was its western border and the Narrow Sea its eastern shore. Orcs came from north of the Spine of the World but were turned back in great slaughter by the elves. To this day, this is the homeland and stronghold for orcs and similar races.~
// [automatic scan] Issues: 3 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 3 | Surplus trailing whitespace at line 5
@7303 = ~History of the North—The Crown Wars:
Humans immigrated in bands from the Shining Sea and up to the Sword Coast. They became seafarers, striking out across the waves to the Moonshaes, Mintarn, Ruathym, and the northern islands. Elves engaged in an unceasing war against each other, with the humans and orcs taking over the resulting ruins. Perhaps the greatest calamity to befall the Fair Folk was the Dark Disaster, a killing magic that took the form of a dark, burning cloud. It enshrouded the kingdom of Miyeritar, and when it faded away some months later, not an elf lived—nor were trees left, only an open, blasted moor: the High Moor.
All was not dark for the elves. Although in retreat, as barbarian humans and orc hordes grew in strength, their power rose in the Elven Court and Evereska (remaining a stronghold to this day). They conceived of cooperation between dwarves, kindly humans, and other elves for mutual survival against orcs, marauding humans, and the tide of beasts (ogres, bugbears, trolls, goblins, gnolls, and other nonhuman creatures) led by the rising power of giants. Astonishingly, in at least three places—the Fallen Kingdoms and the cities of Silverymoon and Myth Drannor—they succeeded with shining grace.
To the east, on the sandy shores of the calm and shining Narrow Sea, human fishing villages grew into small towns and then joined together as the nation of Netheril. Sages believe the fishing towns were unified by a powerful human wizard who had discovered a book of great magic power that had survived from the Days of Thunder—a book that legend calls the Nether Scrolls. Under this nameless wizard and those who followed, Netheril rose in power and glory, becoming both the first human land in the North and the most powerful. Some say this discovery marked the birth of human wizardry, since before then, mankind had only shamans and witch doctors. For over three thousand years, Netheril dominated the North, but even its legendary wizards were unable to stop their final doom.~
// [automatic scan] Issues: 2 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 3
@7307 = ~History of Luiren, Land of the Halflings:
The halflings of Luiren claim that it is the original homeland of halflings in the realms. Although other halflings may disagree with this, it is true that Luiren was settled hundreds, perhaps thousands, of years ago.
Luiren's history is one of conquerors and subjugation. Throughout the centuries, the halflings have been conquered by the barbarians who used to inhabit Dambrath, by the kingdom of Estagund, and even once by the monsters of Beldorn. In every case, the invaders were eventually defeated because they made the mistake of underestimating the halflings due to their small stature. A good bit of mischief, mayhem, and general trouble-making by the halflings also helped end the occupations.
Currently, Luiren is enjoying unprecedented prosperity. The halflings are currently taking advantage of their relationship with the nation of Durpar; their biggest customer and greatest competitor. Also, through these close ties with Durpar, Luiren has protected itself against another Dambraii invasion. The rulers of Dambrath must know that if they begin to expand to the east, they will arouse the ire of Durpar, as well as Var and Estagund. The threat of a trade embargo and/or military consequences have kept this aggressive nation away from the Luireners.~
// [automatic scan] Issues: 9 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 3 | Surplus trailing whitespace at line 5 | Surplus trailing whitespace at line 7 | Surplus trailing whitespace at line 9 | Surplus trailing whitespace at line 11 | Surplus trailing whitespace at line 13 | Surplus trailing whitespace at line 15 | Surplus trailing line break at line 17
@7309 = ~History of the North—Recent History of the North:
In the waning summer months of 1367, an immense orc horde descended from the Spine of the World, intent on winding its way south into the trade lands of the North. This force of orcs, led by King Greneire, surged its way south between the Moonwood and the Cold Wood, stopping just outside the Citadel of Many Arrows.
King Obould, orc ruler of the Citadel of Many Arrows, was terrified at the prospect of another orc horde, despite the fact that he knew they should be working together against the humans of the North and the spawn of Hellgate Keep. His tribal shamans, however, had been predicting a treacherous fall of the citadel—and they'd told the king that he'd be disposed by other orcs.
Thus, it was a dark day when King Greneire and his horde of 150,000 orcs appeared on the plains outside the Citadel of Many Arrows. King Obould announced to his followers that this horde had been sent to dislodge them from their home and send them out to be scavengers among the plains. He vowed that, as Gruumsh as his witness, the Citadel of Many Arrows would slaughter these treacherous orcs "like elves during a festival."
For four months, the 40,000 orcs within the citadel held their ground. Assault after assault was mounted against the high walls of the garrison, but the attacking orcs were losing far more than the defenders. Still, the living conditions within the walls—never too good to begin with—created losses of their own.
The battle for the Citadel of Many Arrows culminated during the first week of Uktar. As another light blanket of snow sought to bury the gathered orcs, King Greneire threw his entire remaining army at the citadel, bursting its gates and pitting orc against orc in a flurry of swords. As the two orc kings sought one another out along the ramparts, the citadel began to burn.
The orcs that survive the battle still speak of the superhuman prowess of the two kings as they battled one another before their troops. Finally, however, King Obould ran Greneire through with his long sword, but Obould was severely wounded by the time Greneire had breathed his last breath. The orcs erupted into battle once again, and no one is quite certain what became of King Obould.
It was through the smoke and snow that the victors of the conflict emerged: the dwarves of Clan Warcrown along with a contingent of troops from Silverymoon. Charging in through the shattered gates, these new attackers quickly routed the exhausted orcs of the citadel, sending them scurrying off into the wilderness.
King Emerus Warcrown now rules the Citadel of Many Arrows, though the dwarves now call the city by its old name of Felbarr. Most in the North still tend to refer to the city as the Citadel, however, waiting to see if it can withstand the next orc horde. King Warcrown has put out a call for all dwarves to help defend the citadel, and news of a new vein of gold and silver is spreading rapidly through dwarven communities.~
// [automatic scan] Issues: 6 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 3 | Surplus trailing whitespace at line 5 | Surplus trailing whitespace at line 7 | Surplus trailing whitespace at line 9 | Surplus trailing line break at line 11
@7313 = ~History of the North—1368, Year of the Banner:
As the dwarves settled in for the winter in their reclaimed city of Felbarr, a group of Zhentarim-sponsored adventurers broke into Great Worm Cavern, slaying Elrem the Wise, shaman leader of the Great Worm tribe, as the tribe's warriors descended into the ranks of the evil adventurers, teleportation magic spirited at least three of those responsible—as well as a vast amount of treasure stolen from Elrem—to safety.
According to Themrin, the tribe's present shaman, Elrem promised to "watch over the tribe in spirit now that my mortal form is destroyed." Despite the reassuring words of Elrem, the tribe suffered through an oppressive winter that included both heavy snow, scarce game, and low morale.
Trusted visitors to the barbarian encampment report that Themrin and Gweshen "Ironhand" Talistars are wearing some form of armor made from the scales of Elrem. This use of their former shaman's body as "protection" was supposedly ordained through a dream vision. The armor appears as little more than a supple leather armor, but seems to deflect blows and protect as well as full plate mail.
Nesme reported a drastic rise in the number of troll attacks in the Evermoors, and various sources confirm that something is driving the trolls out of the moors. Whatever is behind the trolls' exodus is destined to remain a mystery for the remainder of the year, as adventuring parties expend themselves against the never-ending supply of trolls that are fleeing the bog.
In the most surprising move of the year, the Blue Bear Tribe, led by the shaman/chieftain Tanta Hagara, marched on the fiend-ridden fortress of Hellgate Keep. While a brief struggle for political 'control of the city was reported by various sources, Tanta Hagara emerged as the new ruler of the city.~
// [automatic scan] Issues: 2 | Surplus trailing whitespace at line 1 | Surplus trailing line break at line 3
@7315 = ~History of the North—Return of the Beast (1367—?):
Sages, philosophers, historians, and priests alike feel an ill-boding in the chill air. They predict a slow change over the next decade, but within the lifetime of men born on the first day of this age. They believe that the beasts that once ruled the land plan to return to claim what's rightfully theirs, imprisoning and enslaving the crowns. Where elves once reigned, men now rule, but their hold—as true for all civilizations before—is tenuous at best.~
// [automatic scan] Issues: 3 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 3 | Surplus trailing line break at line 5
@7316 = ~History of the North—1370, Year of the Tankard:
Even before spring has graced the Savage North, reports of treants massing in the High Forest have reached all of the northern cities. It seems that all of the creatures of the forest have mobilized to restore the High Forest after the fall of Hellgate Keep. Something must still reside below the ruins of Hellgate Keep, however, for the Company of the Jaded Heart never emerged from the depths below the city. The treants have since blocked entrance into the ruins, sealing whatever evil still lurks within far below the sight of man.
But there is other activity in the North as well. Luskan still flirts with war, tempting neighboring cities and yet staying just below the wrath of Waterdeep. The barbarians still brew in the north, easy to take offense at innocent incursions into their sacred holdings. Rumors of Zhentarim agents scouring the Fallen Lands for powerful magic from long-lost Netheril continue to circulate. And adventurers still abound in the Savage Frontier.~
// [automatic scan] Issues: 2 | Surplus trailing whitespace at line 1 | Surplus trailing line break at line 3
@7317 = ~History of Waterdeep:
Waterdeep was used as a trading site for trade activities between northern tribesmen and southern merchants more than two millennia ago. By 1,000 years ago, permanent farms had sprung up in the area. The first mention of a Waterdeep (not as a city, but as a collection of warlords) occurs only 400 years ago. The city was truly established as a going concern by 1032 DR, the year Ahghairon became the first Lord of Waterdeep, and the date from which Northreckoning is counted. The city grew spectacularly, such that by 1248 DR both the City of the Dead and the guilds had been developed. The guildmasters seized control soon afterwards, ushering in a period of unrest and bitter conflict known as the Guildwars. The Guildwars ended only when the two surviving guildmasters brought in their own period of misrule. It was only in 1273 DR that the present system of government (or lack thereof was instituted. This was the year that the Magisters were established and the secret Lords of Waterdeep were firmly reestablished. Since that time, the city has continued to grow and prosper. Humankind and other races come from all over the realms to earn hard coin in the City of Splendors. Over the years these successful merchants have set up guilds and themselves become nobility, supporting the secretive Lords of Waterdeep who police the city fairly, yet with a light hand, by means of the superb city guard (soldiers), city watch (police), and over 20 black-robed magistrates. As a result, Waterdeep is a place tolerant of different races, religions, and lifestyles. This in turn has encouraged commerce, and Waterdeep has grown into a huge, eclectic city.~
// [automatic scan] Issues: 3 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 3 | Surplus trailing line break at line 5
@7319 = ~History of Cormyr:
Cormyr dates its years from the founding of House Obarskyr 1,342 years ago, the first of the noble houses and the line of its kings. For the bulk of this time, Cormyr was little more than a single city (Suzail) and a few fortified outposts. At times the monarch was forced by rebellion and intrigue to rule from those outposts instead of from the throne. King Azoun is the fourth of his name and the 71st of his line.
The land has been officially at peace for many years—since Rhigaerd overthrew the last of the border raiders. However, Cormyrean armies have taken part in many actions in nearby regions, recently mustering its forces to face Gondegal, the rebel of Arabel; to occupy Tilverton on the marches of the Dalelands; and to lead a crusade against the great Tuigan horde invading from the east. One wit has noted that "Yes, the land is at peace, but the army has to keep busy." In addition to pursuing major actions, Cormyrean patrols often skirmish with bandits on the roads in the north and west, and are at present battling orcs and other creatures north and east of Cormyr in Tilver's Gap and Shadow Gap. Both of these areas are threatened by raiders who will menace Cormyr itself if they ever overrun Tilverton. Cormyr has built a fortress, Castle Crag, to defend the kingdom from attacks from that quarter, and maintains the High Horn to protect against attacks from the West.'~
// [automatic scan] Issues: 5 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 3 | Surplus trailing whitespace at line 5 | Surplus trailing whitespace at line 7 | Surplus trailing line break at line 9
@7321 = ~History of the Moonsea:
The Moonsea has a long history as the border between the elven lands to the south and the darker, more sinister lands of the Ride and Thar, home of dragons and giant and ogre tribes in great multitudes. The deep sea was an excellent barrier to the raiders, as those tribes who sought invasion had to detour around and through the lands that would eventually hold Yulash, Zhentil Keep, and Hillsfar.
The first true settlement in Moonsea was Northkeep, a shining citadel established as a beacon of civilization and a jumping-off point for merchants seeking trade with the dwarves of the North—including not only Tethyamar, but the clans of the Cold Lands—who traded their metalwork and craft for much-needed magic. In the end, Northkeep was sunk beneath the icy waters of the Moonsea by the inhuman forces, and humankind suffered one of many setbacks in the region.
So has been the nature of human habitation of this region since the beginning. Human settlements thrive for a few years, usually through sheer willpower and on the strength of a sharp sword, and then are overrun by goblins, orcs, dragons, beholders, or giants. Phlan has fallen and risen again. Yulash is a ruin where a decade ago there was a thriving town. Hulburg and Sulasspryn are empty hulks. Each of the cities of the Moonsea seems threatened with extinction in its turn, then is rebuilt.
This cycle may be the reason that only the strongest and the most savage survive, even prosper, in the lands of the Moonsea. The greatest cities—Hillsfar, Mulmaster, and the impenetrable Zhentil Keep—are all ruled by evil people who control their lands with iron grips. The lesser cities, Elventree, Phlan, and Thentia, may be less evil, but have a strong, independent, almost chaotic nature. In many ways the Moonsea is a frontier, with a frontier mentality.~
// [automatic scan] Issues: 3 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 3 | Surplus trailing whitespace at line 5
@7322 = ~History of the Vast:
Two millennia ago the Vast was Vastar, the orcish lands. These were the breeding grounds of the goblin hordes that would spill eastward and cross the Dragon Reach in ramshackle boats to raid the elves. The orcs were overthrown by invading dwarves, who established the Realm of the Glimmering Swords. It was during this time that the first humans came to the Vast, including the mage Maskyr.
The rule of the dwarves occurred against a backdrop of constant war with the orcs, such that there were perhaps only 40 years of true peace for the Realm of the Glimmering Swords. The orcs overran the dwarves, and they escaped extinction only through the aid of human and elven allies. The remaining dwarves left the region to the newly arriving humans and retreated to the east, to the south, and to isolated and hidden communities within the Vast.
The most successful of the humans were the adventurers whose hunger was sated by gold and whose thirst was slaked by great deeds. This was the Time of the Glorious Fools, and there are those who will argue that it is still that age, as adventurers still rule the cities of Calaunt and Ravens Bluff. The orcs today are contained, if not conquered, and trade has grown up in the lands of the Vast. However, for many individuals with adventuring blood, it is still a wilderness in which one may prove one's worth.~
// [automatic scan] Issues: 5 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 3 | Surplus trailing whitespace at line 5 | Surplus trailing whitespace at line 7 | Surplus trailing line break at line 9
@7323 = ~History of the Dragon Coast:
The history of the Dragon Coast is the history of money, particularly the darker side of the coin. Situated on the main trade routes between the Inner Sea and the Sword Coast, these lands never coalesced into a solid, coherent nation, like Cormyr or Sembia. Instead small petty city-states have risen and fallen, powered by greed and the most powerful merchant or pirate faction of the day.
As a result, the Dragon Coast has always been the home of the smuggler, the pirate, the rogue, and the hired killer. It has been the place where those seeking to skirt the laws of more civilized nations to the north make landfall. It is here that the Red Wizards gain their access to the Western Heartlands, and where the Cult of the Dragon launches its plots to the south. And it is here that independent secret societies and assassin guilds have their greatest power.
The last semblance of organized resistance to this trend was the reign of Verovan, last of the kings of Westgate. The monarchy of Westgate had long worked closely with the various mercantile and pirate factions, but Verovan attempted to stem the growing power of the merchant houses and petty lords. His sudden and mysterious death without acceptable heirs in 1248 DR opened the door for much of what now is commonplace in the Dragon Coast—corruption and treachery.
It should be noted that while Verovan's name is still venerated in these lands, better known is Immurk, the greatest of the Inner Sea Pirates, a brash and flamboyant rogue who united a pirate fleet beneath him and ruled from 1164 DR to his death in 1201 DR. Such it is in the Dragon Coast, that good people are venerated, but the power of darker rogues is imitated.~
// [automatic scan] Issues: 4 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 5 | Surplus trailing whitespace at line 9 | Surplus trailing line break at line 11
@7325 = ~History of the Zhentarim, Two Zhents' Worth:
Much confusion exists in the realms regarding Zhentil Keep and the (not-so) secret society known as the Black Network or Zhentarim. The two are closely tied, such that a speaker may refer to one when meaning the other and still be clearly understood. In general, both mean trouble.
Zhentil Keep is a walled independent city on the western shores of the Moonsea. It is one of the most evil cities in the realms, a blight on the North, and a haven for Evil groups, plotting manipulators, dark religions, and foul practices. Its rulers seek to dominate the lands around it, including the Dragonspine Mountains, Yulash, Voonlar, and the neighboring Dales. The city of Zhentil Keep and its armies (known as the Zhentilar, to make matters more confusing) have destroyed Teshendale, come close to destroying Daggerdale, and for a long time had an agent ruling Shadowdale.
The Zhentarim is an organization of evil priests, wizards, and inhuman creatures bent on controlling all the trade and power between the Sword Coast (meaning Baldur's Gate and Waterdeep) and the Moonsea (including the intervening lands of Cormyr and Anauroch). Its aims in the Moonsea area are the same as Zhentil Keep's, and the two factions work hand-in-glove, often sharing the same membership. The Zhentarim have a more far-reaching effect than Zhentil Keep, though, and have agents throughout the North.
In addition, the Zhentarim are not limited to Zhentil Keep itself, and maintain a number of fortified outposts. Their rulership has spread with the passing years. In addition to being the dominant force in Zhentil Keep, the Zhentarim control the Citadel of the Raven and Darkhold, two important castle complexes. Over the years, more power has been moving away from Zhentil Keep (filled with a lot of unknown and untrustworthy flunkies) and into these more secure areas.
Within the Dalelands area, Zhentarim smells of Zhentil Keep and vice versa, but in reality not every Keeper (yet another name for a native of Zhentil Keep) is of the Black Network, and not every agent of the Zhentarim is from Zhentil Keep. Adventurers should watch who they trust as a result.~
// [automatic scan] Issues: 2 | Surplus trailing whitespace at line 1 | Surplus trailing line break at line 7
@7326 = ~History of Ulgarth:
Ulgarth was settled by the great empire of Raurin, in the height of its power. When the empire was destroyed, it endured centuries of barbarism. Warchiefs united the country several times during this period. They fought many skirmishes with other barbarians, particularly those in Durpar and Var the Golden. In 202 DR, the barbarian tribes were nearly wiped out by the forces of Mulhorand.
In 348 DR, a group of outlaws, fleeing the justice of the priest-kings of Mulhorand, came to Ulgarth. There they found a fertile, almost unoccupied land. They settled down, and began raising children and crops. This new society in Ulgarth gradually grew in power, while its neighbors grew apace. But while Durpar grew as a result of its commerce and its philosophy of balance, Ulgarth concentrated on agrarian pursuits. The Ulgarthians developed a highly structured caste system of lords and peasants. In 1002 DR, the centuries long skirmishes between Durpar and Ulgarth came to an end, as the two countries finally reached a balance of power. There were too many centuries of warfare between the countries for them to completely trust each other. With their mutual border well defended on both sides, both countries have given up on the idea of conquering the other.
Trade between the Ulgarth and the Shining Lands has become a vital factor to both nations. Ulgarth produces many of the items that Durparians trade throughout the world. In return, Durpar trades many exotic items to Ulgarth. Of course, the Durparian merchants usually get the better of any trade. The current king, Drasna the Fortunate, has continued on his predecessor's policy of non-aggression with the Durparians.~
// [automatic scan] Issues: 2 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 3
@7327 = ~History of the Drow, The Descent:
We know very little of the Ilythiiri, or "elves of the South," before this crucial event. Even then they were known as "dark elves," for the hue of their skins. They dwelt in the jungles and hot forests of the South. A proud, warlike, culturally advanced (some sages of other elven peoples say "decadent") folk, the Ilythiiri attacked all neighbors, including other elven tribes. Their cruel raids and depredations, ordered by warlike nobility and the clergy of their two cruel deities, Ghaunadaur and Lolth, forced elves, humans, dwarves, and others to ally against them.
Defeated in a series of titanic magical battles, the dark elves fled into underground warrens they had earlier discovered. This event, known as "the Descent," marked the end of the drow as a surface-dwelling race.~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@7328 = ~History of the Drow, The Dark Wars:
The warlike drow nature did not change when they escaped their surface foes during the Descent. In fact, they immediately launched a series of wars to establish territories in the Underdark. They began by stealing and seizing dwarven magical items and using them against the dwarves—establishing an enmity that is still strong today.
The drow then fought among themselves, noble against noble, priest against priestess, for rule of their new realm. This all-out war ended amid great magical explosions that brought down the roof of the largest dwarven cavern they had seized, great Bhaerynden. The ceiling collapsed entirely, burying many drow and the shattered dwarven cities. The cavern, now open to the sky, became known as the Great Rift. The surviving drow nobles gathered what people, slaves, and equipment they could seize and fled into the Underdark in search of places to dwell. "The Scattering" brought about the many rival, self-interested cities where most drow live today.~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@7329 = ~History of Waterdeep— Age 0, Trademoots and Pioneers:
Few now know the true history of this great city, which had its beginnings over a thousand years ago, when the North was truly what Southerners still sneeringly call it: "the Savage North." In those days, most of the North was covered with vast, tall forests of ancient green, and inhabited by dwarves and goblinkind (in the most northern mountains and foothills) and elves (in widely scattered forest enclaves everywhere else). A few primitive human tribes lived along the Sword Coast, fishing and hunting and gathering in spring and fall to trade their furs for the merchants' jewelry and metal tools, or the occasionally-available weapon or two, with vessels sailing in from the South. In the spring, these vessels came primarily to cut and take huge trees for shipbuilding, trees being no longer available in such large sizes farther south.
In the fall, the vessels came in to cut timber for their own repairs, or to take on a cargo of wood if the misfortunes of trading had left their holds low or empty. Most of these trademoots were at a certain place where there was a great natural deepwater harbor, protected from the sea by a rocky spur of land, an arm of an isolated coastal crag, and a rocky island beyond it.~
// [automatic scan] Issues: 4 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 3 | Surplus trailing whitespace at line 5 | Surplus trailing line break at line 7
@7332 = ~History of Waterdeep—Age II, The Lords' Rule Begins:
In his 112th winter, Ahghairon had a sharp disagreement with Raurlor, who was then Warlord of Waterdeep. Raurlor wanted to use Waterdeep's acquired wealth and strength-of-arms to create a Northern empire, with Waterdeep its capital (and Raurlor its ruler), and gathered armies for the purpose. Ahghairon defied him before all the people, and Raurlor ordered the mage be chained. Ahghairon magically struck aside all who sought to lay hands on him. In a fury Raurlor struck at the mage with his own blade. Ahghairon rose into the air, just out of reach, and, as the infuriated Warlord slashed repeatedly at his rising feet, gestured. Raurlor's blade transmuted in his hand, from steel into a hissing serpent, which promptly bit him. The Warlord died of the venom before the shocked people assembled there. Ahghairon then gathered all the captains of Waterdeep's army, and all the seniors of the 'families of Waterdeep. While runners sought to bring them to the Castle, flames roared and crackled in the Warlord's empty chair-of-state at Ahghairon's bidding, so that no one sat there. Then at a gesture from the mage, the flames were gone as though they had never been, leaving the chair unmarked. Ahghairon seated himself, then, and proclaimed himself the first Lord of Waterdeep, saying that henceforth wisdom and not armed might would rule in the city. He would gather some few—in secret—to rule as Lords with him, masked and disguised when they appeared to the people, but equal to him in authority and free of coercion by any, himself included. These Lords were to be drawn from all walks of life in the city, and could serve as long as they wished.
The people heard, and agreed, and for the next two hundred years, Ahghairon ruled Waterdeep with his unknown fellow Lords, Over the years, the masked Lords were a group of sometimes five, six, or seven, who appeared seldom and said little. Some whispered that they were Ahghairon's servants, or even magical automatons controlled by the Old Mage. Still, Ahghairon's justice was swift and fair, his laws good, his guardsmen polite and just as ready to help as apprehend, and the people approved. The years passed in peace and prosperity. The North was opened to humans. Roads built under Ahghairon's direction linked it together, from the ruins of "the Fallen Kingdom," which had been shattered by goblin races' attacks before men were numerous in the North, to the cities that would later become Amn. Waterdeep grew fivefold in size and wealth. From all over the realms, folk began to come to the "Crown of the North," drawn by money—and among them came those who rob, cheat, and steal. When word of doings extending beyond simple theft to deception-in-workmanship and the appearance of many fly-by-night impostor craftsmen reached Ahghairon's ears, he called together the senior merchants, "the Noble Ones," and suggested that they form guilds as was done in the far South to police the unscrupulous of their own professions. Some resisted, or were furious, but most saw the advantages of such an arrangement, particularly if they were free to set matters up themselves, and not have less favorable arrangements forced upon them. The Guilds were created forthwith, Waterdeep continued to grow in size and prosperity, Twice more the city walls were expanded, and its merchants traveled the world over, bringing back exotic goods from afar, and spreading word of the city's wealth to remote lands. In the South, some listened with an eye to conquest or at least plunder, but swords were already out in those southern lands in a time of widespread strife, and no invaders came.
Ahghairon's health eventually failed and he died. He was buried with ceremony in his tower, which was secured against thieves and fools. Those who learned the arts arcane from the Old Mage cast the most potent protective magics known upon his home and resting-place (which, many believe, remains inviolate today).~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@7334 = ~History of the Unicorn Run:
Bards and sages pass down the tale that the headwaters of the Unicorn Run are, in truth, the Font of Life and a cradle of fecundity. Each natural race is said to have emerged from the womb of Chauntea onto Toril at the river's source and then traveled down the Unicorn Run to the outside world. Some say that a daughter of Chauntea resides at the river's source to usher the newborns into the world, while others claim that Shialla midwifes the process.
Regardless of the truth, the elves, korreds, and halflings all agree that the Unicorn Run is sacred to life and a site of incredible purity. As a result, all three races have strong taboos about extended trips up the run, for if the river is ever fouled, then no new races will ever be born on Toril again.~
// [automatic scan] Issues: 8 | Surplus trailing whitespace at line 3 | Surplus trailing whitespace at line 5 | Surplus trailing whitespace at line 7 | Surplus trailing whitespace at line 13 | Surplus trailing whitespace at line 17 | Surplus trailing whitespace at line 19 | Surplus trailing whitespace at line 31 | Surplus trailing line break at line 33
@7335 = ~History of the Dead Three: "KNUCKLEBONES, SKULL BOWLING, AND THE EMPTY THRONE"
In ages past, there was but one god of strife, death, and the dead, and he was known as Jergal, Lord of the End of Everything. Jergal fomented and fed on the discord among mortals and powers alike. When beings slew each other in their quest for power or in their hatred, he welcomed them into his shadowy kingdom of eternal gloom. As all things died, everything came to him eventually, and over time he built his power into a kingdom unchallenged by any other god. Eventually, however, he grew tired of his duties for he knew them too well. Without challenge there is nothing, and in nothingness there is only gloom. In such a state, the difference between absolute power and absolute powerlessness is undetectable.
During this dark era, there arose three powerful mortals—Bane, Bhaal, and Myrkul—who lusted after the power Jergal wielded. The trio forged an unholy pact, agreeing that they would dare to seek such ultimate power or die in the attempt. Over the length and breadth of the realms they strode, seeking powerful magic and spells and defying death at every turn. No matter what monster they confronted or what spells they braved, the three mortals emerged unscathed at every turn. Eventually the trio destroyed one of the Seven Lost Gods, and they each seized a portion of his divine essence for themselves.
The trio then journeyed into the Gray Waste and sought out the Castle of Bone. Through armies of skeletons, legions of zombies, hordes or noncorporeal undead, and a gauntlet of liches they battled. Eventually they reached the object of their lifelong quest—the Bone Throne.
"I claim this throne of evil," shouted Bane the tyrant.
"I'll destroy you before you can raise a finger," threatened Bhaal the assassin.
"And I shall imprison your essence for eternity," promised Myrkul the necromancer.
Jergal arose from his throne with a weary expression and said, " The Throne is yours. I have grown weary of this empty power. Take it if you wish—I promise to serve and guide you as your seneschal until you grow comfortable with the position." Before the stunned trio could react, the Lord of the Dead continued, "who among you shall rule?"
The trio immediately fell to fighting amongst themselves while Jergal looked on with indifference. When eventually it appeared that either they would all die of exhaustion or battle on for an eternity, the Lord of the End of Everything intervened. "after all you have sacrificed, would you come away with nothing? Why don't you divide the portfolios of the office and engage in a game of skill for them?" asked Jergal.
Bane, Bhaal, and Myrkul considered the god's offer and agreed. Jergal took the heads of his three most powerful liches and gave them to the trio that they would compete by bowling the skulls. Each mortal rolled a skull across the Gray Waste, having agreed that the winner would be he who bowled the farthest.
Malar the Beastlord arrived to visit Jergal at this moment. After quickly ascertaining that the winner of the contest would get all of Jergal's power, he chased off after the three skulls to make sure that the contest would be halted until he had a chance to participate for part of the prize. Bane, Bhaal, and Myrkul again fell to fighting as it was obvious their sport was ruined, and again Jergal intervened. "Why don't you allow Lady Luck to decide so you don't have to share with the Beast?"
The trio agreed, and Jergal broke off his skeletal finger bones and gave them to the players. When Malar returned from chasing the skulls, he found that the trio had just finished a game of knucklebones.
Bane cried out triumphantly, "As winner, I choose to rule for all eternity as the ultimate tyrant. I can induce hatred and strife at my whim, and all will bow down before me while in my kingdom."
Myrkul, who had won second place, declared, "But I choose the dead, and by doing so I truly win, because all you are lord over, Bane, will eventually be mine. All things must die—even gods."
Bhaal, who finished third, demurred, "I choose death, and it is by my hand that all that you rule Lord Bane will eventually pass to Lord Myrkul. Both of you must pay honor to me and obey my wishes, since I can destroy your kingdom Bane, by murdering your subjects, and I can starve your kingdom, Myrkul by staying my hand."
Malar growled in frustration but could do nothing, and yet again only the beasts were left for him.
And Jergal merely smiled, for he had been delivered.~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@7338 = ~History of the Valley of the Gods:
It is said that even the powers must cavort and amuse themselves once in a great while. Far to the north of the Spine of the World is the Valley of the Gods. A paradise unequaled on this world or in the planes, this playground of the gods is not meant for mortals. Any mortal who reaches the Valley becomes a deity, for only deities may exist in the Valley. Far too many mortals with delusions of grandeur have thrown away the pleasures of this side of the Spine and their kingdoms in this world, only to break their backs searching for the legendary Valley of the Gods.~
// [automatic scan] Issues: 1 | Surplus trailing line break at line 2
@7340 = ~Battle axe +2: 'Battleaxe of Mauletar'
During the Tethyr civil war, the Battleaxe of Mauletar was in the possession of the house of Ossyind. This noble family was betrayed while trying to flee the country, and Mauletar, lead guard and personal friend, took up the axe and sacrificed himself to buy enough time for his companions to flee. His battle cry was favored by the gods, and was echoed across the lands as a symbol of devoted friendship and loyalty. Thus, the magical axe was used to uphold these virtues, to be used against those who lacked honor and courage.~
// [automatic scan] Issues: 9 | Surplus trailing whitespace at line 3 | Surplus trailing whitespace at line 9 | Surplus trailing whitespace at line 10 | Surplus trailing whitespace at line 12 | Surplus trailing whitespace at line 16 | Surplus trailing whitespace at line 17 | Surplus trailing whitespace at line 45 | Surplus trailing whitespace at line 46 | Surplus trailing whitespace at line 51
@7343 = ~Rhyte's Last Arrow +2
The tale of this weapon lost its significance in the sea of great stories that are told about the High Forest, but some bards still sing the song of the skilled archer Adaniss Rhyte.
"Oh, shocked from the strike of his powerful bow,
The slain game sought by Adaniss falls.
Long ago in the time of the Quiet Earth,
The hunt from the famed High Forest calls.
"The Duke of Everlund known for his boast
Of the trophies held in his pride as dear.
Intensely enraged at his rival hunter
Whose bounty by far surpassed his one year.
"One morn tragedy befell the land
With the misconceived death of the Duke's prized hound.
Fallen at the base of a great elm tree
A bow's shot death in its heart was found.
"With skill so great targets in his eyes were at the mercy of his arrow's flight.
His hands sure and still,
Never missing a kill,
None could match the marksmanship of Adaniss Rhyte.
"The same eve Adaniss called on the Duke,
His solemn mistake he wished to repay.
But the noble's rage claimed ten pounds of flesh
And an archer's arm hit the ground that day.
"The evil lord demanded justice unjust
The most vile curse on his arm to be cast.
Vengeance he sought for the price he had paid
Rhyte vowed the hound's arrow not to be his last.
"In sorrow the town helped him forge an axe
Blessed to honor his most glorious day.
With the mark of Rhyte's arrow to guide its strike
And reputed to kill in the very same way.
"With skill so great targets in his eyes were at the mercy of his arrow's flight.
His hands sure and still,
Never missing a kill,
None could match the marksmanship of Adaniss Rhyte.
"Again called the forest with its precious game,
And a prize Adaniss with thrill did he seek.
But none could be finer than the great clawed falcon
Sought by all amidst the forest's Lost Peaks.
"Once more the rivalry of the Duke did stir,
For he thought of his skills with Rhyte's bow to be best.
And set his sights on the glorious bird
To emerge as the holder of its sainted crest.
"The two climbed the peaks and searched days on end,
Each of their wills set as strong as the stone.
They found each other at a cliff by chance;
Both of their hatreds ran as deep as the bone.
"With skill so great targets in his eyes were at the mercy of his arrow's flight.
His hands sure and still,
Never missing a kill,
None could match the marksmanship of Adaniss Rhyte.
"The Duke drew the bow and pulled the string taut,
But first flew Adaniss's axe with its blow.
Cleaved, the lord stumbled to cliff's edge and off,
Defeated by Rhyte's last arrow...
"With skill so great targets in his eyes were at the mercy of his arrow's flight.
His hands sure and still,
Never missing a kill,
None could match the marksmanship of Adaniss Rhyte.
None could match the marksmanship of Adaniss Rhyte."
STATISTICS:
Combat abilities:
– Deals an additional 10 electrical damage when thrown
– Returns to the wielder's hand when thrown
THAC0: +2
Damage: 1d6+2
Damage Type (melee): Slashing
Damage Type (thrown): Missile
Speed Factor: 2
Proficiency Type: Axe
Type: One-handed
Requires:
4 Strength
Weight: 3~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@7348 = ~Short Sword of Backstabbing: The Shadow's Blade
The Shadow's Blade was created to be the perfect assassin's tool. It is highly sought after by any who settle differences with a blade, and many that possess it do not do so for long.
STATISTICS:
THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires:
4 Strength
Weight: 3~
// [automatic scan] Issues: 2 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 6
@7350 = ~This bow is enchanted to enhance its damage and boost the user's aim.
STATISTICS:
THAC0: +3
Damage: +2
Speed Factor: 5
Proficiency Type: Longbow
Type: Two-handed
Requires:
12 Strength
Weight: 2~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 2
@7352 = ~Heavy Crossbow of Accuracy: The Guide
A favored siege weapon of King Shastir Longeve, crossbows of this type were designed for the systematic removal of defensive forces thought safe behind the battlements of castles. Scant few of these weapons survive to this day, mainly due to the eventual annihilation of the king's forces by a coalition of subjugated lands.
STATISTICS:
THAC0: +7
Damage: +2 (missile)
Speed Factor: 7
Proficiency Type: Crossbow
Type: Two-handed
Requires:
11 Strength
Weight: 10~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 2
@7353 = ~Light Crossbow of Speed: The Army Scythe
A short-lived outpost of humans in the Frozen Forest unearthed this weapon, and many others, from the ruins of an ancient settlement deep within that cold land. Never knowing the names of their extinct benefactors, the colonists used these "tools" to carve a large territory for themselves, though in the end it was for naught. Crushed by a superior number of hobgoblins, these unfortunate souls have joined the ancients in their anonymity.
STATISTICS:
Combat abilities:
– 1 extra attack per round
THAC0: +3
Damage: +1 (missile)
Speed Factor: 3
Proficiency Type: Crossbow
Type: Two-handed
Requires:
8 Strength
Weight: 5~
// [automatic scan] Issues: 1 | Surplus trailing line break at line 2
@7355 = ~Chain mail +2: 'Mail of the Dead'
A mage can make an extremely effective assassin, as Vorusta illustrated over 400 years ago. He would create skeleton warriors equipped with this enchanted armor and a powerful blade, and give their circlet of power to the target as a friendly gift. When the killing machine was through with its work, Vorusta retrieved the equipment and started the entire process over.~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 2
@7356 = ~Plate Mail +1 : Fallorain's Plate
Captain Fallorain, leader of Calimshan's 12th cavalry brigade, wore this enchanted armor for the last time during the Battle of the Spider Swamp. There he lost his life and army trying to rid an unrecorded evil from the area.
STATISTICS:
Armor Class: 2 (-1 vs. slashing)
Requires:
11 Strength
Weight: 20~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 1
@7358 = ~This large shield has been enchanted to protect the wearer against missiles of all types.
STATISTICS:
Armor Class: +2, an extra +5 vs. missile weapons
Requires:
13 Strength
Weight: 12~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 2
@7361 = ~Ring of Animal Friendship: Druid's Ring
A druid order in Cormanthor is said to cautiously guard the secret to the construction of these rings, which have never been seen in the possession of anyone outside their immediate membership. How this particular ring escaped the protection of their forest is unknown, but there are rumors that an outcast could have brought it into exile with them.
STATISTICS:
Charge abilities:
– Charm Animal (Save vs. Wand negates)
Range: 40 ft.
Area of Effect: 1 animal
Duration: 2 hours
Weight: 0~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 2
@7368 = ~Ring of Infravision: Topsider's Crutch
Merchants that dare the risks of trading with the drow of the Great Rift are often given these items to aid in their movements underground.
STATISTICS:
Equipped abilities:
– Infravision up to 120 ft.
Weight: 0~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 2
@7370 = ~Ring of Folly: Discipliner
Oft the bane of the careless mage, this ring was actually used to promote humility. Hergat Norin, a grand wizard of Narfell, would give the Discipliner to his most skilled, and most egotistical, students. Through their blind arrogance, they would mistake the ring as a reward for their "obvious brilliance," and not the punishment of a disapproving teacher.
STATISTICS:
Equipped abilities:
– Intelligence: 3
– Wisdom: 3
– Infects the wearer with feeblemind
– Can only be removed with a Remove Curse spell
Weight: 0~
// [automatic scan] Issues: 2 | Surplus trailing whitespace at line 1 | Surplus trailing whitespace at line 2
@7371 = ~Necklace of Missiles: The One Gift Lost
The naming of this necklace originates from its only owner, Ikaida Mourneve, who quested to regain his kidnapped daughter. Not many would help the determined father, but a kind and generous mage bestowed this item on him to aid his cause. Alas, the necklace was lost when Ikaida dropped it into the Immerflow River while fending off bandits upon a suspension bridge. Fortunately, it is rumored that the item was not needed to reunite the family once again.
STATISTICS:
Charge abilities:
– Damage: 6d6 (Save vs. Spell for half)
Range: 50 ft.
Area of effect: 15-ft. radius
Weight: 1~
// [automatic scan] Issues: 1 | Surplus trailing line break at line 2
@7373 = ~Shield amulet: 'The Warrior's Embrace'
This amulet was carried into deep dungeons within the Thunder Peaks nearly 600 years ago. Mistakenly overestimating the power of this item, the owner foolishly ventured too far and met his end there. How the amulet was removed from the dark caverns is shrouded in mystery, as is the identity of the individual who found it.~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 2
@7374 = ~Amulet of Metaspell Influence: The Amplifier
Known for its ability to enhance spellcasting, the Amulet of Metaspell Influence is highly sought after by magic practitioners. It was created by Elairdrin Mellwith, who resided in the Star Mountains. His reasons for fabricating such an item stemmed from his womanizing habits, and to this extent the Amplifier served his purpose well. It was later taken from him by a mage with a more destructive intent, but records detailing the change of hands vary widely.
STATISTICS:
Equipped abilities:
– Can cast one extra 2nd-level wizard spell
Weight: 1~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 2
@7379 = ~Boots of Grounding: Talos's Gift
Untold years ago, the Fortress of the Starspire Peninsula was placed under the direct torment of Talos when a favored Stormherald was murdered there. Talos promised the destruction of the city by earthquakes, its isolation by tidal waves, and the death of its citizens by storms. One pair of these boots was bestowed to ensure that none but a single man would survive to tell the story of his wrath. Later, travelers seeking fortune in the ruined city came upon an aged man, maddened by the continuous destruction around him; the boots he wore would carry to many a distant land the legend of a city consumed by a god's rage.
STATISTICS:
Equipped abilities:
– Electricity Resistance: +50%
Weight: 4~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 2
@7383 = ~Gauntlets of Dexterity: The Brawling Hands
This pair of gauntlets was likely developed in Kara-Tur to aid masters of the martial arts. Legends speak of such masters from the Far East bringing these items with them on their journeys, though details remain sketchy.
STATISTICS:
Equipped abilities:
– Dexterity: 18
Weight: 2~
// [automatic scan] Issues: 1 | Surplus trailing whitespace at line 2
@7386 = ~Gauntlets of Weapon Expertise: Legacy of the Masters
Highly sought after among novice warriors, these items were once the property of the royal family of Threskel. Imparting a portion of the prince's legendary skill, these gauntlets grant the bearer mastery over all forms of weapons. The majority of their many previous owners seem to have come to bloody ends though; the gloves grant the ability of experience, but not the wisdom.
STATISTICS:
Equipped abilities:
– THAC0: +1
– Damage: +2