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and Doppleganger." } }, "Description": { "type": "cexolocstring", "value": { "0": "" } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "PC Emote Wand" } }, "ModelPart1": { "type": "byte", "value": 1 }, "Plot": { "type": "byte", "value": 1 }, "PropertiesList": { "type": "list", "value": [ { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 3 }, "CostValue": { "type": "word", "value": 13 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 15 }, "Subtype": { "type": "word", "value": 335 } } ] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 0 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 1 }, "Tag": { "type": "cexostring", "value": "dmfi_pc_emote" }, "TemplateResRef": { "type": "resref", "value": "dmfi_pc_emote" }, "xModelPart1": { "type": "word", "value": 1 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 1, "AddCost": { "type": "dword", "value": 0 }, "BaseItem": { "type": "int", "value": 79 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 4 }, "Cursed": { "type": "byte", "value": 1 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Original Version by Rob Bartel, Bioware\n\nDMFI Version by Hahnsoo" } }, "Description": { "type": "cexolocstring", "value": { "0": "" } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "PC Dicebag" } }, "ModelPart1": { "type": "byte", "value": 22 }, "Plot": { "type": "byte", "value": 1 }, "PropertiesList": { "type": "list", "value": [ { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 3 }, "CostValue": { "type": "word", "value": 13 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 15 }, "Subtype": { "type": "word", "value": 335 } } ] }, "Repos_PosX": { "type": "word", "value": 1 }, "Repos_Posy": { "type": "word", "value": 0 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 1 }, "Tag": { "type": "cexostring", "value": "dmfi_pc_dicebag" }, "TemplateResRef": { "type": "resref", "value": "dmfi_pc_dicebag" }, "xModelPart1": { "type": "word", "value": 22 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 2, "AddCost": { "type": "dword", "value": 0 }, "BaseItem": { "type": "int", "value": 24 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 3 }, "Cursed": { "type": "byte", "value": 1 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Redesigned by Hahnsoo\n\nOriginal Design by Jhenne and Doppleganger" } }, "Description": { "type": "cexolocstring", "value": { "0": "" } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "PC Autofollow Widget" } }, "ModelPart1": { "type": "byte", "value": 62 }, "Plot": { "type": "byte", "value": 1 }, "PropertiesList": { "type": "list", "value": [ { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 3 }, "CostValue": { "type": "word", "value": 13 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 15 }, "Subtype": { "type": "word", "value": 329 } } ] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 0 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 1 }, "Tag": { "type": "cexostring", "value": "dmfi_pc_follow" }, "TemplateResRef": { "type": "resref", "value": "dmfi_pc_follow" }, "xModelPart1": { "type": "word", "value": 62 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 3, "AddCost": { "type": "dword", "value": 0 }, "BaseItem": { "type": "int", "value": 24 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 253 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Hemophiliacs Always Bleed to Death\n\nPut this item in one of your quick slots.\n\nUse this item on a comrade who is bleeding to death and you will perform a DC15 Heal skill check to try and stop the bleeding.\n\nUse this item on a companion who has become a ghost (by respawning) to make them follow you until they can be raised.\n\nThese bandages have no effect on non-players and players who aren't bleeding or respawned as a ghost." } }, "Description": { "type": "cexolocstring", "value": { "0": "" } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Bandages" } }, "ModelPart1": { "type": "byte", "value": 26 }, "Plot": { "type": "byte", "value": 1 }, "PropertiesList": { "type": "list", "value": [ { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 10 }, "CostValue": { "type": "word", "value": 4 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 11 }, "Subtype": { "type": "word", "value": 0 } }, { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 3 }, "CostValue": { "type": "word", "value": 13 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 15 }, "Subtype": { "type": "word", "value": 329 } } ] }, "Repos_PosX": { "type": "word", "value": 3 }, "Repos_Posy": { "type": "word", "value": 0 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "habd_bandages" }, "TemplateResRef": { "type": "resref", "value": "habd_bandages" }, "xModelPart1": { "type": "word", "value": 26 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 4, "AddCost": { "type": "dword", "value": 0 }, "BaseItem": { "type": "int", "value": 24 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 253 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Party Loot Notification System\n\n\nUse this item to toggle loot notification messages on or off." } }, "Description": { "type": "cexolocstring", "value": { "0": "" } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Loot Notification On (toggle)" } }, "ModelPart1": { "type": "byte", "value": 25 }, "Plot": { "type": "byte", "value": 1 }, "PropertiesList": { "type": "list", "value": [ { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 10 }, "CostValue": { "type": "word", "value": 4 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 11 }, "Subtype": { "type": "word", "value": 0 } }, { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 3 }, "CostValue": { "type": "word", "value": 13 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 15 }, "Subtype": { "type": "word", "value": 335 } } ] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 0 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "plns_toggle0" }, "TemplateResRef": { "type": "resref", "value": "plns_toggle0" }, "xModelPart1": { "type": "word", "value": 25 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 5, "AddCost": { "type": "dword", "value": 0 }, "BaseItem": { "type": "int", "value": 24 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 3 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Use this item to toggle your subdual mode - by default, subdual mode is already activated and your PC cannot be killed via PVP combat - only knocked unconcious and left winded. \n\nIf you and another player wish to fight to the death, you can toggle it to make it so." } }, "Description": { "type": "cexolocstring", "value": { "0": "" } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Subdual Mode" } }, "ModelPart1": { "type": "byte", "value": 53 }, "Plot": { "type": "byte", "value": 1 }, "PropertiesList": { "type": "list", "value": [ { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 3 }, "CostValue": { "type": "word", "value": 13 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 15 }, "Subtype": { "type": "word", "value": 335 } } ] }, "Repos_PosX": { "type": "word", "value": 5 }, "Repos_Posy": { "type": "word", "value": 0 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 1 }, "Tag": { "type": "cexostring", "value": "SubdualModeTog" }, "TemplateResRef": { "type": "resref", "value": "subdualmodetog" }, "xModelPart1": { "type": "word", "value": 53 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 6, "AddCost": { "type": "dword", "value": 0 }, "BaseItem": { "type": "int", "value": 102 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 0 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Hearken and welcome friend - if you've acquired this missive, then congratulate yourself, for glory is within your reach! And piss-poor wine as well should ye choose to brave the treacherous vintages of the Heroes' Stone Tavern! \n\nBut enough of this bard's embellishments - your arrival in these lands is not solely by chance. Nay, many are the deeds and tasks that require one with your skills - as a representative of the Council of Magistrates, I, Cain Lethellon, Master Bard and Opponent of Animal Husbandry, would like to personally brief you on such endeavors that would suit one such as you. \n\nTake notice friend, these tasks are ably-suited for novice newcomers - if you find yourself of a higher stature, surely such opportunities required veteran assistance will have already been revealed throughout your travels. \nIf you'd rather not chance any such base encounters yet, you can always further your expertise on the training dummies outside of Tymora's Hospice in Riverthrow South! (But so blase, really...)\n\nIf you have any questions as to some of the endeavors listed below, please see this earnest poet in the Heroes' Stone Tavern - and save me from the loin-numbing aromas of the owners' wine cabinet!\n\nContact: Sigil Fernel\nLocation: Battle of Bones - Fernel Tower\nTask: Master Fernel requires assistance with locating alchemy components - the portal to the Battle of Bones can be found on the shores of the River Reaching, by the cemetery. Must have a blessing granted by a prominent priest first.\nCain's Notes: A dark, fell place - bloodthirsty ghouls and such looking to suck the marrow from your bones! Bring a cleric if ye can!\n\nContact: Renton Whitestaff\nLocation: Banks of the Chionthar - Renton's Tower\nTask: Master Whitestaff is in need of ichors to continue his cutting edge research concerning golemcrafting. For those magically-inclined, he also has a task concerning his former abode of study.\nCain's Notes: Renton's brilliance is only exceeded by my comeliness - but must he muck about in such odiferous ooze?!\n\nContact: Allein Manesi\nLocation: Abandoned Fort Entry Door - Riverthrow Outskirts\nTask: Master Manesi has an issue with aberrations plaguing his place of employment.\nCain's Notes: Manesi is a scoundrel, second to none - but his wares are quite interesting to consider if you happen to be a bard or a rogue. Also, the entrance to his abode requires a keen eye - keep a sharp lookout!\n\nContact: Salla\nLocation: All Things Natural Remedy Shop - Riverthrow Village Square\nTask: Salla requires assistance with fetching some herbal remedies as well as alchemy components.\nCain's Notes: I'd normally have a sly remark concerning Salla and her, eh, \"Natural\" detractors, but I won't chance her wizard-daughter reducing my manhood to Wyrmsage leaves should I arouse her wrath!\n\nContact: Renthran Greenbrother\nLocation: Perimeter of the Reaching Woods\nTask: Master Greenbrother has a situation involving pests of some sort. \nCain's Notes: Crazed Druids and forlorn Elves if you want my honest advice!\n\nContact: Alain Blake\nLocation: Riverthrow South - Tymora's Hospice\nTask: Master Blake is in dire need of assistance concerning a burgeoning goblin population outside of Hill's Edge.\nCain's Notes: Alain claims to be a Paladin of Tymora - and I claim to be a Holy Instrument to Sune's Priestesses!\n\n \n" } }, "Description": { "type": "cexolocstring", "value": { "0": "" } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Opportunities in the Heartlands for Unproven Newcomers!" } }, "ModelPart1": { "type": "byte", "value": 2 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 0 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "BloodstainedNote" }, "TemplateResRef": { "type": "resref", "value": "bloodstainednote" }, "xModelPart1": { "type": "word", "value": 2 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 7, "AddCost": { "type": "dword", "value": 0 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 1 }, "Cursed": { "type": "byte", "value": 1 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "A reference manual for voice commands for players and DMs\n\nUnlike previous releases of the DMFI tools, there is no requirement for an NPC, summoned creature, familiar or \"voice\" to be within range for these functions to work.\n\nRepeated text is ALWAYS ignored (ie in testing hi, hi, hi)\n\nBASIC VOICE FUNCTIONS:\n-----------------------------------------\n**DM channel no longer used**\nThere is no longer a requirement to speak your special command on the DM channel. You may use the special modifiers below on the Talk, Whisper, or Party channel.\n\n[your typing here]\n\nEnclosing text in square brackets will speak your \"native\" language. If you have more than one, use the language widgets to set the language you will be speaking.\n\n;your text here\n\nStarting your text with a semicolon will cause your familiar or companion to say your text.\n\n,your text here\n\nStarting your text with a semicolon will cause your summoned creature will say your text.\n\n\n*emotes*\n--------------\nBracketing text between two * will attempt to perform an emote. This applies to simple spoken text by the PC.\n\nThis will work for DM possessed creatures or for players. The action will be taken by the speaker.\n\nTwo uses: \n\n1) is for skill checks or ability checks - ie *uses strength to move rock*\n\n2) is for emotes - ie *bows to the leader of the town*\n\nTwo emotes animation shortcuts:\n\n.emon - animations NO\n.emoy - animations YES\n\nAppropriate actions include:\n\nAll abilities and all skills (spell them just like the actual skill or ability - ie use magic device)\n\nEmote animations:\n\nagree\nbeg, plead\nbends, stoops\nbored, scratch\nbow\ncantrip\ncheer, hooray, celebrate\ndemand, threaten\ndrink , sip\ndrunk, woozy\nducks, dodge\nfall back\nfiddle\nfidget, shift\nflop, prone\ngiggle\ngreet\nhum\nlaugh, chuckle\nnap\nnod\npeers, scans\npray, meditate\nread\nsalute\nsearch\nshakes head\nsing\nsit\nsits on floor or ground\nsmokes\nsnore\nspasm\nspellcast\nsteal\nswipe\ntalks, chats\ntaunt, mock\ntired, fatigue, exhausted\nwave\nwhistles\nworship\nyawn, stretch\n\n\n.broadcast commands\n-----------------------------------\n\nThese commands will change how dicerolls are reported for .skill rolls and for rolls performed by the DMFI DM Dicebag\n\n.dm - DM send only\n.private - DM and player\n.local - roll is given via TALK\n.global - roll is given via SHOUT\n\nTwo dice-roll animation shortcuts:\n\n.anin - animations NO\n.aniy - animations YES\n\n.lan commands\n------------------------\n\nSet yourself or associate to speak a particular language\nEX: .lan drow\n" } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Book of Player Voice Commands" } }, "ModelPart1": { "type": "byte", "value": 4 }, "Plot": { "type": "byte", "value": 1 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 1 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 1 }, "Tag": { "type": "cexostring", "value": "dmfi_playerbook" }, "TemplateResRef": { "type": "resref", "value": 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NWN! \n- KB’s Lootable Corpses \n- Lazybones’s City of Elturel \n- ThinkBlue's Wizard Tower \n- Kilana's Bard Songs \n- Rocc for Subdual PvP Script and Tsunami282 for revisions \n- The Bloodstone Lands PW \n- Red’s Hillside Graveyard and Underground Crypt \n- Outcrowd1’s Airship, Ant Hive, Mithral Hall, and Selune’s Temple areas \n- DMFI’s Starting Area and DM Package \n- LIlivati's Underdark and Zo'Marra areas \n- Dale V’s Drowning Wood \n- Meshin for being a Bug-Squashing God with his mod runthroughs. \n- NWNX Team \n- The Original Battledale PW for Inspiration \n- TwistedWolf’s Blackrock Valley \n- Tarridus for his great art collages \n- Deva’s Arena System \n- Mjonirsbane FR Gemstones \n- HABD Bleeding/Death System \n- Raivynn's Potions \n- CS’s Resting System \n- Arlette’s mountaintop area \n- Knat's PWFXP \n- Seryn's FR Shields \n- CTP Team \n- CEP Team \n- Sir Elric's Respawning Traps \n- Lodrezzon's Mirador Hak \n- WychWeird's Wild Magic Scripts \n- Vuldrick's Base Mod systems \n- Estelindis's FR Cloaks \n- Chaos_Theocrat's Awesome Prefab Area Collection \n- Mask's Anti-Pickpocket \n- NESS's Spawn System \n- Tom G's Shadow Domain \n- Lavicicious Area Cleaner \n- Mandragon’s Tailoring System \n- Demetrious's Share Spells \n- Jasperre’s AI for NPC’s/Monsters \n- Slynderdale's PnP Turn/Rebuke Undead \n- Old Man Whistler's Loot Notification System \n- Christine Golden for her Ravenloft series \n- Big E's Paladin’s Detect Evil \n- Deathchild's Use Magic Device Checks \n- Turanar's Ring of Spell storing \n- Fenris for some of the best links, ever! \n- shadguy's Multiple Summons for Magic-Users \n- LionofHume, Tyndareus and Gralin for testing and suffering through multiple deaths. \n- Frozen Partnah for early bug-testing and ideas \n- Silicon Scout’s Loot System \n- JHR's True werewolves/PC Lycanthropy \n- Old Man Whistler's Persistent Player Item Storage 1.00 \n- The_Krit for Horse Dismount/Destroy script \n- Mulu and Ciera for enduring much tasteless humor 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Few have heard of such a deity or want to know of yet another divine power who might frown upon them . . . but the whispers about the Chalice of Serpents never go away entirely.\n\nWhere cities exist, so do laws -- and folk who fall afoul of them. Wherefore the wilder lands beyond easy reach of the lances and bows of patrol-riders hold a plentiful share of outlaws, making travel perilous for small groups and lone peddlers.\n\nAs a result, most caravans acquire \"wayfarers\" who pay a few coppers a day to travel with the relative safety of the wagons and the caravan guards. Many of these seek employment in a new city. These wayfarers usually include minstrels, some pleasure-ladies, and more than a few peddlers and small-traders.\n\nTwo such peddlers -- a handsome but aging man and his darkly beautiful daughter -- accompany caravans in the lands roughly bounded by Iriaebor, Waterdeep, Nashkel, and Baldur's Gate.\n\nThe wayfarers Darvith and Taleene Raldemarr trade in sundries. They also serve as the Guardians of the Chalice of Serpents.\n\nOver the years, word has spread of the curious magic cup they bear -- a cup deadly to all who know not how to use it, and who do not reverence the god it is consecrated to. This cup supposedly gives divine advice in return for a few coins.\n\nInto a tavern they come, bearing the sparkling gold box reverently between them. Darvith immediately asks for a chair. If someone obliges, this generous person usually thinks Darvith means it for the attractive young woman with him -- but Darvis instead puts the box on the chair and kneels before it to murmur a prayer. If anyone asks about this -- or takes any notice of it at all, by look or gesture -- Darvith gravely begins his tale.\n\n\"In the box,\" he says, \"rests the Chalice of Serpents, a metal cup older than Waterdeep and perhaps older than fabled Netheril -- a cup consecrated to 'The God of Gold,' who is older than Waukeen herself. Much has been forgotten about this once-puissant Divine One, even his name itself, but his power must have been awesome once, for this much of it still survives, down all the ages and centuries, to work this night. To drive and anoint unworthy Darvith Raldemarr, yea even I who speak to you, and my daughter Taleene -- making our blood, spittle, and sweat poisonous to many, and forcing us to offer the powers of the chalice to all who ask.\"\n\nDarvith then opens the box, revealing wrappings out of which emerges a squat two-handled metal cup whose bowl is larger than a human's head, and that is capped with a high metal dome.\n\nIt looks heavy and is heavy, and in most taverns he puts it on the floor, staggering slightly. In those rare alehouses blessed with a table large and sturdy enough, Darvith installs it on the table, under a lamp. (If the light is bad, he produces a metal oil-lamp with a highly polished reflector out of a niche in the box and backlights the chalice impressively.)\n\n\"Behold the Chalice of Serpents,\" he declares.\n\n\"The Divine One,\" he goes on to explain, \"is gold, and hath no need of more of it, but desires mortals to be wealthy and so have as much of it as they can handle. So out of the sheer strength of his ancient will, through this chalice he still speaks.\"\n\nDarvith reverently takes the domed lid off the cup and gives it to his daughter. Then he tips the cup to show all present that it is empty. Righting it once more, he takes back the lid and displays a small slot in its height. \"Through this,\" he explains, \"those who desire the wisdom of the chalice must surrender a copper or silver -- never gold -- coin, while the lid rests upon the cup.\"\n\nThis offering, accompanied by the prayers of himself and his daughter (the words matter little; the holy images that spring to mind while praying hold higher importance), will cause a snake to appear in the chalice.\n\nAs might be expected, this is not always popular news.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Chalice of Serpents, Part 1", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 3 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb002" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb002" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 13, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "After warning patrons of the tavern that a snake will magically appear among them, Darvith Raldemarr calmly explains that before he takes the lid off the chalice, the questioner should ask their question, perhaps concerning a future decision as to an investment or deed that might or might not make the questioner wealthier, but not something from the past or involving the honesty or performance of someone else. \n\n\"The chalice will then be unhooded,\" Darvith adds, \"and the Holy Serpent will bring the Reply of the God to one of us. The snake is poisonous, but if not struck, menaced, or obstructed, and able to see both of the Anointed - humble father and daughter, standing before you - as we murmur the right prayers, all will be well.\"\n\n\"The Holy Serpent will travel to one of us, and we shall return it directly to the chalice. All shall be quite safe.\"\n\nMany tavernmasters are familiar with the Raldemarrs and their holy cup -- and if they've heard of no great results from it, they've seldom seen harm from it, either. So long as a slithering snake doesn't panic patrons, spectacles are always welcome. And Darvith has none of the desperate air of a festival charlatan -- if no one seems moved to ask a question, he'll shrug, pray to the chalice, and order tankards for himself and his daughter. The chalice sits gleaming, however, until he departs -- and it's a rare alehouse crowd that doesn't have someone willing to part with a copper for a Holy Reply (even as a joke).\n\nSo it begins. The questioner is allowed to inspect the empty bowl before the lid goes down. The coin drops through the slot without any metallic clink, the Raldemarrs pray, one of them unhoods the chalice and sets the lid down right beside it, both of them kneel and bare their chests and murmur unintelligible prayers -- and a glittering, fanged snake rears up out of the bowl, opening its jaws wide to hiss!\n\nThen it glides down the chalice to the lid, circles it once, and slithers straight to one of the Raldemarrs, climbing them to rear back and viciously fang the offered human chest.\n\nShuddering and gasping in obvious pain, the bitten Darvith or Taleene then tenderly cradles the Serpent, murmuring thanks to it and a prayer to the god. They then pass the snake to their unbitten partner for gentle return to the chalice (which is rehooded to await the next question, for the Serpent won't vanish again \"until morning\").\n\nThe bitten Anointed then delivers the Holy Reply to the questioner, sometimes with the blood drawn by the serpent's bite trickling down their front.\n\nImpressive enough -- and a complete sham. Darvith and Taleene make enough from the coins it brings to pay for food, drink, caravan escort, and rooms, allowing them to sell their sundries only at good prices, and never out of desperation.\n\nThe domed lid of the chalice is hollow, with a shallow upper chamber filled with sticky sap that coins stick to (and so they don't rattle around when the lid is lifted; when one of the Raldemarrs heats the lid later, the sap becomes liquid and releases the coins). So offerings go in and \"vanish.\"\n\nA larger chamber below it in the lid (which has a richly engraved, flat inside bottom, not a concave one) has a collapsible floor (triggered by any two of the small, apparently ornamental studs around its edge; the graven lines of the design conceal its seams) that drops a snake hidden inside the chamber into the bowl of the chalice.\n\nThe Raldemarrs \"milk\" the trained snake regularly of its poison, and the family also has immunity to its venom (as well as that of two other types of snakes). Both of them know much regional lore, lost and buried treasure tales in particular, and simply invent Holy Replies.\n\nA Waterdhavian noble had the chalice constructed for him, and then he abandoned it upon learning its secrets were widely known in Scornubel (home of the long-dead smith who fashioned it). Much of its reputation is due to Darvith diligently spreading rumors about it for two decades now.\n\nHe began working this act with his wife, but she retired to Elturel to rear snakes when her health and looks started to fail, and Darvith's eldest daughter took her place.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Chalice of Serpents, Part 2", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 3 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb003" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb003" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 14, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Little is known about the true origin of the Orbs of Dragonkind, but according to legend Corellon Larethian appeared to elfkind soon after they began to unlock the secrets of magic. He bequeathed upon the elves five orbs of great power that would give them the necessary might to throw off the yoke of wyrmkind and enable their culture to flourish. And so it was, with legend going on to tell how many an elfin knight used one orb or another to master and slay dragon after dragon, until at length legend became history and the great elven civilizations of Aryvander, Illefarn, Meyeritar, Shantel Othreier, and Keltormir had emerged along the west coast of Faerun. \n\nBy this time, with the mastery of elven magic and the great reduction in the might and numbers of dragonkind, the need for the orbs had diminished substantially. Nevertheless, they continued to hold symbolic value and so each of the great elven civilizations kept one orb within its greatest temple to Corellon. \n\nThroughout the course of the Crown Wars (-12,000 DR to -9,000 DR) history began to lose track of the fabled orbs. It is believed that, at one time, the realm of Aryvander had come into possession of at least three of the orbs via it's conquests, while the dark elves of Ilythiir are known to have used enslaved dragons to destroy the realm of Shantel Othreier, and so might have come into possession of one themsleves. \n\nAs for the Green Orb, it is known to have been carried eastward in the wake of the Fifth Crown Wars to the great forest Arcorar, now known as Cormanthor. It was brought forth from the remains of Aryvander to help the pioneers deal with the great number of dragons that made their home in the verdant wood. \n\nEventually the great elfin realms of Rystall, Jhyrennstar, Uvaeren, Semberholm sprung into being within Arcorar, and of these Uvaeren was the greatest. So rich in knowledge were the elves of Uvaeren, that their land became known as the Lore lands. Amongst their many fabled libraries, it is told that none rivalled that of Interval’s, for it is said to have contained the collective knowledge of all elves. And amongst its many grand temples, it is said that none rivalled that of Corellon Larethian, for it was here that the Green Orb was housed. \n\nThe glory of Uvaeren was brought to an abrupt end in the year -5,000 DR however, when a great meteor fell from the heavens and devastated the Lore lands. While it is unknown if the temple in any way survived this destruction, the remaining ruins were in the hands of the increasingly present Drown within 100 years, and they held them until at last forced out in the year -1,354 DR; roughly 2,600 years after the birth of the city of Cormanthor (-3983 DR). \n\nLittle mention is ever again made of the Green Orb, save one... \n\nIn the year -982 DR a green dragon of great power named Venominhandar began to rampage in the southeastern woods. Such was the potency and endurance of this wyrm that the elves of Cormanthyr quickly called for a quest, to the ruins of Corellon's temple in old Uvaeren; there to find and retrieve the Orb. The questing elves however, never returned, and the might of Venom, as he came to be called, continued to wax. \n\nFor over 700 years Venom plagued the elves, destroying their communities, driving them out, and using his fell magic to twist and tangle the woods of the great domain he had claimed in the southeast. His personal power was unrivalled amongst dragonkind, and he commanded a veritable army of wyverns, black dragons and green dragons. Nevertheless, it was in the year -206 DR. that the elfin hero Jassin Aunglor, armed with a fabled moonblade, at last challenged Venom himself. This took place in the wyrm's lair beneath Haptooth Hill, and it was here that both Venom and Jassin met their ends; as the cavern complex the wyrm inhabited collapsed in upon them. \n\nOf Venom's offspring, only the terrible wyrm known as \"Green Magic\" is known to have outlived her father. Her lair is thought to have been located somewhere south of her sire's, but she was last seen bathing in a river in the year 0 DR, and both her fate and the location of her lair are unknown. \n\nSome scholars believe that Venom's initial rampages were strategically aimed at forcing the elves to reveal the location of the Green Orb. They believe that the band of elves sent to locate and retrieve the orb were somehow followed by agents of the wyrm, and eventually slaughtered by them. With their murder, or so the theories go, these agents brought the orb back to Venom, who then used it's power to raise and command his draconic army. Other scholars have denounced such theories as overly speculative, and say that Venom was more likely a mere throw back to the fearsome dragons of the elder age. \n\nAs for the Orb, the more conservative scholars believe that it was destroyed when the meteor hit. Others still argue that it was borne off into the Underdark during the 4,000 years that the Drow controlled the ruins. \n\nUnbeknownst to history, the Orb was indeed stolen away by agents of Venominhandur, who used it's power in combination with his charisma to control all lesser wyrms. \n\nWhen the terrible wyrm at last began to feel old age and weakness beginning to creep into his bones, he placed the Orb in the safe keeping of his mightiest offspring ... the green wyrm known as Green Magic. It was not long after that Venom and the elfin champion slew each other in the wyrm's lair beneath Haptooth Hill. \n\nFor along time Manastorm held the Orb as a part of her horde, fearful of the curse it was said to carry. In the end, she was persuaded to bring the Orb to a meeting with an old companion and potential mate, the green wyrm Shan'thantros, where she was ambushed by a number of black and green dragons. The fight was ferocious, with Green Magic destroying three wyrms in her fury, Shan'thantros amongst them, but in the end the daughter of Venom was slain. \n\nEach of the surviving dragons thence claimed the Orb as it's own, offering various reasons to back their claims, but in the end reason failed and a general melee erupted. When all was said and done, all were slain .... save for the wiley young black dragon known as Zarlandris. The black wyrm had shrunk from the intial onslaught of the battle, \nemerging only with the finale to steal the victory. \n\nThus, was the Orb carried to Zarlandris' lair in Glaun Bog. \n\nIn centuries to come Dretchroyaster, the descendent of Venom would rampage across the southeastern Dalelands, engaging in brutal battles with a number of black dragons, in search of both vengeance and the Orb. The latter however, forever evaded him.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Green Orb of Dragonkind", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 4 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb005" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb005" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 15, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "\"Ah, yes, the land of Gond. Contraptions and metal devices and little lights and whirling sparks and hammering at workbenches everywhere. Too many blasts and crashes to be entirely safe, but I like it. Sunny and gently rolling hills, farms everywhere with berry bushes where they haven't yet tilled. The Lantanna aren't much on casual magic, nor visitors, either, mind. They like their secrets, and would just as soon see you at your home when they come calling on you to sell their latest gadget. Mind you, some of them are priceless, as futile amusements or as darned useful little things. I've a bootjack over there with a turn spindle that works by itself, so wet boots upended on it near a fire turn as those metal twists flex in the heat, and the boots dry all over, in and out, without scorching. I once had a lamp that would fill itself when its oil got low -- that sort of thing. The whole island's like that.\"\nLantan is a grouping of three mountainous islands rising from the waters of the Trackless Sea north of Chult. Lantan, the largest and most heavily-populated of the islands, is ringed by a rugged ridge of mountains whose steep slopes are carpeted with rain forests. These verdant hills slope towards the sea, giving way to coconut plantations and sparkling white beaches on the coasts. The central part of the island is extremely low-lying, containing marshes and swampy forest criss-crossed with canals. To aid merchant traffic across the interior, the Lantanna have invented a substance that can only be described as \"liquid rock,\" which they have used to construct roads, raised safely above the marsh surface.\nLantanna often barter, but among themselves mint and use coins as currency, although these are unusual in that they rarely ever leave the island. When they travel abroad, Lantan merchants typically carry trade bars of electrum and platinum, usually in the standard 25 gold-piece denominations, and marked with the symbol of Gond. This money is considered universal tender, but it has caused a number of fights when presented beneath the noses of individuals from Zhentil Keep, who have a long-standing grudge against the Lantanese.\nFinally, the people of Lantan have a mania for invention and devices. An Artificer, alchemist, or inventor who comes up with a new device will soon have a very persuasive Lantanna (or his agents) on his doorstep, making inquiries. It is known that Lantan gained knowledge of the printing press from the magical southern nation of Halruaa, and it is hinted that this acquisition was neither legal nor proper.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Island Realm of Lantan", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 4 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb022" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb022" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 16, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "The Seven Lost Rings of Mhzentul contain magics of great power. Legends have spoken often of them since the death of their maker, but their locations have rarely been more than a matter of colorful rumor. Mhzentul was a powerful, respected mage who perished at the battle of the River Rising, where he became a pillar of living flame and blazed across the battlefield, destroying many foes. Mhzentul is remembered for his works: the seven Lost Rings of Mhzentul and a book, Mhzentul's Runes, said to contain the process for making a ring of spell storing, information on the construction of rings that become guardian creatures on command, and much research into fire magic. The Zhentarim mage Whisper is known to have found the book and some of the rings, but when he was slain by Doust Sulwood and his companions (the future Knights of Myth Drannor) in his subterranean home, Whisper's Crypt, north of Eveningstar, only two of the rings were found. The highest-ranking Zhentarim agent in northern Cormyr at the time, Whisper was cruel and coldly calculating. A man of relatively feeble magic, he possessed a cunning mind and gargantuan ambition. His duties were to arrange the ambush of selected merchants and king's messengers, to watch and listen to Cormyrean trade and troop movements, and to pass what he learned on to Darkhold. Whisper did this quietly and well, but at the same time he hatched plans to become far more than a minor Zhentarim wizard by creating a sinister force loyal only to him. He was establishing strongholds of his brigands in the Stonelands when his attacks on Doust's band provoked them to hunt him down, overcome his guardian enchantments and creatures, and destroy him. Whisper proved to hold two of the Seven Lost Rings. The Knights gave both of these to the House of the Morning, a temple of Lathander in the village of Eveningstar in Cormyr. They did not find any of the other five rings or Mhzentul's Runes. Four of the Lost Rings and the tome Mhzentul's Runes may still lie hidden in Whisper's Crypt in the Stonelands or somewhere in the Haunted Halls north of Eveningstar. The seventh Lost Ring\nmay still be in the vicinity of Mhzentul's destruction, perhaps purloined by the undead spirit of an enemy commander Mhzentul fought against. The wizard's essence may be trapped in the ring, or may still exist elsewhere -- and in either case, may whisper advice to anyone who puts on the ring. Each of the Seven Lost Rings of Mhzentul is a simple band, forged of mithral, treated with everbright. Each ring is engraved with a complex series of runes believed to be derived from an ancient elven dialect. The original meanings of these runes have been lost to passing time (even to lore magic).", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Lost Rings of Mhzentul", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 8 }, "Repos_Posy": { "type": "word", "value": 4 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb006" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb006" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 17, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Gestaniius is widely considered the greatest blue dragon of the Old Empires. For many centuries she has terrorized the peoples of Mulhorand, Unther, and the Shaar, and she has even been known to raid into Thay upon occasion. She has gained many names through the ages; \"The Blue Devourer\" is the most common; however, in Unther she is known as \"Seiraga,\" a term that loosely translates into common as \"The Slaughterer,\" and in Thay she is sometimes referred to as \"Bhaal's Handmaiden,\" a title that infuriates Gestaniius (as it implies subservience to the now-dead human god). The oldest Mulhorandi references to her simply refer to her as \"The Killer of Men,\" a title that was also once bestowed on the blue wyrm Maldraedior, the long-ago suzerain of all the blue dragons in Unther and Mulhorand. \n There are few more foul-tempered beasts in the Realms than Gestaniius, as her idea of a good time is razing trading caravans and small villages for fun. She achieved notoriety in her early years for swooping in low enough over the rooftops of Scold and Gheldaneth to knock the minarets off the towers of the God-Kings, a direct challenge to their authority. When the Mulhorandi response came, in the form of an army led by Semanhur Ironhand, an incarnation of the war god Anhur, Gestaniius scattered it, killing Anhur's champion in single combat on the Shepherd's Plain. Since those early days she has become a bit more cautious in invoking the full wrath of Mulhorand, especially since she was crippled in battle with a brown dragon long ago, affecting her combat abilities and forcing her to walk with a noticeable limp. \n Nowadays, Gestaniius' energies are devoted to killing every brown dragon on Faerun, a task to which she devotes her every waking moment. Her genocidal desires are driven by a need for revenge against the brown dragons who murdered her children long ago (even though the blue dragons, under the leadership of Gestaniius, started the battle). She has never known exactly which browns killed her children (and it is likely that they died long ago anyway), so she has determined that the entire species must be wiped from the face of Faerun. \n This irrational obsession has cost Gestaniius the fealty of the other blue dragons in the Old Empires, as many of their own number have been killed or maimed following the Blue Devourer into battle. This loss of support has forced Gestaniius to become more cautious in her activities, and to seek out new allies. She has made an alliance with the Cult of Set in Mulhorand; in return for their aid in seeking out and killing brown dragons, she provides them with raw, destructive power. However, her unstable nature and habit of treating the cultists like inferiors instead of equals makes it difficult for them to work with her, and their alliance is already wearing thin.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Blue Devourer", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 5 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb031" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb031" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 18, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Though the organization known as the Monks of the Long Death is strongest in Thay, it does have monasteries in several other parts of Faerun, including the Silver Marches. Some two dozen members of the order dwell in a hidden stronghold built long ago by unknown hands in the Turnstone Hills, not far from where the pass is blocked by a gigantic landslide. From here the monks pursue their one abiding interest: death.\nThese monks seek for the secrets of life by studying death. It is the condition of being dead that concerns them most, and not what lies beyond: The afterlife holds little interest for them. Their laboratories are full of decaying, dying, and dead animal and plant specimens that they study with detached interest; they frequently purchase rare specimens that they cannot obtain easily themselves from adventurers and merchants. But such studies are only part of the monks' daily life: They seek to understand death as it pertains especially to intelligent living beings.\nTo this end, they exhume corpses from crypts and graveyards, and then they transport the corpses to their monastery. There they examine the cadavers in their well-stocked laboratory and observe them as they decompose. They also -- and it is for this that they are most reviled and feared -- purchase living slaves and put them to death, slowly, recording their observations and asking the perishing slaves questions about their fatal experience. Slaves are hard to come by in the Silver Marches, however, because Lady Alustriel and her confederations condemn the practice. The order has been obliged to obtain its living specimens by other means, such as abducting them from outlying farmsteads and poorly-defended hamlets in the dead of night. The monks suffer no moral qualms about these deeds: Death is the most natural thing in the world, from their perspective, and to expire in service to its principle is the most profoundly holy experience any living being can hope to enjoy. It is for this reason that the monks themselves do not fear death, and while they may study the dead, they do not seek that state themselves.\nMost of the order's members are either scholars who share mutual fascination with and worship of death and dying, or clergy who worship one of the deities concerned with death. Some of the monks consider themselves to be nothing less than visionaries whose work will pave the way for a better future for all Faerun: When death is truly understood, it can be harnessed and used as a tool for the betterment of all, or so they rationalize to themselves. Others who take the Vows of Death could not possibly care less about anything other than increasing their personal measure of understanding about their chosen subject.\nThe Monks of the Long Death are easily recognized by their pale skin and gaunt features. They eat little, and they spend most of their time inside their monasteries, in crypts and graveyards, and other dark places where there is little natural light. They affect the trappings of death in their garb, wearing long, dark robes and shroudlike hooded cloaks to hide their features. Though fearful of those who do not understand them and who might seek to thwart their studies, they can be civil hosts if approached by learned folk who offer to share knowledge or wisdom. Their narrow vision and single-mindedness makes them dull hosts, however, and the rigid structure of their society seems quite stifling to outsiders.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Order of The Long Death", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 5 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb034" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb034" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 19, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "This bridge over the Winding Water was first built by the famous adventurer Boareskyr. Over the centuries, several bridges have stood here, the most recent built after the Time of Troubles. For most of those years, a \"temporary\" tent trading city has stood hard by the river crossing.\nTravellers in the Fields of the Dead are warned not to drink the waters of the Winding Water downstream of the Bridge or for about half a day's travel upstream. They were poisoned during the Time of Troubles in a battle between Cyric and Bhaal.\nThe present Bridge commemorates this event. Statues to the two gods stand at either end of the stone span, which is wide enough for two large wagons to pass each other and has waist-high rampart walls as thick as three adult human males standing together. By tradition, no toll can be charged for crossing the bridge, and no buildings can be erected on it or so as to block a clear road on and off it. \n\nToday, Boareskyr Bridge numbers about 70 tents and wagons in summer (plus those of visiting caravans), and about half that number in winter. The community exists to provide travellers with food, water, remounts, wagon repairs, and the like. It has evolved into a trading center where goods are exchanged between merchants, or wagons leave one caravan and stop over, awaiting another bound for the same destination they're heading for.\n\nThe community of Boareskyr Bridge lacks any permanent features except a rough stone fort (known as Bridgefort) surrounded by a now-poisoned moat. Inhabitants can retreat into this structure in the case of heavy winter attacks from trolls, goblinkin, or brigands--a frequent occurrence.\n\nLike the similarly makeshift city of Scornubel, wheeling and dealing is the order of the day in Boareskyr Bridge. Law and order is maintained by one's own sword or crossbow.\n\nThe law in the Bridge, such as it is, is the word of powerful adventurers - notably the warrior Barim Stagwinter and Theskul Mirroreye, priest of Tyr, and their companions and allies. Barim and Theskul seem to be working toward walling in the Bridge community to make a proper city of it.\n\nRich merchants come here seeking the sorceress Aluena Halacanter, who raises pegasi at her estate, Heartwing, upriver of the Bridge where the water still runs clear.\" Trained steeds are surprisingly cheap, but Aluena is reluctant to sell them to those who'll mistreat them or who'll simply resell them quickly to someone who will. Buyers must satisfy her under magically assisted questioning. Aluena is rumoured to be a Harper.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "On Boareskyr Bridge", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 6 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb004" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb004" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 20, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Hill's Edge is a small city in Sunset Vale, close to the Goblin Marches and the Zhentarim stronghold of Darkhold. Hill's edge economy is founded on three things-sheep, caravans, and hunting. It is a rough and tumble frontier town, virtually every adult in the city has at least a modicum of combat skill. The town is ruled by a merchants council and a Mayor. The council is composed of the richest merchants in town, it acts as the legislative body for the town, and controls the right to tax. The mayor is elected annually, serving for a one year term. Usually the Mayor is an adventurer. The Mayor enforces the few laws and defends the town in case of need. He can deputize others to help him in these tasks, but the Council is notoriously tightfisted. The most successful Mayors have been those who are independently wealthy and are willing to spend this money to defend the town.\n\nThe Zhentarim and other groups, notably the Harpers, continually battle for control of the town. Blatantly pro-Zhent mayor candidates have never been elected. The current Mayor is Aziz of Dambrath, a southerner with strange mental powers. Aziz is running for his second term in office, the elections are at High Harvesttide. A former member of the Oathbound adventuring party Aziz succeeded his former companion Chan Legermain of Irieabor as Mayor. The Oathbound fought two major wars, one against a goblinoid horde and one against an undead army defending Hill's Edge. Though it has not been proven, many say the Zhentarim were behind both attacks.\n\nThere are two temples in Hill's Edge, one to Lliira and one to Cyric. The Temple to Cyric is led by the Priestess Emana Gortho and is really a fortress in the heart of the city.\n\nThere are rumours that Emana Gortho has gone increasingly mad, dabbling in strange forbidden magics and plotting to become Cyric's consort and may even posess a private army. The Zhentarim merchants that pass through Hill's edge have ceased to stop at the temple, mirroring the rift that has steadily grown between the Zhentarim and the priesthood of Cyric.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "On Hills Edge", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 6 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb009" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb009" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 21, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "The dark city of Zhentil Keep, at the mouth of the River Tesh in the western Moonsea, is one of the oldest human settlements in the region. It's name is certainly one of the most feared, having been associated with the Zhentarim, the evil black network, since that organisation's founding.\nThis date can be traced back to the Year of The Fanged Beast (640DR), two hundred and forty years after the great city of Northkeep sank beneath the waves at the behest of a coven of dark magi. Originally founded as the mining colony of Flostren's Hold, the city soon grew to fill the void in the region as a centre of trade in this new frontier, now that human civilisation in the Dalelands was beginning to bear fruit.\nTo some it seemed that this new beginning had been cut short when the fiendish Army of Darkness sacked the fledgling city, lying as it did on the path to their ultimate destination of Myth Drannor, capital of the forest realm of Cormanthyr. But the city recovered surprisingly quickly. Ironically the end of elven power in the great forest had opened a direct (albeit very dangerous) route between the River Tesh and Sembia that would make Flostren's Hold the gateway to the north of inland Faerûn.\nThe city continued to grow until the Year of Good Tidings (751DR), when a man by the name of Zhentar came to Flostren's Hold and was made a member of the council of lords. Zhentar was a popular character and began quietly removing members of the council with opposing interests. To fill the void left by these deaths, Zhentar appointed the high priest of Bane to the council. In the Year of Strife (753DR), Zhentar was slain by Sembian agents and the city was renamed Zhentil Keep in his honour. \nFor the next three hundred years the city continued to grow, despite almost constant quarrelling with the neighbouring cities of Phlan, Thentia and Melvaunt, usually in the form of trade disputes, but occasionally breaking out into small scale war.\nManshoon, the man who would shape the future of the keep, was born in the Year of The Carrion Crow (1229DR) and rose to become a wizard of tremendous power. At the age of 32, he came to the city and claimed a seat on the council. He used his newfound power to form the now infamous Zhentarim, ever since associated with the city. Beside him on the council sat Fzoul Chembryl, high priest of Bane, whose clergy had been the dominant force in the keep for over three hundred years. During this period, an uneasy alliance of Moonsea cities began rebuilding the Citadel of The Raven in the Dragonspine Mountains, though the representatives of Zhentil keep would gradually rise to become the dominant garrison in the ancient fortress.\nIn the Year of The Evening Sun (1303DR), the agents of Zhentil Keep subtlety manipulated an army of ogres, diverting them from the Citadel towards the rival city of Phlan, which was quickly overrun by the surprise attack. This event triggered the first Moonsea War. The forces of Mulmaster quickly annexed some of the smaller towns of the region, but their success was short lived when the remaining cities allied against them. Still recovering from defeat by the ogres, Phlan was crushed by an army of dragons in the same year in an event known as The Dragon Run and the city was reduced to ruins.\nWhen Bane is slain by the mortal Cyric in the time of Troubles, Banite elements in Zhentil Keep are thrown into chaos as a religious war takes place in the streets of the city between followers of Iyachtu Xvim, Bane's half demon son and heir, and followers of Cyric, newly risen to godhood. This struggle results in the almost total destruction of the city and the death of a third of it's population, when the city is levelled by divine vengeance.\nDespite this turmoil, the black network continued to grow covertly, planting agents in most realms of the Inner Sea, and some in lands beyond. This intelligence network made Manshoon one of the best informed men in the realms. The zhent army eliminated the rival city of Hulburg in the Year of The Bright Blade (1347DR), mostly through treachery from the inside. The city also inflicted a crushing naval defeat on the city of Mulmaster in the Year of The Bow (1354DR), though this battle is later revealed as a show, orchestrated by Manshoon and Selfaril, High Blade of Mulmaster and secret member of the Zhentarim. Mulmaster effectively becomes the organisation's second city. The Black Network then gains total control of the Citadel of The Raven, which proves a useful stronghold in the years to come.\nIn the Year of Maidens (1361DR), the church of Cyric (which had by now supplanted the church of Xvim as the principle faith of the city) exacted the first Banedeath on followers of the dead god and his son. Opponents of Cyric were given two options: either they convert to Cyric, or are slain \"to explain to Cyric in person why he is not worthy of worship.\" Cyricist domination comes to an abupt end when Fzoul Chembryl reads aloud from the \"True Life of Cyric,\" revealing the dark god's betrayal of his faithful at Zhentil Keep. The young god is driven insane, causing his worshippers to falter and flee the city. \nFrom the ashes of this defeat, Fzoul rises to the status of Tyrant, leader of Xvim's church in Faerûn. With his newfound power he manages to slay Manshoon, becoming sole master of the city in the Year of The Tankard (1370DR). \nFzoul is of current the most powerful man in Zhentil Keep, though struggles to purge remaining Cryic worshippers from the organisers. While the loss of Manshoon has been clearly felt, there are persistent rumours that he survives in exile. Some even suggest that his death awakened a series of clones that Manshoon had created in anticipation of his betrayal by Fzoul.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "History of Zhentil Keep", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 8 }, "Repos_Posy": { "type": "word", "value": 6 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb036" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb036" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 22, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "It is believed by scholars that the city of Westgate - in some form or other - has existed since -400DR. The first tales of the city are of a small town, cruelly ruled by a Topaz Dragon named Kisonraathiisar. This was in the age before humans first settled lands north of the Dragon Reach, and the region now known as the Dragon Coast was a frontier of humanity in its gradual spread north and west from the Vilhon Reach.\nThe rule of the city by humans began with the wizard Saldrinar of The Seven Spells (famed creator of Saldrinar's Slow Gem), who slew the dragon in the Year of Bold Poachers (-349 DR). Saldrinar's rule continued for some 40 years, until he mysteriously vanished, leaving the stewardship of the fledgling city in the hands of his apprentice Mather \"Wyrmshroud,\" whose rule lasted a mere 6 years, before he was slain in an attack on the city by a trio of black dragons. Following this, the crown passed to Glauroth, captain of the city guard, and his immediate successors.\nThis orderly progression ended in the Year of Foul Awakenings (-286DR), when the kings family were slain overnight by agents Orlack, dreaded Night King of Westgate, a vampire of considerable power. Almost 150 year passed before Orlack himself was slain by a company of crusading knights of Lathander. Their leader, Dawnknight Gen Soleilon, then crowns himself king. Among the achievements of Soleilon is the creation of the first set of city walls and an extensive sewer system. These would prove both a blessing and a curse, as remnants of Orlack's court took up residence beneath the city. As the crown of the city continued to change hands, so did the line of the Night Kings continue, even, so it is said, to the present day. \nThe line of Soleilon would prove one of the city's longest and most stable, marking the transition of the city from an outpost, to a centre of trade and a great power of the western Sea of Fallen Stars. During this time, the first ports north of the Dragon Reach are settled and trade begins across the neck. The city is also affected by plagues in the -74DR and 75DR, halving the population within a century. In their wisdom, the Paladin-Kings established marital ties with the kingdoms of Tethyr and Mulhorand.\nBut with trade comes piracy, and the Pirates of the Pirate Isles soon grew strong enough to seize the city in a coastal raid in the Year of The Speaking Mountain (257DR). The Pirate Kings rule erratically and incompetently, with 77 different rulers claiming the throne in rapid succession, none of whom manage to distinguish themselves in the eyes of historians. \nIn the Year of The Cat's Eye (429DR), the Pirate Kings are driven out of Westgate by the Chondathan mercenary Mulsantir Illistine. This proves a disaster for the Dragon Reach as a whole, as the pirates flee across the western Inner Sea, sacking the Cormyrian capital of Suzail. Mulsantir is turn is deposed by the Shoon wizard Mytharan the Magus. Despite the lack of stability (and perhaps because of the free-market attitude it created), the city continued to thrive, attracting more and more would-be kings. This comes to an abrupt end when a wizard known only as \"The Handweaver\" (possibly the avatar of Azuth) deposes the lamia Nessmara in the Year of Ensorceled Kings (616DR) and gifts the throne to his apprentice, Farnath Illistar. Farnath's line rule for over a century.\nDuring the Time of Troubles, Iyachtu Xvim, Demigod offspring of Bane, almost succeeds in suppressing the city beneath his iron boot, but is himself deposed in the year of The Splendid Stag (734 DR) after a tyrannical twenty year rule. The rightful heir Farnath Illistar II then takes the throne. The Illistar family manages to survive for another century, despite renewed pirate attacks. \nIn the Year of The Burning Tree (890DR), the city is struck by The Bluebottle Plague, ending the Illistar dynasty. The city's rulership is taken over by a council of religious leaders, who \"in their wisdom\" establish the city's first Ogligarchy. This proves a mistake, as theological arguments become battles of life and death and infighting between faiths spills onto the streets.\nTired of the continual bickering, an alliance of merchant-lords (long the true power of the city) hire a private army to restore order. They decide that democracy would remove the need for yearly revolutions and establish the office of Croamarkh, elected from among the city's wealthy elite. This order survives to the present day, though the Croamarkh's power is very little, with the merchants retaining much power.\nIn the Year of Blazing Banners (1209DR), the growing pirate threat is neutralised by a combined fleet of ships from Westgate, Cormyr and Sembia, boding well for peace and unity in the region.\nAt present, the situation in Westgate is typically chaotic. While the Croamarkh serves as a comfortable figurehead, true power lies with the Night Masks, one of the most influential thieves guilds in Faerûn. Many suspect the organisation of ties with the ever-present vampires of the city's underworld, though little can be proved. The Night Masks also have ties with the Fire Knives, an assassins guild recently exiled from Cormyr. Elsewhere on the coast, the pirates of the isles are gathering under the banner of a man known as the Silver Raven. Where his intentions lie remains a mystery, though the merchant lords of the city are more fearful than they have been for many years.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "History of Westgate", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 7 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb035" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb035" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 23, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Not to be confused with the forest of Cormanthor, Cormanthyr is the name given to the ancient elven kingdom that endured for almost five thousand years in the heart of that greatest of woods (perhaps excluding the High Forest of the north, though in ancient times, Cormanthyr covered all of modern Sembia and Cormyr as well).\nElven scholars knowledgeable in such things trace the founding of the kingdom to -3983 DR, though such ancient history can never be entirely reliable, and this date remains but an estimate. In this age of the Faerûn, elven power and that of their archmagi was at its height and Cormanthyr was the lesser of elven kingdoms in relation to the might of Earlann, Keltormir and Illefarn. The first elves of Cormanthyr were entranced by the beauty of the mighty forest and Lake Sember and decided to make a home for their people among the oaks and shadowtops, not as overlords of the forest, but as guests, living side by side with the balance of nature. The elves broke the \"evershade\" beneath the trees by creating magical glades. Great and terrible beasts were largely slain or driven off in Eldritch hunts.\nThis balance continued largely uninterrupted for approximately 3800 years, during which Earlann in the north began to decline and the nobles of Calimshan began their persecution of the elves of Keltormir. During this time, the elves fortified their magical defences with the creation of the first Mythals.\nIt was not until the Year of Stonerising in -200 DR that the elves of Cormanthyr came under any major threat. After this year, the first humans began colonising the northern coast of the Dragon Reach, spreading north and west from the cradle of humanity in the Vilhon Reach.\nGiven the long lives of elven folk, and the long peace of their realm, it seems shocking that within 200 years of the arrival of the first humans, the kingdom of Cormanthyr would be brought almost to its knees.\nThe power of the elves was indisptutable. They were masters of their forest realm, and countless enterprising humans fell in the borders of the forests, with elven arrows between their ribs. But it could not last forever. The humans came and felled trees in greater numbers than the elves could ever hope to hinder. Men like the famed Rauthovyr \"The Raven\" began carving out a place for their kin among the trees.\nIt is a credit to elven wisdom then, that in the Year Of Sunrise (1DR), the elves raised the standing stone to mark a new age of peace between them and the men of the Dales, marking the beginning of modern timekeeping. This agreement, known as the Dales Compact, was the formal acknowledgement of the right of the humans to dwell in the region of the great forest, providing that their felling of trees was no faster than the forest could replenish itself and that the elven realm be afforded the respect it deserved. To this day, long after the fall of Cormanthyr, many humans still hold themselves to the compact.\nThis happy, mutually beneficial situation continued for many years, with the elves now increasingly introverted, looking to their magic for the maintenance of their way of life. The Mythals (not to be confused with the netherese mythallar) provided a variety of magical abilities to the people of the elven court. Some might shroud elven settlements in illusionary magic, inhibit fires that might damage the woods, or impede the spells of clerics of non-elven deities. Others had less paranoid applications, such as purifying the water of the forest rivers, or lending wisdom to elven merchants.\nThis new age also began the creation of many portals throughout the forest. These would allow the elves to visit secluded parts of the forest, or quickly return to other elven domains, even the distant isles of Evermeet. The elves finally neutralised the threat of the evil god Moander in the forest in the Year of Unkind Weapons (171DR) by destroying his sole surviving temple. The creation of elven magical items that can now be found across the realms is also attributable to this \"golden age\" of elven civilisation. In the Year of Soaring Stars (261DR), the elven capital was opened up to non-elves, including humans, gnomes and Halflings as part of Queen Amlaruil's grand vision for a realm where all the races of Faerûn might coexist. Settlers were brought in by yet more magical portals. A magic school open to all was created by elven mages in the year of Seven Stars (379DR). \nThe final fall of the kingdom is largely attributed to the saturation of the forest with such powerful magics, that would soon allow extra planar creatures to break through into the peaceful realm. Elven diviners predicted this event in the Year of the Ominous Oracle (694DR), though this would remain secret until long later as the foretellings were ignored, partly out of concern for keeping the peace, and perhaps partly out of arrogance. Perhaps another reason for the fall was that the elven retreat into the west had already begun centuries before and Elven power was beginning its final fall across Faerûn.\nThe Army of Darkness, under the leadership of three mighty Fiends descended on the city in the Year of The Lost Lance (712 DR), as part of a concerted attempt by both demons and devils to tear down the city from within. The situation was far from helped by a resurgence of the dark god Moander. Two years later, in The Year of Doom (714DR), Myth Drannor finally fell. Legend has it that only one hundred elves survived the cataclysm.\nToday, Cormanthyr is a shadow of it's former self. The elves and their descendents cling on to what part of the forest their waning power will cover in the towns of Semberholme and Tangled Trees, but the might of Myth Drannor is now but a rumour. But it is rumour enough to draw waves of human adventurers in search of elven magic. Unfortunately, the bones of such men are now almost as numerous as those of the city's former inhabitants. Those who do not meet the deaths at the hands of the drow who now occupy what part of the forest is not demon infested, lie on the floors of elven crypts, where centuries old magical defences still work death on those who would defile the elven domain.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "History of Cormanthyr", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 7 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb032" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb032" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 24, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Although travelers to other crystal spheres may have heard of the famous Khelben \"Blackstaff\" Arunsun, resident and secret lord of the city of Waterdeep, the Blackstaff (as he is often known) is not exactly who he claims to be. The true son of Zelphar Arunsun of Neverwinter and Lhestyn \"The Masked Lady\", named for his powerful and still living ancestor, is Khelben \"the Younger\" Arunsun. \n Born in 1302 Dale Reckoning (270 Northern Reckoning), Khelben \"the Younger\" spent many years in apprenticeship to his father, Zelphar, and grand- father, Khelben the Elder, and had little contact with persons outside his family. Khelben the Elder, one of Mystra's Chosen, had learned the secret of long years much like Elminster and Ahghairon. When the Blackstaff took over the long vacant Arunsun Tower, renaming it Blackstaff Tower, he assumed the identity of his grandson. The elder Khelben sought to hide his long lifespan from the people of Waterdeep, fearing they would shun his leadership if they knew of his magically enhanced lifespan. \n Seeking to escape the shadow of Khelben the Elder, Khelben the Younger eagerly took to traveling the planes. The younger Khelben agreed not to return to Faerun or Waterdeep without first contacting his ancestor and allowing him time to prepare. During one of his rare visits to Faerun, he acquired a type of winged cat known as a tressym as his familiar. The beautiful butterfly-like wings of the tressym and it's regal demeanor inspired the name 'Monarch.' \n Khelben the Younger wandered for many years and visited many worlds before settling in the city of Greyhawk on the world known as Oerth over a decade ago. He built a small tower (three stories above ground, one known level below ground) near the University of Magical Arts in which to house his extensive library and perform magical and historical research. The tower is known to be protected by a deadly 'wardmist' as well as other deadly magical traps. (The tower is located due south of the School of Clerkship (#C17) on the opposite side of College Road and is depicted as a small red building on the map of the city in the City of Greyhawk boxed set.) He settled into a quiet life of study (including reading a Tome of Clear Thought) and research (creating his Cloak of the Silver Raven among other things). He took to calling himself Khelben Ravencloak to conceal his ancestry. \n Although powerful enough to create quite a name for himself, Khelben chooses to exercise a very light touch with regards to events in the world around him - with one significant exception. During the Greyhawk Wars, Khelben disappeared for quite some time. Although none of his colleagues or friends know where he disappeared too, the general speculation is that he fought in the armies of Nyrond against the Great Kingdom. This rumor is fueled by the loquacious librarian who noted an intensive burst of research into the banishment of extra-planar beings immediately prior to the hostilities. \n In fact, Khelben actively fought a guerrilla campaign against a trio of arch-mages, all Red Wizards of Thay, who magically traveled to Oerth to serve as mercenaries for the armies of the Pomarj at the invitation of Turrosh Mak. In exchange, they were to receive information and assistance in acquiring an artifact believed to be located beneath the Drachensgrab Hills capable of imprisoning a deity. The Red Wizards planned to use this artifact to further bind the tanar'ri prince Eltab within the city of Eltabbar, Thay, and thus augment their own magic with his stolen power. [10] If they had succeeded, it would have changed the balance of power in central Faerun. It is also likely that the course of the war for the Ulek states might have gone much worse. 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The Flying Hunt of Nimbral and several aerial dragon-mounted patrols from Evermeet have fought her in midair and forced her into flight on occasion, but most ships are helpless against her diving attacks -- and when crews scramble down into their holds to escape her snatching claws, she's been known to land on a ship and tear it apart like a child opening a gift. What makes Arveiaturace so deadly is her past: She was the steed of a wizard, Meltharond Thone, who captured and tamed her. Over the centuries of her servitude, her hatred for him turned slowly to love, and she was plunged into melancholy when at last, longevity magic failing, he died. \nWhen she is especially lonely or going into battle, Arveiaturace straps the wizard's old palanquin on her back, and takes to the skies with his skeletal figure riding between her shoulders. A web of desperate magics spun by Meltharond in his waning days keep his bones whole and floating in proper relation to each other, so the wizard's skeleton sits upright and turns its head to look in whichever direction Iceclaws is looking. An observer could be forgiven for thinking Meltharond is a lich or some other sort of undead, but the dragon is truly alone, save on the rare occasions when she mates with the white dragon Arauthator -- occasions during which Meltharond's skeleton is left at home, sitting and eternally looking at nothing.\nThe wizard may be no more than bones now, but his legacy has kept his faithful steed alive in the face of attacks from strange dragons, elves, and humans seeking to rid themselves of her hunting, and her own offspring as well, whom she drives from the Icepeak to fend for themselves as soon as they grow bold enough to try to slay her and take over her lair. Meltharond's magical boons are twofold: he crafted her a ring of spell triggering that allows her to trigger the wands, rods, and staves he left behind, and he taught her such rare and useful magic as she does know. She knows how wizards hurl magic, what tactics they employ, and how to recognize some popular battle spells by their castings. This and a familiarity with various wands, rods, and staves makes her crafty in battle against mages. One such tactic is flying low in the troughs of waves, so as to entice a wand-wielding wizard to waste magic by firing at a glimpse of her, only to have his attack absorbed or turned aside by the roiling waters. Another is toppling masts down atop mages standing on decks trying to work spells.\nArveiaturace is more intelligent -- and vastly more sensitive -- than most white dragons, but she has all the savagery and snarling hunger for revenge of her kind. She grew so used to the company of Meltharond (who chatted with her constantly, treating her as an equal despite the spells that prevented her from attacking him) that she's now governed by loneliness and has been known to spare sailors and others she snatches if they don't like wizards, don't attack her, and have the quick wits to shout out a desire to talk (or demonstrate an ability to sing) before she bites the life from them.\nSeveral humans have escaped from a snatching by Arveiaturace having endured nothing more than a month or so of conversation with the terrifying, always-suspicious, and vigilant Iceclaws. If captives refrain from attacking her or stealing anything of Meltharond's that still lies about his rooms, largely as he left it (including many items of magic and spellbooks, some accounts say), they'll be taken to the locale of their choice on mainland Faerûn as soon as they admit to any loneliness. It is from such former guests that the wider world knows details of the White Wyrm and her lair.\nArveiaturace is more patient than most white dragons, but when roused to battle, she loves to lose all self-control and slay and destroy until nothing remains to withstand her. She knows the winds and waves of the Sea of Swords and Sword Coast (and the Trackless Sea east of a line from Uttersea to the Wave Rocks and the northern shores of Lantan) better than any other living entity, and she is adept at sinking ships and at plucking things from masts, decks, and the waves without slowing down or tumbling into even the roughest seas.\nArveiaturace seems bent on devouring a hungry dragon's share of all Sword Coast seafarers and in making dragons and lesser races alike terrified of venturing north of Ruathym. On rare occasions she will use her skills to rescue shipwreck victims or retrieve floating items -- if rewarded with generous amounts of gems and treated with respect, as an equal and not some semi-intelligent, easily-manipulated beast.\nOver the years, she has developed a relationship of mutual respect with Laeral, the Lady Mage of Waterdeep, and with the seafarer and shipwright Old Aldon of Mintarn, but the White Wyrm is spoken of with awe and fear in Candlekeep: She once heard from a captive that a certain sage of that establishment had written disparagingly of Meltharond. She arrived unannounced to tear the roof from the main building, snatch up the writer, and set straight his views on the dead wizard. It's reported that less than a month later, Laeral of Waterdeep personally delivered a freshly printed tome from Candlekeep entitled The High History of the Mighty Mage Meltharond to the White Wyrm, and stayed with the dragon for more than a tenday, talking day and night through. 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I hate cities. I hate them with a passion. I hate the press of unwashed beings, and I particularly hate cities like Scornubel where the greediest and vilest specimens pack themselves even tighter in the name of commerce and other forms of greed.\nIf it weren't for my partner, Arahnar, I wouldn't even have come here. Neither of us have much need for civilization-she hunts for both of us, and I can make whatever we need from the remains of our meals. The exceptions, of course, are swords and other metal weapons, but there's no need to travel to places like Scornubel to secure such things. There are smaller, far more pleasant places to visit.\nBut we had to come here in search of a rogue known as Angah Lalla. According to rumors, he has a map in his possession that might lead us to the Circle of Vehlarr. Arahnar says she remembers hearing legends of it when she was a child, and that the place was holy to her people. 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The store reeked of an unfamiliar incense; it hung so thick in the air that it made Arahnar gag and wrinkle her sensitive nose. I did not fare much better myself, almost preferring the stench of fish and unwashed bodies that was heavy in the streets outside.\nAngah Lalla was as repulsive as his store. He stood at its far end, dressed in flowing robes of an off-white color, his face mostly hidden behind a black veil and hood that only left a sliver of his pale skin and almond-shaped eyes visible. A large gold amulet with strange runes engraved upon it hung around his neck. A long black braid into which several ribbons of cloth the same color as his robes had been tied was draped over his shoulder and across the battered surface of the counter he was behind. I immediately decided he couldn't be trusted; any man who does not show the world his face is not a person I wish to deal with. 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The three warriors of the Silver Stake were quite skilled. However, they clearly did not know whom they were facing.\nI warned them to leave the shop peacefully if they wanted to live. Their response was lightning fast: The half-elven female whipped a leather pouch off her belt and threw it at our feet, exploding with a gentle popping noise that was almost lost in the hiss of my sword leaving its scabbard. A cloud of gas billowed upward around Arahnar and myself from where the pouch had landed. Arahnar started choking immediately, even as she threw herself backward to avoid its effects. She collapsed onto the floor, spasming and gasping for air. \nThe gas had no effect on me, however, something that seemed to startle the werebeast hunters confronting us. It had apparently never crossed their minds that a human might be allied with a werewolf... and that I might be immune to whatever it was that the half-elf had just tried gassing us with.\nTheir surprise allowed me to close on them and keep any of them from reaching Arahnar before she recovered. But it was far from an easy fight. I killed or rendered unconscious all three of them, but blood trickled down my arm from a deep cut as I turned to where Angah Lalla had been moments earlier. He was gone, but the scrolls we had come for were still on the counter.\nThen I heard the sound of a body being slammed up against a wall. I whirled in a different direction to see Arahnar, still coughing and wheezing but now in her manbeast form, with the robed figure of Angah Lalla in her clawed hands. She had lifted the man who had sold us out so high that his head was at a painful angle against the ceiling as she pressed him against the wall. \"Now you die,\" Arahnar croaked.\nAngah Lalla's response was a strangled sob... and his voice was no longer a harsh whisper but instead sounded surprisingly feminine!\nEven through her rage and pain, Arahnar was as surprised by this sound as I was. She released the pawnbroker and tore the veil from his face as he plummeted to the floor. Behind it was a pale-faced teenaged girl who was staring up at Arahnar with stark terror on her tear-streaked features.\n\"An imposter. The real Angah Lalla has been in business here for over a decade. She must be with them,\" Arahnar growled, hooking a thumb in the direction of the fallen warriors.\n\"Is this the genuine article?\" I asked, holding up the bundle of scrolls we had come to purchase. \"Will it get us to the Circle of Vehlarr?\"\nThe girl nodded.\n\"Where's the real Angah Lalla? Did you and your associates kill him?\"\nShe opened and closed her mouth as though she was trying to say something but couldn't get the words out. Her face took on an even greater look of terror. \"Gone,\" she finally whispered. \"Out of town.\"\n\"We're not going to kill you girl,\" Arahnar said, her form shrinking and black fur fading as she retook her human shape. \"You're being spared, so you can tell the rest of the murderers in the Silver Stake that Arahnar is going to find her pack, and I'll kill anyone who get in my way.\"\nThe girl nodded again, curling up within her off-white robes, pressing herself as far against the wall as she could manage, her hands clutching the golden amulet around her neck so hard that her knuckles were turning white. Her eyes remained fixed on Arahnar, wide with terror.\nI told Arahnar that we should leave before any other customers or clients entered the shop. She could hardly breathe and my wounded arm was going numb. I wanted to leave this stinking shop and this crowded city so we could both recover and study the scrolls we had acquired without risk of further ambushes. \nTwilight was descending by the time we'd made camp in a small gully, about two hours' walk west of Scornubel. A small copse of trees hid it from the trail, so it seemed like the right spot for us to finally treat my wounds properly and rest. Arahnar had also still not recovered completely from the gas, continuing to wheeze and suffer from coughing fits. \nAfter we tended my wounds, we turned our attention to the scrolls Angah Lalla had acquired for us. One was an ancient map of the Wood of Sharp Teeth and Amn. It was not tagged in any language I could read, but Arahnar pointed out the fact that the Snakewood and the Wood of Sharp Teeth used to be one large forest.\nAlthough she had to struggle to read the scrolls, she recognized a single word that made her very excited. 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I instantly recognized that she had fallen victim to a spell of holding and jumped to my feet as I seized my battle-axe.\n\"Put down your weapon, sir,\" a voice with a sibilant tone came from the darkness. \"We wish you no harm, but the werebeast needed to be subdued before we could approach you with our business.\"\nA lanky, bearded man wearing the scarlet robes of a Wizard of Thay stepped from the shadows. He held a wand in each hand, and one was pointed at me. 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Her eyes burned with a murderous fury. I shifted my gaze back to the wizard. He wore the scarlet robes of a Red Wizard of Thay, yet his head and chin were not clean-shaven, as was the habit of his kind. His complexion and narrow face definitely marked him as from the east, so I had no reason to doubt he was the real thing. But what did he want with us?\n\"I mean you no harm,\" he said, as though he had read my thoughts. Arahnar actually managed a throaty growl, despite her immobile state. I gave a small, start, but the wizard chuckled and said, \"You certainly have nothing to worry about, my dear. All I want for now is a little bit of your blood.\"\n\"Her blood?\" I asked.\nArahnar issued another strained growl.\n\"I could have asked you to volunteer,\" the wizard said, \"but I sincerely doubt you would have been cooperative.\" \nHe undid a clasp and pulled open his robe, revealing that his tattooed chest had five ragged scars across it. I recognized the pattern, although I usually saw it through sprays of blood: This particular wizard and Arahnar had met before and she had left the mark of her claws on him. As he continued to speak, he closed his robe again. \" Arahnar and I don't exactly get along, but my divination magic revealed that she was the only born werebeast in the area, so this had to be.\"\nAs if responding to some unheard command, the two brutes that had been standing quietly at the edge of firelight now advanced on me. I rose to my feet, my hand on the hilt of my sword. \"What happened to 'I mean you no harm'?\" I asked.\n\"They're just going to make sure you don't feel any chivalrous urges to defend your female friend,\" he said, drawing a gleaming dagger. \"There will be lots of blood, but I assure you that a simple bandage will preserve her life once I am done.\"\nThe man-giants stepped behind me and each slapped a meaty paw of a hand on one of my shoulders. Although I had intended to remain standing, the weight caused my knees to buckle and I collapsed back into a seated position.\n\"Who are you?\" I groaned, as he approached Arahnar. \"Do you work with the Silver Spike?\"\n\"By the stars, no!\" He seemed surprised at my question, but then a thoughtful look crossed his face. \"They might be interested in my spells, though. Perhaps a trip to Baldur's Gate is in order when I'm done here.\"\n\"Then why are you doing this? Revenge?\"\n\"No. I do it for love.\" With those words, he pressed his lips to Arahnar's, kissing her as he drove the dagger into her lower arm, twisting it to cause a vicious, blood-gushing wound. Her eyes rolled back in her head and the forced growl now muffled by the wizard's lips grew in its desperation and fury. If she hadn't been bound by magic, she would have probably taken wolf form on the spot and slaughtered all four of us.\nHe drew back from her and wiped the blood from his knife on her thigh. He returned it to its sheath and produced two vials from a pouch on his belt. He let Arahnar's blood flow into first one vile, then the other. It mixed with a tiny bit of liquid that was already present in them, changing color from red to black. He then stoppered each vile and stood up. \"I thank you to tend to the lady's injury, my good man. I believe it would be best if I put some distance between myself and her before she recovers from the spell I cast upon her.\" As he headed into the darkness, his large companions took their hands from my shoulders and followed.\nI hurried to Arahnar's side and treated her wound with an herbal pack that would both stop the bleeding and ease her pain. She was still growling deep in her throat and I started to wonder if maybe I too should try to be elsewhere when the magic wore off.\nNo sooner had that thought crossed my mind before one of Arahnar's hands shot out and closed on my throat like a vice. I felt her claws rake across my skin, threatening to tear into my neck as she transformed from an attractive young woman into a nightmarish cross between human and wolf. I tried to tell her that she was hurting me, but couldn't do more but croak as I tugged at her talons. As I met her burning, hate-filled gaze, however, I realized that even if I could speak, my words would fall on deaf ears.\n\"We're going after that tattooed bastard,\" she snarled, her muzzle twitching as her upper lip drew back to reveal her curved fangs. \"You'll hold him down, and I'll tear out his entrails!\"\nWhat else could I do but try to nod my head?", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Circle of Vehlaar, Part 3", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 8 }, "Repos_Posy": { "type": "word", "value": 5 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb026" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb026" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 23, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "\"Arahnar,\" I said, trying to get her attention. She'd barely finished undressing before she began transforming to her full wolf aspect, a sleek black-furred creature almost as large as a bear. \"Be careful or that wound on your arm-well, your leg-will open up again. Calm down. Wait until I've-\"\nShe was beyond listening to reason. She sniffed the ground, then the air, and charged off into the darkness with a howl. I don't think I've ever seen Arahnar as angry as she was that night, before or since. \nI grabbed my battle-axe and started after her. As I emerged from the stand of trees, a grazing area opened before me. Beneath the light of the waning moon was a most amazing sight. The wizard whom Arahnar had wanted to disembowel was not only still alive, but she crouched before him, licking his hand. As I watched, she reverted to her human form while the wizard gently said, \"Yes, my darling. I knew you'd no longer have the heart to be angry with me. All is forgiven, yes?\"\n\"Of course,\" she replied, kissing his fingers as fur bristled and faded, giving way to bare skin.\nI felt angered and repulsed. She was clearly under the influence of yet another spell, this one intended to paralyze her fighting spirit rather than her body. This wizard was twice the monster Arahnar would ever be. Swinging my axe over my head, I charged at them with a battle cry.\nThe wizard shot a glance at me and barked a command in a foreign tongue. Suddenly, I found myself charging at his two brutish companions; the unnatural sight of Arahnar kneeling before that Thayan creature had blinded me to the real dangers on the field.\nI swung my axe at the lead brute, intending to end the blow he was trying to deliver by severing his arm. To my surprise, my strike didn't even penetrate his pallid skin.\n\"What are they doing?\" I heard Arahnar say.\n\"Killing him,\" the wizard replied. \"He will only impede the growth of our love.\"\n\"But-but-\"\n\"You don't need him anymore.\"\nI swung my axe at the brutes, knocking them back with the impact and scrambling to my feet. The brutes continued to advance. Several swings of my axe confirmed that it was impossible for me to harm them; all I could do was keep them off-balance and continue to retreat away from them. Meanwhile, Arahnar knelt naked in the moonlight, looking from the wizard to me, growing increasingly distraught.\n\"Make them stop! We're looking for my pack! He's helped me! He's my friend!\"\n\"Don't worry, dear,\" the wizard said, gently patting her on the head. \"We-\"\n\"Make them stop!\" She leaped at him, suddenly filled with fury. Fur started sprouting on her skin as she locked her hands on his shoulders and kicked him in the stomach. Her weight sent him crashing onto his back. She slammed her hands against his chest and then brought them up over her head with a sweeping motion and a spray of blood. Now, that was the Arahnar I'd come to know! Somehow, she'd broken the spell! \"Make them stop!\"\nThe wizard shrieked in pain, then shrieked another foreign word. The brutes froze like statues. Arahnar threw me a blazing glance. I signaled that I was fine.\n\"They're stopped,\" the wizard yelled. \"Please, darling-\"\n\"That's the last obscenity that will cross your lips,\" She raised a hand to bring it down to deliver the final blow.\n\"I can help you! I can show you how to cast a spell that will help you find your pack!\" the wizard screamed. Arahnar froze with her talons a hair's width from his throat. \"Really?\"\n\"I have a ring that will allow it. Back in Scornubel. It's yours if you spare me!\"\n\"If you can teleport us straight there, she'll spare you,\" I said. I wasn't about to travel through that cesspool again.\nArahnar drew a deep breath and got slowly to her feet. She kept a talon close to the wizard's throat while gesturing for him to follow. \"Cast your spell,\" she then snarled. \nHe started chanting. Moments later, we were in a spacious room, presumably somewhere in Scornubel. The wizard's knees buckled and I caught him before he hit the floor.\n\"Weakling,\" Arahnar sneered as she glanced around the room, surveying the workbenches loaded with books, bottles, stills, and bizarre devices that I didn't recognize. She eventually headed toward a doorway that led to another room where I could see a bed. \"Bind his wounds while I find something to wear.\"\nI helped the dazed wizard into a chair. As I treated his wounds, I asked, \"Were you the one who almost killed Arahnar shortly before she lost track of pack?\"\n\"Someone almost killed her?\"\nI related the tale of how Arahnar and I came to be traveling together.\nHe shook his head. \"How could someone treat such a beautiful creature in such a brutal fashion?\"\nI snorted. \"That's why you're after her? Because of her beauty?\"\n\"Yes. She is the most beautiful creature I have ever met, in all three of her shapes.\" His gaze shifted to over my shoulder. I turned my head to see Arahnar return from the other room. She was wearing a pair of baggy tights and was buttoning a white shirt. A red wizard's robe was slung over her shoulder along with a weapons-belt.\n\"I'm taking this stuff,\" she said matter-of-factly, putting on the robe. The bottom of the garment pooled on the floor around her feet as she fastened the belt; a sheathed dagger hung from it, some sort of arcane symbol.\n\"Wait a minute,\" I said, as it became clear to me that it wasn't just a red robe... it was the red robe, the kind worn only by the Red Wizards of Thay. \"You can't wear that!\"\n\"I like the color,\" she replied with a shrug.\" And since my beloved Vatsisen here is going to give me that ability to cast spells, I might as well dress the part, yes?\"\n\"Yes,\" the wizard said, swallowing hard. \"You look absolutely stunning, my dear.\"\n\"Stow it,\" Arahnar said coldly. \"Just get the ring.\"\nThe wizard hurried to one of the benches. Seconds later, he produced a golden ring set with two tiny green gems and three tiny blue gems. He gave it to Arahnar, saying, \"All you have to do is put on the ring and concentrate of the spell you want to cast while touching the appropriate gem. The green stones contain detect lycanthropes, a spell I created that lets me track those of your kind, Arahnar such as you. The blue stones are teleport without error spells... they will take you to any place you have been or are able to visualize clearly in your mind.\" Looking at me, he said, \"All you have to do is place a hand on her shoulder, and you'll go with her.\"\nArahnar's eyes sparkled with excitement as she slipped the ring on her finger. \"We can go anywhere?\"\n\"As long as you can visualize it,\" the wizard said. \"But you can only cast each spell as many times as there are gems of the appropriate color in the ring.\" He hesitated, fixing his eyes on Arahnar. \"But, I'll be happy to recharge the ring for you any time you return to Scornubel.\"\n\"I guess that's reason enough to keep you alive,\" Arahnar said with a smile. She got on the tip of her toes and gave him a peck on the cheek. The stupid wizard looked as though someone had just given him the sun and the moon. \"Thanks, Vatsisen\"\n\"Let's get going,\" I said. Arahnar nodded and stepped back to stand next to me. I placed a hand on her shoulder as the wizard had suggested. He watched us, still with that dopey, happy look on his face. I guess he really was in love with her, no matter how twisted that notion seemed to me. That's the only explanation I could see for him being such an idiot about her.\nThen, without warning, Arahnar activated the ring and we left him behind.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Circle of Vehlaar, Part 4", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 6 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb027" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb027" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 24, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "\"So,\" Arahnar said. \"How many times do you think we should get this ring recharged before we kill him?\"\n\"Why don't we just use all the magic in it and then sell it?\" I suggested. \"Do you really want to risk him charming you again, perhaps irrevocably? Next thing you know, you'll be dropping Red Wizard litters.\"\n\"No need to get disgusting about it!\"\nI laughed. We had collected our gear at the campsite where the lovesick Red Wizard had first confronted us, both agreeing that we should put some distance between ourselves and him in case he decided to make another attempt to \"woo\" Arahnar. The wizard had gotten off easier than he'd probably ever realize, but so had she. There was no reason to tempt fate.\n\"Where to now?\" I asked. \"West toward the Wood of Sharp Teeth?\"\nShe looked thoughtful for a moment, then said, \"Hold on to me.\"\nI put my hand on her shoulder, a question on my lips, but then the stone walls of a dimly lit cave replaced the trees around us. I shook my head as I squinted at my surroundings, trying to make out details in the pale light that crept in from the cave mouth about ten yards away. \"Would you please give me more of a warning next time? I really hate this teleporting stuff.\"\nArahnar didn't respond. She was changing into her man-beast form and sniffing at the air. \n\"Where did you take us?\"\n\"My pack's home.\"\n\"Why? We already knew they weren't going to be here.\"\n\"It's the closest place to where I think Vehlarr is that I was familiar with,\" she replied, a strangely distant tone in her voice. \"It's also a safe place. We can take our time reviewing the scrolls we got from Angah Lalla and make sure we know where we're going from here. Not to mention a little sleep.\"\n\"Now that you mention it, I am tired,\" I said. \"And you sound like you might be, too.\"\n\"Yes.\" She removed her backpack, still sniffing the air. \"No one's been here for a long time. No one at all.\"\nIt dawned on me the tone in her voice was one of sorrow. I'd never seen Arahnar depressed or sad. Until that moment, I hadn't even considered that she might be capable of such emotions. As my mind searched for some comforting words, I commented lamely, \"That means the cave is definitely safe.\"\nWhen she looked at me her large black eyes seemed to shimmer and her lips drew back from her fangs. She reverted to human form and I realized that she was giving me a weak smile, her eyes wet with unshed tears. I've never felt as uncomfortable or so much at a loss for words as I did right then. She turned away from me, saying, \"Yeah. We're safe here. This is the safest place in world. Tomorrow, we'll find the people who made it that way.\"\nWe bedded down on the dusty rock in silence. Sleep was a long time coming for me, my mind refusing to be still, my discomfort growing. Arahnar had been near death when I discovered her in a ditch by the roadside; she had received a beating so savage that she had blocked whoever did it from her mind. She had been completely at my mercy as I nursed her back to health, but even then she had not seemed as vulnerable as she did when she turned to me with tears in her eyes. Deep down, she was just a girl who missed her family, and this softer side was not one that I knew what to do with. It was not one that fit with how I'd come to view her.\nMy odd discomfort grew even stronger when she started sobbing in her sleep. I started to wonder if it was right for such a frail girl to be facing the dangers that we'd been exposing ourselves to... and then a shocking realization struck me. The discomfort I was feeling was the rational side of me fighting a desire to take her in my arms and tell her that she would never be lonely ever again. I realized that I'd fallen in love with her! Somewhere along the way part of me had stopped considering her a gorgeous young woman whose bad side was really bad and had decided that she was the \"right\" woman for me.\nYeah, I sure can pick them.\nI must have eventually drifted off to sleep because I jerked awake as Arahnar nudged me with a foot. \n\"Get up,\" she said, standing over me in her stolen Red Wizard robes. \"It's about Midday.\"\n\"Why didn't you wake me earlier?\"\n\"I studied the scrolls some more, and then I did some hunting. You wouldn't have been much help in either case.\"\n\"Fair enough. Did you get a fix on where we need to go from here?\"\n\"I think so. We'll talk about it after you've gotten us some water. I'm thirsty.\" She turned and kicked a bucket my way. \"There's a stream about 100 yards dead-ahead. I'll start cooking the rabbit for you.\"\nAs I filled the bucket, my mind swirled with these and other thoughts about how to best approach Arahnar-did she really feel about me as I had started to feel about her?-but then I caught movement out of the corner of my eye. I started to turn, but someone struck me square on the back and knocked me face first into the stream. Then someone was straddling my back.\n\"Welcome home, wolf-boy!\" a voice came, muffled by the water. I dug my hands into the rocky bed of the stream and tried forcing myself out of the water. My lungs were already starting to ache. Then I felt a bare foot on my head, forcing my face into the bed of the stream. 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And someone was poking at my backside with something sharp. \n\"Hey,\" a high-pitched, vaguely feminine voice said, \"this guy's no werewolf... he's human!\"\n\"Impossible,\" another, huskier voice said. \"No human would be this deep inside the wood. Someone would have gotten him long before now.\" \n\"Who? Ain't no one around anymore. Not since -\" \n\"Hey! He's awake!\"\nI had tried to shift my weight carefully in order to turn my head and get a look at the two speakers, but they were more observant than I had thought. I gave up any pretense and twisted my aching body into a crouch.\nTwo rag-clad, dusky-skinned humans gazed down at me, their eyes glinting below stringy dark bangs. The male was carrying a spear.\n\"Sorry 'bout jumping you,\" he said in a falsetto voice that seemed wrong coming from a man's mouth. \"I didn't know you were that weak and all. We don't get many humans in here.\"\nI wondered if these people were werewolves. If they were, I hoped they were members of Arahnar's missing pack. It would probably lengthen my life, if they were.\n\"So, tough guy,\" said the woman, to whom the deeper voice belonged, \"how'd you manage to get so deep inside the Wood of Sharp Teeth? You don't look like no wizard, and you sure didn't walk in.\"\n\"Them's that live around here don't like your kind,\" the male said in his falsetto.\n\"I'm here with one of, well, one of your kind, I imagine,\" I said, as the male helped me to my feet. \"She teleported us in using a magic ring.\"\nThe two exchanged glances. I started to realize there was a strong resemblance between them. They both appeared to be the same age -- in their mid-twenties -- so I guessed they were brother and sister. \"One of us?\" he said. \"You think so?\"\n\"I can't be sure, but I imagine so. She's past those trees, in the cave up the mountain.\"\nTheir eyes lit up. \"Just one?\" they said in unison.\n\"Yes. Her name is Arahnar.\"\n\"Oh, little Arahnar!\" she said. \"She's come home, has she? And now she's all by her lonesome, except for you?\" She smiled and patted my cheek. It was the sort of smile I'd seen Arahnar give people just before she assumed wolf form and tore into them.\n\"Yes, she's alone,\" I said, taking a step back.\n\"With a magical ring that allows her to teleport, no less,\" the male said. He wore a smile like his sister's, only more unpleasant, because his eyes glinted with evil glee.\n\"Let me fill your bucket by way of apology for attacking you,\" the husky-voiced female said. \"Ranak, why don't you pick up the poor man's axe and give it to him?\"\nMoments later, I again held my battle-axe in one hand and the filled bucket in the other. As I walked up the hill with the couple trailing behind me, my thoughts no longer lingered on the true nature of the relationship I shared with Arahnar. Instead, I wondered whether we would have to fight this pair. Their predatory smiles and false politeness made my skin crawl. I was convinced that this pair was werewolves, but I was not at all certain their intentions were friendly. \n\"Is that the cave?\" the female asked as we cleared the tree line, nodding toward the dark opening. A thin tail of smoke emerged from it.\n\"Gotta be,\" said the male before I had a chance to answer. \"Is it?\"\n\"Yes.\"\nThe female sniggered. \"Let's surprise her. You move as quietly as your clumsy feet will let you, human,\" she said, patting me on the back. \"Don't spoil the gag.\"\n\"I'll try not to,\" I muttered. I used the handle of my axe as support as we moved slowly up the hill. \n\"You took your time,\" Arahnar's voice came from within the shadows of the cave before we had reached it. I couldn't help but smirk when quick glances at the couple revealed disappointed expressions on their faces. Clearly, they had underestimated \"little Arahnar's\" sharp hearing. \"I almost decided to eat the rabbit by myself and let you starve.\"\nThe couple suddenly completed the ascent up the hill with a burst of speed. As they ran, they began the transformation that I had seen Arahnar go through many times now . . . although even in its early stages their beast-man forms seemed different, lankier.\n\"Surprise!\" Ranak cried, raising the spear above his head.\n\"Surprise to you, monsters!\" Arahnar materialized between me and the couple, already in her man-beast form but incongruously still wearing her stolen Red Wizard robes. She had wasted a charge in the teleportation ring for a cheap stunt. But it was a stunt that worked. She leaped forward with a wild howl even as the ragged couple turned with startled looks on their wolflike faces.\nThe female nonetheless reacted with supernatural speed. She leaped into the air as well, shouting something in a language I didn't understand, and the two collided with a bone-rattling smack. The stranger was larger, and her bulk carried her and Arahnar forward. The two crashed to the ground halfway down the slope and rolled to the tree line in a flurry of claws and red robes.\nI turned to Ranak, who was staring slack-jawed down the hill. I threw the bucket at him. It caught him square in the face, knocking him a couple of steps back. I charged, bringing my axe back for a blow -- I wasn't sure if I'd be able to hurt him, but I counted on at least keeping him off balance.\nBut Ranak was too fast for me. He sprang backward, deeper into the cave, using his spear as a pole to augment his jump. I kept charging as he hurled the spear at me. I pitched forward to avoid it, tumbling toward him and coming up right within arm's reach... only to discover that he had vanished.\nIn retrospect, I should have realized that he hadn't really gone anywhere. I hesitated for a brief moment, and that was all the time he needed. A beefy paw slammed against the side of my head, launching me into the cave wall. The magic that had made the creature invisible dispersed when he attacked me, but for the second time that day, a member of this brother-and-sister team had taken me by surprise. He batted my axe from my hand before I managed to regain my bearings and closed his clawed hands around my neck, lifting me from the ground. \"Hey, Arahnar!\" he yelled. \"You lay offa my sister or I'm gonna take the head off your pet human! You got us all wrong, little wolf!\"", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Circle of Vehlaar, Part 6", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 7 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb029" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb029" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 26, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "The inquisitive (not to mention foolish) explorations of the famous traveler and author Volo, filtered through Elminster, have yielded details of another dragon of the North: Arveiaturace the White Wyrm, known to sailors and minstrels alike as Iceclaws, thanks to her habit of drifting low over ships sailing off the Sword Coast and plucking up crew members for quick snacks.\nThis ancient white dragon is feared by all sailors who ply the shipping lanes of the Sword Coast, except for those who dismiss her as a legend -- until it's too late. The Flying Hunt of Nimbral and several aerial dragon-mounted patrols from Evermeet have fought her in midair and forced her into flight on occasion, but most ships are helpless against her diving attacks -- and when crews scramble down into their holds to escape her snatching claws, she's been known to land on a ship and tear it apart like a child opening a gift. What makes Arveiaturace so deadly is her past: She was the steed of a wizard, Meltharond Thone, who captured and tamed her. Over the centuries of her servitude, her hatred for him turned slowly to love, and she was plunged into melancholy when at last, longevity magic failing, he died. \nWhen she is especially lonely or going into battle, Arveiaturace straps the wizard's old palanquin on her back, and takes to the skies with his skeletal figure riding between her shoulders. A web of desperate magics spun by Meltharond in his waning days keep his bones whole and floating in proper relation to each other, so the wizard's skeleton sits upright and turns its head to look in whichever direction Iceclaws is looking. An observer could be forgiven for thinking Meltharond is a lich or some other sort of undead, but the dragon is truly alone, save on the rare occasions when she mates with the white dragon Arauthator -- occasions during which Meltharond's skeleton is left at home, sitting and eternally looking at nothing.\nThe wizard may be no more than bones now, but his legacy has kept his faithful steed alive in the face of attacks from strange dragons, elves, and humans seeking to rid themselves of her hunting, and her own offspring as well, whom she drives from the Icepeak to fend for themselves as soon as they grow bold enough to try to slay her and take over her lair. Meltharond's magical boons are twofold: he crafted her a ring of spell triggering that allows her to trigger the wands, rods, and staves he left behind, and he taught her such rare and useful magic as she does know. She knows how wizards hurl magic, what tactics they employ, and how to recognize some popular battle spells by their castings. This and a familiarity with various wands, rods, and staves makes her crafty in battle against mages. One such tactic is flying low in the troughs of waves, so as to entice a wand-wielding wizard to waste magic by firing at a glimpse of her, only to have his attack absorbed or turned aside by the roiling waters. Another is toppling masts down atop mages standing on decks trying to work spells.\nArveiaturace is more intelligent -- and vastly more sensitive -- than most white dragons, but she has all the savagery and snarling hunger for revenge of her kind. She grew so used to the company of Meltharond (who chatted with her constantly, treating her as an equal despite the spells that prevented her from attacking him) that she's now governed by loneliness and has been known to spare sailors and others she snatches if they don't like wizards, don't attack her, and have the quick wits to shout out a desire to talk (or demonstrate an ability to sing) before she bites the life from them.\nSeveral humans have escaped from a snatching by Arveiaturace having endured nothing more than a month or so of conversation with the terrifying, always-suspicious, and vigilant Iceclaws. If captives refrain from attacking her or stealing anything of Meltharond's that still lies about his rooms, largely as he left it (including many items of magic and spellbooks, some accounts say), they'll be taken to the locale of their choice on mainland Faerûn as soon as they admit to any loneliness. It is from such former guests that the wider world knows details of the White Wyrm and her lair.\nArveiaturace is more patient than most white dragons, but when roused to battle, she loves to lose all self-control and slay and destroy until nothing remains to withstand her. She knows the winds and waves of the Sea of Swords and Sword Coast (and the Trackless Sea east of a line from Uttersea to the Wave Rocks and the northern shores of Lantan) better than any other living entity, and she is adept at sinking ships and at plucking things from masts, decks, and the waves without slowing down or tumbling into even the roughest seas.\nArveiaturace seems bent on devouring a hungry dragon's share of all Sword Coast seafarers and in making dragons and lesser races alike terrified of venturing north of Ruathym. On rare occasions she will use her skills to rescue shipwreck victims or retrieve floating items -- if rewarded with generous amounts of gems and treated with respect, as an equal and not some semi-intelligent, easily-manipulated beast.\nOver the years, she has developed a relationship of mutual respect with Laeral, the Lady Mage of Waterdeep, and with the seafarer and shipwright Old Aldon of Mintarn, but the White Wyrm is spoken of with awe and fear in Candlekeep: She once heard from a captive that a certain sage of that establishment had written disparagingly of Meltharond. She arrived unannounced to tear the roof from the main building, snatch up the writer, and set straight his views on the dead wizard. It's reported that less than a month later, Laeral of Waterdeep personally delivered a freshly printed tome from Candlekeep entitled The High History of the Mighty Mage Meltharond to the White Wyrm, and stayed with the dragon for more than a tenday, talking day and night through. She has refused to answer queries as to just what was discussed, but sailors have noticed that the White Wyrm now seems to turn a blind eye to vessels sailing near Waterdeep.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Arveiaturace The White Wyrm", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 7 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb023" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb023" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 27, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Wider Faerûn doesn't know it yet, but a few members of the youngest generation of elves are attempting something different from the prevalent pursuits of their kin over the last thousand years or so. They're trying to found a new elven kingdom.\nYounglings of every race and background, if given the chance, gather with no elders present to discuss their plans for the future, their dreams of how the world around them should be, and their hopes (and unfolding fears) of what will come to pass.\nIn the early spring of the Year of the Tankard, in one corner of the City of the Dead in Waterdeep, four young moon elves met for a mid-afternoon meal of fresh mintberry jelly and blackslake wine. These four had all grown up in Waterdeep, dwelling with their shopkeeper parents and hearing tales of the deep green woods and lands unspoiled by cobblestones and cartwheels and noise and dirt, but managing only a few family forays to the verges of Ardeep, to the top of Maiden's Tomb Tor, and to the now-vanished stands of trees along the road between Waterdeep and Rassalantar. They were told slumbertime tales of the great elven kingdoms that flourished before \"the tides of humans and of orcs came, and met and clashed together, breaking over our peoples who stood between.\" \nThey dreamed of running free in the forest, far from the stinks and the crowding and the everpresent shoving for space, shoving to make sales, shoving to keep a few coins, and shoving to find some time and space for solitude. The best nights were those of soft sea-mists and skies full of glittering stars, when the city seemed to turn quiet and folk took to the rooftops to look up, and tell tales in hushed voices, and dream. . . .\nThese four wanted to make their dreams real. Or rather, a dream: of a new elf land, somewhere, where they could dwell. A place to call their own, a place to be proud of, a place that could stand tall when all of these humans spoke of elves as \"a dying people\" who were \"too soft and weak to hold any place, and so flee and flee again, until they've now almost run out of places to run and hide in.\" Oh, there were elves who forged successful lives in Waterdeep, such as the notorious Serpent, Elaith -- but who wanted that? To become more ruthless and grasping than humans, just to win a place among them?\nThese things, and more, the four said that afternoon, spurred by blackslake, until one of the four -- Tasar Taurntyrith -- looked up from his turn at the bottle, waved it, and said, \"If humans like this saurot, no wonder they think and act as they do!\"\nAt which point Rauvelore Bhephel thrust his face fiercely forward to gaze around at his friends and hissed, \"That's just it! The humans act; they go out and do things! Maethe [perhaps, in modern Elven slang, a word now creeping into Common] wrong-headed, damaging things . . . but they do them, and achieve some things! Whenever did our blesséd kin do anything bold, anything more than 'what's the most astute thing to buy'? How shall we speak on this or that, when customers flap their jaws in the shop? How is it best that aethen see us?'\"\nNremyn Sarsantyr's eyes glittered in excitement at his friend's words, and he held up a hand for silence . . . but when given it, nodded slowly and said only, \"You speak truth, Rauve.\"\nOenel Mrhulaedir, who never used two words when one would suffice, said merely, \"Let's do this. Please.\"\nWhereupon Tasar leaned forward and said excitedly, \"I've been thinking a lot about this, and I'm hungry to see this dream made real. I want to live in a new realm of our people -- the proud new land of Dawntree!\"", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Dawntree, Part 1", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 8 }, "Repos_Posy": { "type": "word", "value": 7 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb012" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb012" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 28, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Sages expect a new kingdom to be founded by a heroic war-leader, or perhaps a tyrannical mage or overpriest commanding armies of scuttling servile minions, but by four green younglings with, as elves would say: \"Stars shining right through their eyes\"?\nIn most intelligent races of Faerûn, the young are the talkers and the reckless who may do something swift and sudden when moved by strong emotion -- but not doggedly persistent, patient pursuers of schemes that will take years, if not decades or centuries, to see a breath of reality.\nSo who are the four \"Founders of Dawntree\"? They can be named readily: Tasar Taurntyrith, usually acknowledged as the leader; Rauvelore Bhephel, who after Tasar has perhaps the most fierce resolve; Nremyn Sarsantyr, the most rebellious and reckless; and Oenel Mrhulaedir, who sees much, thinks much, and says little. The four are longtime friends.\nTasar Taurntyrith was born in the Year of the Defiant Keep to Phelorna and Teirist Taurntyrith, formerly of Ardeep, and latterly owners and proprietors of Taurntyrith Adornments on Copper Street, North Ward, in Waterdeep, a shop selling decorative door panels.\nTasar was a dreamy child, who was talented at painting panels from a very early age but far more interested in sneaking off to hear every bard and minstrel passing through Waterdeep. (He often clung to rafters to hear performances, never paying coin to attend, and was most interested in ballads and tales, rather than mere \"fancy notes\" music.) One ancient ballad he loved above all others: \"The Horns of the Far Elf Realm.\" He often murmured it as he painted or while walking the streets of Waterdeep:\nAs I walked that grim battlefield forlorn\nI heard a distant, haunting elven horn\nCalling o'er high hills beyond the moon\nCalling from a land I'll find soon\nBraceldaur, where elves still stand proud\nBlowing their horns, sounding them loud\nCalling to thee, calling to me\nCalling to all who burn to be free\nBraceldaur, where the lost trails run\nLost in mists, in shadow, in sun\nLand of beauty, land so green\nBright and far in dreams I've seen\nBraceldaur, fore'er awaiting me\nReached by paths I cannot see\nSoft blue mists, dark standing trees\nDarker eyes watching through leaves\nFind it I must\nIn it I trust\nBraceldaur, my life I bind to thee.\nTasar befriended irascible old Thorauntur Szalmast, keeper of the Old Winding Road Maps and Charts shop on the High Road, North Ward, Waterdeep. For years he endured Szalmast's curses, blows, bursts of bad temper, and vituperation directed at \"sneaking, thieving\" elves, dwarves, gnomes, and halflings -- purely to see the glorious maps in the littered, dusty gloom of \"Firejaw\" Thorauntur's shop. Tasar was seeking Braceldaur, and -- in the face of Szalmast's scornful derision -- refused to believe it was a mere song-fancy.\nWhen the old shopkeeper died and creditors looted his shop, one thing was brought to Tasar: a map to Braceldaur, labeled in Thorauntur's careful script: \"This belongs to Tasar Taurntyrith, who has earned it a score of times over, and more besides.\" Tasar treasures that yellowing parchment -- though it shows Braceldaur lay in a valley long ago drowned by the Moonsea and is gone forever. A new Braceldaur could be created, even where it had once been if a helpful god or some titanic feat of magic moved or drained away the sea, but it would be just that: a new creation.\nNew creations are what Tasar lives to do. He can visualize his dream realm so vividly he can almost taste it and so see clearly what it must include -- and must not have.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Dawntree, Part 2", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 8 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb013" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb013" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 29, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "The dream of Dawntree couldn't have begun without Tasar Taurntyrith, but it would almost certainly have never been more than one elf's heart-full dream if not for Tasar's friends.\nRauvelore (\"Rauve\") Bhephel was born in the Year of Burning Steel to Suedlaurma and Vlorn Bhephel, formerly of Ardeep, and latterly owners and proprietors of Bhephel's Bottles, Exotic Wines and Cordials of Sulmor Street, North Ward, in Waterdeep. This shop sells all manner of drinkables, rebottled from travel kegs and casks into the finest, most splendid-looking bottles Vlorn can find and buy -- or Suedlaurma can craft. In status-conscious Waterdeep, the bottles are consistently strong sellers, enabling a shopkeeper or laborer with few coins to spare to bring a \"handsome gift\" to a feast or wedding without the gesture costing overmuch.\nAlthough he likes his parents and the shop work well enough, Rauvelore was always determined to make more of himself -- much more. Until Tasar unfolded the implications of Dawntree, he wasn't sure what \"much more\" he wanted, and he still isn't quite sure how to get it, but Rauve does have one thing: determination and drive. He'll do whatever it takes, tirelessly, to achieve a desired result, shouldering through life (quietly, politely, and without drawing undue attention) with the persistence and strength of an unstoppable plough. Only death will keep him from making Dawntree -- somehow -- a reality.\nNremyn (\"Nemmer\") Sarsantyr was born in the Year of the Purple Basilisk to Embre and Raustril Sarsantyr (formerly of Ardeep, and latterly of Sarsantyr's Tapestries & Draperies of Vondil Street, North Ward, Waterdeep). A restless, pranksome child, Nemmer was bored by his parents' shopwork and grew to detest it when very young, deliberately ruining task after task until banished to a bedchamber and locked in. He soon learned to unfasten the window and journey across the roofs of Waterdeep -- escapes uncovered by both parents, each of whom kept their discoveries from the other and Nemmer, deciding it was best to let him find his own road and fate.\nFind it he did, in a series of pranks that sometimes involved small \"borrowings\" of items, but never thefts for profit -- until he witnessed a rich visiting human merchant from Amn cheating the boy's father, and \"balanced the books\" by stealing a coffer of coins from the man's lodgings. When he triumphantly presented his father with the coffer, Raustril was aghast. His terror of retribution soon turned to rage at Nremyn, and the two had their first open fight, which ended when Nemmer's mother shrouded them both in a hurled drapery, throat-chaining them side-by-side to a window-pole from the shop stock with tapestry gathers, and lectured them both into an uneasy truce. She extracted a promise from Nremyn that he was never do such things as long as he dwelt with his parents . . . a promise he kept by soon departing for a life on the streets and rooftops, stealing more food than anything else. Ever restless for adventure, Nemmer kept (and never stole from) his three best friends, and when he first heard of Dawntree, seized on this \"rightful adventure\" as what he wanted to devote his life to.\nOenel Mrhulaedir was born in the Year of Pain to Jhanaethe and Ormsiir Mrhulaedir (formerly of Ardeep, and latterly of the Tirelessly Turning Wheel/Caravan Curios from All Far Faerûn of Julthoon Street, North Ward, Waterdeep). His parents were unusually large and big-boned for elves, and their son grew even larger -- to the size of a mature human male of stocky build. Patient, strong, and quiet from birth, Oenel learned to move deftly through a crowded labyrinth of fragile (and irreplaceable) items in the shop, where every breakage cost his parents coin. Oenel's mother told him many bedside tales of the former greatness of Ardeep -- stories Oenel loved -- and it was years before he realized she did this to distract Oenel from his father's covert disappearances.\nIt was years after that before he learned his father was a Harper who met often with Laeral, the Lady Mage of Waterdeep -- and sometimes with her sister Qilué Veladorn, the dark elf who betimes bided in Ardeep.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Dawntree, Part 3", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 8 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb014" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb014" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 30, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Ormsiir Mrhulaedir gently refused to answer his son's excited questions about nocturnal trips and meetings, but just knowing his father slipped out to meet with powerful folk in secrecy, to do things that mattered, stirred something in Oenel. He knew he needed to do such things, too -- do something important, something that would make him as excited as he'd been one afternoon, when a tall, fast-striding human woman had \"accidentally\" bumped full into his father while he and Oenel were unloading a cart of wares in the rain, and Ormsiir had turned away from hasty mutual apologies with a wink for his son -- and a glowing sword that hadn't been there before clutched under his cloak.\nFrom their first meeting, the Dawntree four agreed on utter secrecy, even from their parents. They also agreed that to go running around Waterdeep trumpeting their idea would invite ridicule and possibly an unfriendly visit from the Watch and long-term residency in a dungeon cell for \"spreading unrest.\" They must go out into the world like mice, quick and quiet, and search for a suitable location for their realm before they mentioned \"Dawntree\" to anyone.\nArdeep was a logical site for a moon elf settlement, but it was very close to Waterdeep. It was now too small to hold many elves, often suffered woodcutting that rapidly made it ever-smaller, and was said to be full of lurking drow, human outlaws, and monsters. The High Forest was farther away, and both vast and old, but wood elves dwelt there, plus treants, korred, and darker things besides. There were tales of the Unicorn Run being hallowed ground to human deities, as well. To learn the truth of all this, they'd just have to go and see.\nNemmer \"borrowed\" a map of the Sword Coast North from a caravan master, hastily copied and returned it, and the Dawntree four spent hours gazing and wondering. What of the Silver Wood? The Kryptgarden Forest? The Misty Forest? Did Trollbark Forest have trolls? Did the Moon Wood have moon elves? What was Neverwinter Wood like? The Far Forest? And what could the \"Forgotten Forest\" be?\nThey'd have to explore them all. Perhaps they could find adventurers who'd been to some of these forests to ask what was truly there, but how to do it without revealing why they were interested? And how to trust the answers of those who might be protecting treasures they'd found, or embellishing dangers to make their exploits seem more heroic?\nOf course any living forest would have inhabitants already, and any new elven realm might come about only after battles to drive out incumbents. Yet they were only four young and inexperienced elves; any place they chose would have to be inviting enough to let them survive there for the years it would take to found a small elven \"fastness\" and begin the long, careful process of growing it into a realm without attracting the attention of orcs, hungry dragons, or other predators -- or letting a tyrant among elves into their midst, who'd seize control of Dawntree and turn it into something horrible.\nYes, their task was nigh-impossible. Bewildered, they set out for Ardeep, just to see it for themselves and learn what it was like to dwell in a wild wood.\nAlready they had one strong weapon: They could judge themselves honestly. Tasar is the dreamer, who could imagine destinations and results and see how the reality of now must change to make desire the reality of the morrow. Rauve is the \"how we can get there from here\" strategist, who forever hammers out alternative plans with Tasar and sees to how they all dovetail. Nemmer is the disputer, the \"question the details until they're right, revised by real-world practicality\" elf. Oenel is the tactical thinker who asks \"where will the water and supplies come from?\"\nIn Ardeep they were almost slain by the spells of a drow female, who was standing alone in a glade. She was a priestess of Eilistraee, and she summoned Qilué Veladorn to question them -- and to her they blurted out their dream.\nAnd Qilué promised to whisper word of Dawntree to many elves, everywhere, to spread hope . . . and see what might happen. . . .", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Dawntree, Part 4", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 10 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb015" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb015" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 31, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Not to be confused with the forest of Cormanthor, Cormanthyr is the name given to the ancient elven kingdom that endured for almost five thousand years in the heart of that greatest of woods (perhaps excluding the High Forest of the north, though in ancient times, Cormanthyr covered all of modern Sembia and Cormyr as well).\nElven scholars knowledgeable in such things trace the founding of the kingdom to -3983 DR, though such ancient history can never be entirely reliable, and this date remains but an estimate. In this age of the Faerûn, elven power and that of their archmagi was at its height and Cormanthyr was the lesser of elven kingdoms in relation to the might of Earlann, Keltormir and Illefarn. The first elves of Cormanthyr were entranced by the beauty of the mighty forest and Lake Sember and decided to make a home for their people among the oaks and shadowtops, not as overlords of the forest, but as guests, living side by side with the balance of nature. The elves broke the \"evershade\" beneath the trees by creating magical glades. Great and terrible beasts were largely slain or driven off in Eldritch hunts.\nThis balance continued largely uninterrupted for approximately 3800 years, during which Earlann in the north began to decline and the nobles of Calimshan began their persecution of the elves of Keltormir. During this time, the elves fortified their magical defences with the creation of the first Mythals.\nIt was not until the Year of Stonerising in -200 DR that the elves of Cormanthyr came under any major threat. After this year, the first humans began colonising the northern coast of the Dragon Reach, spreading north and west from the cradle of humanity in the Vilhon Reach.\nGiven the long lives of elven folk, and the long peace of their realm, it seems shocking that within 200 years of the arrival of the first humans, the kingdom of Cormanthyr would be brought almost to its knees.\nThe power of the elves was indisptutable. They were masters of their forest realm, and countless enterprising humans fell in the borders of the forests, with elven arrows between their ribs. But it could not last forever. The humans came and felled trees in greater numbers than the elves could ever hope to hinder. Men like the famed Rauthovyr \"The Raven\" began carving out a place for their kin among the trees.\nIt is a credit to elven wisdom then, that in the Year Of Sunrise (1DR), the elves raised the standing stone to mark a new age of peace between them and the men of the Dales, marking the beginning of modern timekeeping. This agreement, known as the Dales Compact, was the formal acknowledgement of the right of the humans to dwell in the region of the great forest, providing that their felling of trees was no faster than the forest could replenish itself and that the elven realm be afforded the respect it deserved. To this day, long after the fall of Cormanthyr, many humans still hold themselves to the compact.\nThis happy, mutually beneficial situation continued for many years, with the elves now increasingly introverted, looking to their magic for the maintenance of their way of life. The Mythals (not to be confused with the netherese mythallar) provided a variety of magical abilities to the people of the elven court. Some might shroud elven settlements in illusionary magic, inhibit fires that might damage the woods, or impede the spells of clerics of non-elven deities. Others had less paranoid applications, such as purifying the water of the forest rivers, or lending wisdom to elven merchants.\nThis new age also began the creation of many portals throughout the forest. These would allow the elves to visit secluded parts of the forest, or quickly return to other elven domains, even the distant isles of Evermeet. The elves finally neutralised the threat of the evil god Moander in the forest in the Year of Unkind Weapons (171DR) by destroying his sole surviving temple. The creation of elven magical items that can now be found across the realms is also attributable to this \"golden age\" of elven civilisation. In the Year of Soaring Stars (261DR), the elven capital was opened up to non-elves, including humans, gnomes and Halflings as part of Queen Amlaruil's grand vision for a realm where all the races of Faerûn might coexist. Settlers were brought in by yet more magical portals. A magic school open to all was created by elven mages in the year of Seven Stars (379DR). \nThe final fall of the kingdom is largely attributed to the saturation of the forest with such powerful magics, that would soon allow extra planar creatures to break through into the peaceful realm. Elven diviners predicted this event in the Year of the Ominous Oracle (694DR), though this would remain secret until long later as the foretellings were ignored, partly out of concern for keeping the peace, and perhaps partly out of arrogance. Perhaps another reason for the fall was that the elven retreat into the west had already begun centuries before and Elven power was beginning its final fall across Faerûn.\nThe Army of Darkness, under the leadership of three mighty Fiends descended on the city in the Year of The Lost Lance (712 DR), as part of a concerted attempt by both demons and devils to tear down the city from within. The situation was far from helped by a resurgence of the dark god Moander. Two years later, in The Year of Doom (714DR), Myth Drannor finally fell. Legend has it that only one hundred elves survived the cataclysm.\nToday, Cormanthyr is a shadow of it's former self. The elves and their descendents cling on to what part of the forest their waning power will cover in the towns of Semberholme and Tangled Trees, but the might of Myth Drannor is now but a rumour. But it is rumour enough to draw waves of human adventurers in search of elven magic. Unfortunately, the bones of such men are now almost as numerous as those of the city's former inhabitants. Those who do not meet the deaths at the hands of the drow who now occupy what part of the forest is not demon infested, lie on the floors of elven crypts, where centuries old magical defences still work death on those who would defile the elven domain.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "History of Cormanthyr", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 10 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb032" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb032" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 32, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "It is believed by scholars that the city of Westgate - in some form or other - has existed since -400DR. The first tales of the city are of a small town, cruelly ruled by a Topaz Dragon named Kisonraathiisar. This was in the age before humans first settled lands north of the Dragon Reach, and the region now known as the Dragon Coast was a frontier of humanity in its gradual spread north and west from the Vilhon Reach.\nThe rule of the city by humans began with the wizard Saldrinar of The Seven Spells (famed creator of Saldrinar's Slow Gem), who slew the dragon in the Year of Bold Poachers (-349 DR). Saldrinar's rule continued for some 40 years, until he mysteriously vanished, leaving the stewardship of the fledgling city in the hands of his apprentice Mather \"Wyrmshroud,\" whose rule lasted a mere 6 years, before he was slain in an attack on the city by a trio of black dragons. Following this, the crown passed to Glauroth, captain of the city guard, and his immediate successors.\nThis orderly progression ended in the Year of Foul Awakenings (-286DR), when the kings family were slain overnight by agents Orlack, dreaded Night King of Westgate, a vampire of considerable power. Almost 150 year passed before Orlack himself was slain by a company of crusading knights of Lathander. Their leader, Dawnknight Gen Soleilon, then crowns himself king. Among the achievements of Soleilon is the creation of the first set of city walls and an extensive sewer system. These would prove both a blessing and a curse, as remnants of Orlack's court took up residence beneath the city. As the crown of the city continued to change hands, so did the line of the Night Kings continue, even, so it is said, to the present day. \nThe line of Soleilon would prove one of the city's longest and most stable, marking the transition of the city from an outpost, to a centre of trade and a great power of the western Sea of Fallen Stars. During this time, the first ports north of the Dragon Reach are settled and trade begins across the neck. The city is also affected by plagues in the -74DR and 75DR, halving the population within a century. In their wisdom, the Paladin-Kings established marital ties with the kingdoms of Tethyr and Mulhorand.\nBut with trade comes piracy, and the Pirates of the Pirate Isles soon grew strong enough to seize the city in a coastal raid in the Year of The Speaking Mountain (257DR). The Pirate Kings rule erratically and incompetently, with 77 different rulers claiming the throne in rapid succession, none of whom manage to distinguish themselves in the eyes of historians. \nIn the Year of The Cat's Eye (429DR), the Pirate Kings are driven out of Westgate by the Chondathan mercenary Mulsantir Illistine. This proves a disaster for the Dragon Reach as a whole, as the pirates flee across the western Inner Sea, sacking the Cormyrian capital of Suzail. Mulsantir is turn is deposed by the Shoon wizard Mytharan the Magus. Despite the lack of stability (and perhaps because of the free-market attitude it created), the city continued to thrive, attracting more and more would-be kings. This comes to an abrupt end when a wizard known only as \"The Handweaver\" (possibly the avatar of Azuth) deposes the lamia Nessmara in the Year of Ensorceled Kings (616DR) and gifts the throne to his apprentice, Farnath Illistar. Farnath's line rule for over a century.\nDuring the Time of Troubles, Iyachtu Xvim, Demigod offspring of Bane, almost succeeds in suppressing the city beneath his iron boot, but is himself deposed in the year of The Splendid Stag (734 DR) after a tyrannical twenty year rule. The rightful heir Farnath Illistar II then takes the throne. The Illistar family manages to survive for another century, despite renewed pirate attacks. \nIn the Year of The Burning Tree (890DR), the city is struck by The Bluebottle Plague, ending the Illistar dynasty. The city's rulership is taken over by a council of religious leaders, who \"in their wisdom\" establish the city's first Ogligarchy. This proves a mistake, as theological arguments become battles of life and death and infighting between faiths spills onto the streets.\nTired of the continual bickering, an alliance of merchant-lords (long the true power of the city) hire a private army to restore order. They decide that democracy would remove the need for yearly revolutions and establish the office of Croamarkh, elected from among the city's wealthy elite. This order survives to the present day, though the Croamarkh's power is very little, with the merchants retaining much power.\nIn the Year of Blazing Banners (1209DR), the growing pirate threat is neutralised by a combined fleet of ships from Westgate, Cormyr and Sembia, boding well for peace and unity in the region.\nAt present, the situation in Westgate is typically chaotic. While the Croamarkh serves as a comfortable figurehead, true power lies with the Night Masks, one of the most influential thieves guilds in Faerûn. Many suspect the organisation of ties with the ever-present vampires of the city's underworld, though little can be proved. The Night Masks also have ties with the Fire Knives, an assassins guild recently exiled from Cormyr. Elsewhere on the coast, the pirates of the isles are gathering under the banner of a man known as the Silver Raven. Where his intentions lie remains a mystery, though the merchant lords of the city are more fearful than they have been for many years.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "History of Westgate", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 10 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb035" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb035" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 33, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "The dark city of Zhentil Keep, at the mouth of the River Tesh in the western Moonsea, is one of the oldest human settlements in the region. It's name is certainly one of the most feared, having been associated with the Zhentarim, the evil black network, since that organisation's founding.\nThis date can be traced back to the Year of The Fanged Beast (640DR), two hundred and forty years after the great city of Northkeep sank beneath the waves at the behest of a coven of dark magi. Originally founded as the mining colony of Flostren's Hold, the city soon grew to fill the void in the region as a centre of trade in this new frontier, now that human civilisation in the Dalelands was beginning to bear fruit.\nTo some it seemed that this new beginning had been cut short when the fiendish Army of Darkness sacked the fledgling city, lying as it did on the path to their ultimate destination of Myth Drannor, capital of the forest realm of Cormanthyr. But the city recovered surprisingly quickly. Ironically the end of elven power in the great forest had opened a direct (albeit very dangerous) route between the River Tesh and Sembia that would make Flostren's Hold the gateway to the north of inland Faerûn.\nThe city continued to grow until the Year of Good Tidings (751DR), when a man by the name of Zhentar came to Flostren's Hold and was made a member of the council of lords. Zhentar was a popular character and began quietly removing members of the council with opposing interests. To fill the void left by these deaths, Zhentar appointed the high priest of Bane to the council. In the Year of Strife (753DR), Zhentar was slain by Sembian agents and the city was renamed Zhentil Keep in his honour. \nFor the next three hundred years the city continued to grow, despite almost constant quarrelling with the neighbouring cities of Phlan, Thentia and Melvaunt, usually in the form of trade disputes, but occasionally breaking out into small scale war.\nManshoon, the man who would shape the future of the keep, was born in the Year of The Carrion Crow (1229DR) and rose to become a wizard of tremendous power. At the age of 32, he came to the city and claimed a seat on the council. He used his newfound power to form the now infamous Zhentarim, ever since associated with the city. Beside him on the council sat Fzoul Chembryl, high priest of Bane, whose clergy had been the dominant force in the keep for over three hundred years. During this period, an uneasy alliance of Moonsea cities began rebuilding the Citadel of The Raven in the Dragonspine Mountains, though the representatives of Zhentil keep would gradually rise to become the dominant garrison in the ancient fortress.\nIn the Year of The Evening Sun (1303DR), the agents of Zhentil Keep subtlety manipulated an army of ogres, diverting them from the Citadel towards the rival city of Phlan, which was quickly overrun by the surprise attack. This event triggered the first Moonsea War. The forces of Mulmaster quickly annexed some of the smaller towns of the region, but their success was short lived when the remaining cities allied against them. Still recovering from defeat by the ogres, Phlan was crushed by an army of dragons in the same year in an event known as The Dragon Run and the city was reduced to ruins.\nWhen Bane is slain by the mortal Cyric in the time of Troubles, Banite elements in Zhentil Keep are thrown into chaos as a religious war takes place in the streets of the city between followers of Iyachtu Xvim, Bane's half demon son and heir, and followers of Cyric, newly risen to godhood. This struggle results in the almost total destruction of the city and the death of a third of it's population, when the city is levelled by divine vengeance.\nDespite this turmoil, the black network continued to grow covertly, planting agents in most realms of the Inner Sea, and some in lands beyond. This intelligence network made Manshoon one of the best informed men in the realms. The zhent army eliminated the rival city of Hulburg in the Year of The Bright Blade (1347DR), mostly through treachery from the inside. The city also inflicted a crushing naval defeat on the city of Mulmaster in the Year of The Bow (1354DR), though this battle is later revealed as a show, orchestrated by Manshoon and Selfaril, High Blade of Mulmaster and secret member of the Zhentarim. Mulmaster effectively becomes the organisation's second city. The Black Network then gains total control of the Citadel of The Raven, which proves a useful stronghold in the years to come.\nIn the Year of Maidens (1361DR), the church of Cyric (which had by now supplanted the church of Xvim as the principle faith of the city) exacted the first Banedeath on followers of the dead god and his son. Opponents of Cyric were given two options: either they convert to Cyric, or are slain \"to explain to Cyric in person why he is not worthy of worship.\" Cyricist domination comes to an abupt end when Fzoul Chembryl reads aloud from the \"True Life of Cyric,\" revealing the dark god's betrayal of his faithful at Zhentil Keep. The young god is driven insane, causing his worshippers to falter and flee the city. \nFrom the ashes of this defeat, Fzoul rises to the status of Tyrant, leader of Xvim's church in Faerûn. With his newfound power he manages to slay Manshoon, becoming sole master of the city in the Year of The Tankard (1370DR). \nFzoul is of current the most powerful man in Zhentil Keep, though struggles to purge remaining Cryic worshippers from the organisers. While the loss of Manshoon has been clearly felt, there are persistent rumours that he survives in exile. Some even suggest that his death awakened a series of clones that Manshoon had created in anticipation of his betrayal by Fzoul.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "History of Zhentil Keep", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 10 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb036" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb036" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 34, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Although travelers to other crystal spheres may have heard of the famous Khelben \"Blackstaff\" Arunsun, resident and secret lord of the city of Waterdeep, the Blackstaff (as he is often known) is not exactly who he claims to be. The true son of Zelphar Arunsun of Neverwinter and Lhestyn \"The Masked Lady\", named for his powerful and still living ancestor, is Khelben \"the Younger\" Arunsun. \n Born in 1302 Dale Reckoning (270 Northern Reckoning), Khelben \"the Younger\" spent many years in apprenticeship to his father, Zelphar, and grand- father, Khelben the Elder, and had little contact with persons outside his family. Khelben the Elder, one of Mystra's Chosen, had learned the secret of long years much like Elminster and Ahghairon. When the Blackstaff took over the long vacant Arunsun Tower, renaming it Blackstaff Tower, he assumed the identity of his grandson. The elder Khelben sought to hide his long lifespan from the people of Waterdeep, fearing they would shun his leadership if they knew of his magically enhanced lifespan. \n Seeking to escape the shadow of Khelben the Elder, Khelben the Younger eagerly took to traveling the planes. The younger Khelben agreed not to return to Faerun or Waterdeep without first contacting his ancestor and allowing him time to prepare. During one of his rare visits to Faerun, he acquired a type of winged cat known as a tressym as his familiar. The beautiful butterfly-like wings of the tressym and it's regal demeanor inspired the name 'Monarch.' \n Khelben the Younger wandered for many years and visited many worlds before settling in the city of Greyhawk on the world known as Oerth over a decade ago. He built a small tower (three stories above ground, one known level below ground) near the University of Magical Arts in which to house his extensive library and perform magical and historical research. The tower is known to be protected by a deadly 'wardmist' as well as other deadly magical traps. (The tower is located due south of the School of Clerkship (#C17) on the opposite side of College Road and is depicted as a small red building on the map of the city in the City of Greyhawk boxed set.) He settled into a quiet life of study (including reading a Tome of Clear Thought) and research (creating his Cloak of the Silver Raven among other things). He took to calling himself Khelben Ravencloak to conceal his ancestry. \n Although powerful enough to create quite a name for himself, Khelben chooses to exercise a very light touch with regards to events in the world around him - with one significant exception. During the Greyhawk Wars, Khelben disappeared for quite some time. Although none of his colleagues or friends know where he disappeared too, the general speculation is that he fought in the armies of Nyrond against the Great Kingdom. This rumor is fueled by the loquacious librarian who noted an intensive burst of research into the banishment of extra-planar beings immediately prior to the hostilities. \n In fact, Khelben actively fought a guerrilla campaign against a trio of arch-mages, all Red Wizards of Thay, who magically traveled to Oerth to serve as mercenaries for the armies of the Pomarj at the invitation of Turrosh Mak. In exchange, they were to receive information and assistance in acquiring an artifact believed to be located beneath the Drachensgrab Hills capable of imprisoning a deity. The Red Wizards planned to use this artifact to further bind the tanar'ri prince Eltab within the city of Eltabbar, Thay, and thus augment their own magic with his stolen power. [10] If they had succeeded, it would have changed the balance of power in central Faerun. It is also likely that the course of the war for the Ulek states might have gone much worse. As a result of Khelben's attacks, the Red Wizards were essentially hamstrung for most of the war and were eventually driven back to the Realms without anything to show for their efforts.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Khelben 'Ravencloak' Arunsun, The Younger", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 8 }, "Repos_Posy": { "type": "word", "value": 10 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb030" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb030" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 35, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Until the night of the dragon duel, many citizens of Mirabar, longtime mining capital of the Sword Coast North, were unaware that they'd acquired a dragon protector. It was a still, damp evening in spring of the year 1370 DR. The proprietors of the Watchful Axe alehouse were just about to harness their mules, when a golden glow appeared in the air overhead. It rapidly became a line of fire, \"as if a scimitar was carving an arc out of the sky, and letting fire beyond spill through,\" as one watcher put it.\nThe line became a rift -- an opening in the air -- and widened until it was as large across \"as the length of the largest ships calling at Luskan to carry away the wares of Mirabar.\" Out of this fiery mouth flew a red dragon: an individual not seen before in the North, sages believe. None can agree on where it flew from or by what means it opened such a large portal in the sky, but all agree that it was large, sleek, and hungry.\nAs the rift that had brought it closed like a purposeful eyelid, the red dragon clapped its wings, reared upright in triumph, and swooped down on the city like a playful child. Roaring and banking over the tiled rooftops to slap tiles and slates alike into ruin with its tail, it laid waste to a dozen homes before the frantic booming of a bell was heard from the Crags just southwest of the city Moments later, another dragon erupted into the air from somewhere behind that sentinel pinnacle, \"glittering like a shower of gold\" in the sunset, and plunged down upon the red wyrm, taking it completely by surprise and pouncing on it with such fury that the red dragon was driven onto the flag spires of no less than six residences and transfixed.\nThe red freed itself with frantic thrashings, but not until after the newcomer, a crystal dragon, had bitten and torn viciously and enthusiastically at its underbelly. Dragon blood fell smoking into the streets as the red wyrm rose heavily into the air, flapping its wings in grim and obvious pain, and tried to fly away east up the Mirar.\nThe crystal wyrm pounced again, demonstrating its agility to the watching citizenry by folding its wings and dropping like a stone to avoid a sudden gout of fire and a furious midair charge, then buzzed around the red dragon as a small bird harries a crow out of its territory, biting and raking until its foe turned away. The crystal dragon darted after it, striking again and again, until the red dragon, trailing ribbons of blood, fled at last out to sea.\nThe crystal dragon followed, presumably to watch and prevent the red dragon's return, until its exhausted foe plunged into the waves and drowned. That red wyrm has been seen no more in Mirabar.\nSpeculation in the city as to the identity and whereabouts of the crystal dragon was intense, and normally shunned prospectors and miners were gifted with copious drinkables and questioned about the mysterious wyrm. The story that emerged, once corroborations had been made and the more obvious fancies discarded, is thus: The crystal dragon Saryndalaghlothtor was now lairing in the Crags just southwest of Mirabar, so close as to overlook the city. Her recent arrival was connected to the cessation of goblin raids on outlying steads and caravan encampments in the vicinity.\nThis unaccustomed peace befell shortly after overeager goblin miner caused an entire shoulder of mountainside to collapse into an underlying cavern, and popular belief in Mirabar was that the \"lurking goblins of the Crags\" had well-nigh exterminated themselves. The truth was less tidy, but as dramatic: The collapse created a huge cave mouth in the side of one of the Crags, laying open a vast cavern that had hitherto been the center of the gem mine inhabited by the Kreeth goblin tribe.\nThat cavern led into a string of large caves, from which many mining tunnels ran outwards into soft, damp rock. For years the goblins had tunneled steadily onwards and outwards, mining abundant gems of many sorts; rubies and beljurils were among their most numerous yields. The spawn of Kreeth tunneled slyly into the cellars of Mirabar, too, and made many night forays into the city, in disguise, whispering into the ears of the most desperate and impoverished humans. After many unsuccessful attempts to subvert citizens, the goblins reached secret agreements with some of the more impoverished Mirabarran gem-traders, supplying them with gems brought directly into their cellars. In return, the humans paid the goblins handsomely in food, weapons, furs, leatherwork, and mining tools, covering their activities with false words of new alliances with prospectors working out of the Ten Towns.\nThe appearance of the cave changed all that. It occurred at a time of year when many young, displaced, or simply restless dragons wandered the vast wilderlands of the North, hoping that the legends of the mighty wyrms who claim them as domains were overblown or out-of-date, and that new territories could be carved out of the seemingly endless forested hills and crags.\nOne such wanderer, an adult crystal she-dragon, found the raw, new scar in the rock almost at the gates of Mirabar and boldly dove down into the dazed remnants of the goblins, whom she slaughtered at will. They were too few and too terrified to strike at her from their small side tunnels as Saryndalaghlothtor roamed the larger caves, devouring exposed gem deposits and thinking she'd found some sort of crystal dragons' paradise. It had been a long and storm-wracked flight from the wastes of northern Raurin, but the ordeal, it seemed, had been worth it.\nThe arrival of the dragon had gone unnoticed in Mirabar, but the rumbling collapse that preceded it by a day or so had not. Many Mirabarran dwarves thought it imperative that the tumult be investigated, but the known menace of the goblins made necessary the whelming of a warband; eager younglings were sternly prevented from \"just hiking up for a look\" by their elders.\nIn the end, the armed dwarven force reached the cave at about the same time that the surviving goblins began to dart out of the smallest crawl-tunnels, where the dragon could not go, and strike at her in vicious counterattacks. A few dwarves swung their axes and charged the dragon, seeking glory, but their elders wrestled them down with the harsh command, \"Goblins first!\"\nThe battle that followed was a long and bloody rout of dodging and chasing through the riven Kreeth mine, but in the end the last of the goblins were driven out or slain, and the dwarves warily approached the crystal dragon. One of the boldest, Haelbaran Stormshoulder, bade his fellows give him some time for parley, and then strode out and shared a dream with the wyrm: If she'd grant the Mirabarran dwarves permission to mine freely in her lair, defend it against intruders, and even to dwell in certain of its reaches, they'd feed her all the gems and metals she desired.\nThe dragon considered Stormshoulder's words, then accepted the bargain with calm language. Not quite believing their good fortune, and knowing that many Mirabarrans would be rather less accepting of a dragon dwelling nigh their gates, the dwarves elected to keep word of the deal as quiet as possible. Many told relatives in the city, but it's likely that not a single human heard of it. Humans, in particular, regard Mithral Hall as a foe endangering their traditional prosperity; it's likely they'd be even more furious with a dwarven hold right next door. So in the city, the returning Mirabarran dwarves gave out the grim news that the Crags held no new mine, but only \"goblin despoil and devastation\" that would take years to cleanse, and was best avoided. Mirabar heard and believed, and the House of the Axe was founded.\nThe dwarves dubbed the moody but essentially gentle dragon \"Lady Gemcloak\" for her glittering appearance, and later \"The Axemother,\" as they came to see her as the \"mother\" under whose protection they could found a new city or tribe. She seemed happy to eat flawed and shattered gems and low-grade, leaden metal ores and rust scraps, and she and the dwarves soon came to trust each other. Word is spreading among dwarves across the North (and as far south as Waterdeep and Daggerford) of \"a new hold\" where dwarves of no famous clan or lineage can win a place among fellows in prosperity and ever- growing power. If the swelling ranks of dwarves dwelling all around her bothers Lady Gemcloak, she gives no sign of it.\nDwarves who've talked long with her say that one of the things that caused Saryndalaghlothtor to roam the north in the first place was the legend of Argaut's Brain. Briefly put, this recurring belief holds that anyone who finds and eats the brain of this long-dead (but magically preserved) archwizard gains his mastery of magic. Elminster confirms that this legend was born of wild apprentices' tales and given strength by an even more fanciful ballad; as far as he knows, the resting place of Argaut is lost, and he was no better preserved than most men who die suddenly. Moreover, the central belief, he insists, is false.\nJust how seriously Saryndalaghlothtor searched for Argaut's brain, or believed the tale, the dwarves know not . . . and Lady Gemcloak isn't telling.\nShe is one of the crystal dragons who can communicate with any intelligent creature -- and, according to the dwarves, she is in no hurry to roam again or to acquire a mate. Saryndalaghlothtor considers a very small area her domain, but she defends it fiercely. Other dragons, predators of all sorts -- including greedy humans -- and anyone the House of the Axe dwarves don't want around are considered unwanted intruders and dealt with accordingly.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Lady Gemcloak", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 12 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb007" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb007" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 36, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Once upon a time, the Lost Folk wandered in primeval ice age northern land. They had grown with a host of gods. Some of their deities were benign, others were viscous and others an ambiguous blend. All reflected the world in which the Lost Folk lived.\nThe Lost Folk hunted like the wolf or the great cat - they quickly brought down prey, for to play with it was dangerous and risked injury. They hunted and killed when they need for to do other wise was a waste of energy.\nLife was not easy - it was hard, harsh and bloody. The Lost Folk lived in a balance, never too many of them to burn up the world around them. Yet, it was possible to survive and enjoy the good seasons and happy times. They endued the times of their Autumn and Winter gods for the promise of the Spring and Summer Gods.\nThus they lived for more than 7,000 generations.\nThen the Hungry Folk came. The Hungry Folk were not a force of nature - the Lost Folk knew nature intimately, in all its bloodlines and beauty. They had grown strong and hearty by adapting to their world.\nThe Hungry Folk did not do this. They did not live by any understandable rules or principles. They killed when they did not need to kill, tortured, wasting energy and life in capricious and incomprehensible whims. They violated traditions of hospitality. They were endlessly treacherous, seemingly giving their word and swearing by their gods just so that they might later break those oaths.\nThey worked endlessly to break nature like some beast of burden.\nThey hunted and killed the Lost Folk whenever they could. They would amass great numbers and sweep aside Lost Folk villages to claim a place they could neither hold nor use.\nFor 700 generations the Hungry Folk did things to the Lost Folk that outstripped anything a great cat ever did to a gazelle or a wolf to an elk.\nFor 700 generations the Lost Folk lived under the relentless hammer of endless Hungry Folk atrocity.\nHowever, 700 generations of this and the Lost Folk changed. They retreated across the icy northern land, pushed ever westwards to the sea. Their retreat ended at a small green and cold island. Their retreat had to end there, for the Lost Folk's back was to a sea - frosty and gray - that might has well have been endless.\nStill the rapacious humans came. Only now, they were aided by the ever strange and mysterious Fair Folk. Which is well for the humans for in 700 generations the Lost Folk had been transformed. 10,000 cycles of all four seasons of the Hungry Folk clamoring to chew on their bones and drink their blood had burned the Wild Folk in a way that 7,000 generations in their homelands never had.\nOne by one, the Spring and Summer gods of the old Lost Folk had went away or perished. Only the Autumn and Winter gods remained - they were the only ones capable of surviving the Hungry Folk and their madly rapacious gods.\nThe Lost Folk had changed with their gods. They no longer had aspects of Spring or Summer - these things did not help them survive.\nThe Lost Folk were gone - hence they are called the Lost Folk. They had become the Wild Folk.\nYet the Wild Folk were great and mighty survivors. They learned much from their persecutors. After 700 generations they had become harder than the Hungry Folk. Where it not for the intervention of the Fair Folk, the Wild Folk would have driven the Hungry Folk from that island.\nThere were two great and mighty battles on the island. The Wild Folk carried the day in the first battle.\nThey lost the second battle. Their warlord god was maimed by the warlord god of the Fair Folk.\nWhile they lost the battle and ultimately the war, they did not perish.\nThe island they rested upon was a magical place, with many paths that lead to other lands were the air was warm the stars were different and there were no Hungry Folk. The warlord god of the Wild Folk had bought his people time to walk and sail those paths. The price he paid was an eye.\nMillennia later a warlord god of the Hungry Folk would follow this path and pay for much wisdom with his own eye.\nThe Lost Folk found themselves in a many new and strange worlds.\nOne world in particular was special. The Fair Folk resided here - but there were no Hungry Folk. It had only been in the end when the Fair Folk inexplicably battled against them. While they now hated - down to their blood - the Fair Folk, the ones who had truly driven them away were the Hungry Folk.\nThere were no Hungry Folk in this world. The Wild Folk were able to catch their breaths and take stock. They were now much like their remaining greatest god.\nThey were bloody warriors all, maimed in spirit and hated and hunted.\nYet, they survived.\nTheir warlord god declared to the other gods that he and his people had been cheated, hated and hurt - but no more. His people would survive where no other Folk could survive. His people would grow strong and hard and they would take back all that they had lost. He declared that they had learned the lessons taught them very well, lessons of hunger, of cruelty, of warmongering, and hate.\nHis people would do all other Folk one better and they would win in the end.\nIncised by these bold words, the gods of the Hungry Folk sent their Folk walking or sailing down many paths to this special world, were before they had never resided. They worked to take yet more from the Wild Folk.\nYet every year it grew harder for them to do so.\nThe Wild Folk wiped away empires before them. Their warlord god slew a warlord god of the Hungry Folk.\nEven now, the Wild Folk dwell in lost and forlorn places, growing strong and tempering themselves with war.\nAll the while the Hungry Folk grow soft and weak and ill prepared to handle the kind of war the inflicted upon the old Lost Folk. Certainly, there are the occasionally mighty workers of magic or terrible warriors among them. However - on the whole - the Hungry Folk have become fat and bloated and sorrier than they have ever been.\nThey all still curse the name of the Wild Folk - the people they created, who now are better than them at what they started.\nThat, child, is story of how the Lost Folk became the Wild Folk. It is the story of how the Wild Folk came to this land that the Hungry Folk - the humans - call Faerun. It is the story of why that humans are only here because they followed us, the Wild Folk, the orcs. It is the story of Gruumsh's fighting the god of the elves and loosing his eye and later slaying a warlord god of the humans.\nIt is the story of who we are.\nThe story is not quite done.\nSome blunt fanged old ones tell tales that some of the Spring and Summer gods of the Lost Folk are not dead. That they slumber beneath great standing stones scattered in the ice lands the Lost Folk left. They these god wait for one of their people to awaken them to a new spring and summer.\nThese are fools legends, to trick young warriors into following paths to other worlds to push over rocks. Pay them no heed.\nWe are warriors now and forever, and righteous burning blood of Gruumsh! We will build bonfires from the bones of humans in Cormyr and Waterdeep and beyond! We will bath in the blood of the elves of Evermeet and Evereska! We shall feast upon their hearts, grind their cities to dust, dance upon their bodies and turn their world to ashes!\nCome with me and feast upon the flesh of those who would torment us but only make us strong!", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Legend of The Lost Folk", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 12 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb008" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb008" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 37, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Lying north of Cormyr is an area surrounded by many stories and legends. Many are its dangers, ranging from orcs and other Border Raiders to Zhentarim to dragons, but the Purple Dragoons of Cormyr are trying to patrol parts of it (as Cormyr claims the area). This wild region has been the source for many tales and strange legends. \n\nThe Crystal Tower of Sherrea\n\nWhen Myth Drannor was still young, Sherrea the Crystal Mage came to that city. She was a skilled and noble mage with roots in fallen Netheril, who sought to spread knowledge. She studied for many years in Myth Drannor, and decided to build a center of learning closer to Cormyr. Thus she built a crystal tower in the Stonelands. Her tower became a school of knowledge and the Art, and quite a few mages and scholars gathered there. For a time, the school flourished, and much lore and many items of Art were created.\nThe tower disappeared without trace and today no one knows exactly where it stood. Some say it was destroyed by a goblin horde, others say that Sherrea used magic to hide the school from the goblins. \n\nThe Seven Spires of Lun-Bea\n\nThis is a tale often told by oldtimers in the Purple Dragoons to new ensigns on their first long-patrol in the Stonelands.\n\nOnce there was a great civilization in the Farsea Marshes, which fell before Netheril. On of the greatest achievements this civilization created was the Seven Spires of Lun-Bea. This incredible fortress was built somewhere in the western Stonelands. It was the winter palace for the nobles of that realm, where they spent the winter in great luxury. Magic provided most for its inhabitants, and it contained riches beyond most men's imagination. When the civilization fell because of a great plague, the few who lived in the Seven Spires used magic to conceal the fortress from its plague-ridden countrymen, to save themselves.\nThe fortress survived, and is still somewhere out there in the Stonelands.\n\nThe Sparkling Needle\nOne of the more common themes for the Stonelands are ancient mage towers that no one has seen since their owner hid the tower. One of the many such tales is that of the Sparkling Needle.\nBuilt by Rauthilar of the Swooping Raven, his tower stood on the northern foothills of the Storm Horns, well into the High Moor (not the High Moor in the Savage Frontier). His tower was influenced by elven architecture and its main component was crystal. At sunset, it appeared as a sparkling needle in the distance (and hence its name). Rauthilar was most known for his habit of using ravens with his Art, as well as his love for flying. He was known to have several friends amongst the elves of Cormanthyr, as well as several mages in far-away Mulhorand.\nHowever, he should have chosen a better place to build his tower. Within 15 years of its completion, the raids from goblins and orcs forced Rauthilar to action. He hid his tower with magic, as well as moving it from its original location to a higher point on the northern slopes of the Storm Horns.\nHe never accepted another visitor, instead visiting them. Rauthilar grew old and then vanished from the outside world. It is not known if he became a lich or simply died of old age. However, his tower still remains, and by standing at the right place in the sunset, one can still see the tower sparkle from the setting sun's rays.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Legends of The Stonelands", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 12 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb016" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb016" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 38, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "On a clear night, numerous constellations can be observed in the sky over the realms, most with the naked eye, though some require magical divinations to be seen clearly.\n\nThe western sky is marked by two \"fuzzy\" clusters of blue-white stars, which appear as two side-by-side crescents or arcs in the sky, points downward. These are called \"The Double Daggers\" in the Moonsea cities. Some barbarian tribes of the Sword Coast North call these \"the Eyes of the Watching Woman,\" and men of Hill´s Edge speak of \"where Selune Looks back.\" Whatever one calls them true west can be found exactly halfway between the two arcs - heading \"straight between the eyes.\"\n\nThe north is marked by an awesome circle of large, bright stars with utter darkness between them, which is known to most folk today as \"Mystra´s Star Circle\" (her floating Castle of Night, in childrens fairytales, is said to float in the center of the darkness). Due north is marked by the brightest \"Brow Star.\" Other folk of the Realms call this constellation \"the Crown of the North,\" or just the \"Cold Crown.\" Some believe it to be the \"Eye of Evil,\" or \"the Hole That Leads To Darkness.\"\n\nEast in the sky is marked by three converging lines of stars, each with a cluster of stars at its outward end, or \"point.\" Where the three lines come together is due east. Folk in the Realms call these stars \"The Arrows of the Gods,\" \"the Sun´s Signpost,\" or \"The Caltrop.\"\n\nSouth in the sky is marked by a zigzag line of stars that crawls along the horizon, from west to east, beginning with an upswept \"head\" or bright starry cluster, and ending with a curving \"tail\" of stars. This constellation is most easily recognized in Anauroch. Folk elsewhere in the Realms do not see this line of stars so clearly; not being on their horizon most of the time it is enmeshed in a tangle of small constellations, and is not thought of as a unit. In Tunland, Cormyr, Iriaebor, and Westgate, however, it is recognized as a star configuration marking the direction \"south,\" and is known respectively as \"Faerula,\" \"The Sword of the South,\" \"the Southfires,\" and \"the Lightning Bolt.\"", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Nightsky of The Realms", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 12 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb001" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb001" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 39, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Hill's Edge is a small city in Sunset Vale, close to the Goblin Marches and the Zhentarim stronghold of Darkhold. Hill's edge economy is founded on three things-sheep, caravans, and hunting. It is a rough and tumble frontier town, virtually every adult in the city has at least a modicum of combat skill. The town is ruled by a merchants council and a Mayor. The council is composed of the richest merchants in town, it acts as the legislative body for the town, and controls the right to tax. The mayor is elected annually, serving for a one year term. Usually the Mayor is an adventurer. The Mayor enforces the few laws and defends the town in case of need. He can deputize others to help him in these tasks, but the Council is notoriously tightfisted. The most successful Mayors have been those who are independently wealthy and are willing to spend this money to defend the town.\n\nThe Zhentarim and other groups, notably the Harpers, continually battle for control of the town. Blatantly pro-Zhent mayor candidates have never been elected. The current Mayor is Aziz of Dambrath, a southerner with strange mental powers. Aziz is running for his second term in office, the elections are at High Harvesttide. A former member of the Oathbound adventuring party Aziz succeeded his former companion Chan Legermain of Irieabor as Mayor. The Oathbound fought two major wars, one against a goblinoid horde and one against an undead army defending Hill's Edge. Though it has not been proven, many say the Zhentarim were behind both attacks.\n\nThere are two temples in Hill's Edge, one to Lliira and one to Cyric. The Temple to Cyric is led by the Priestess Emana Gortho and is really a fortress in the heart of the city.\n\nThere are rumours that Emana Gortho has gone increasingly mad, dabbling in strange forbidden magics and plotting to become Cyric's consort and may even posess a private army. The Zhentarim merchants that pass through Hill's edge have ceased to stop at the temple, mirroring the rift that has steadily grown between the Zhentarim and the priesthood of Cyric.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "On Hills Edge", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 8 }, "Repos_Posy": { "type": "word", "value": 12 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb009" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb009" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 40, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "This bridge over the Winding Water was first built by the famous adventurer Boareskyr. Over the centuries, several bridges have stood here, the most recent built after the Time of Troubles. For most of those years, a \"temporary\" tent trading city has stood hard by the river crossing.\nTravellers in the Fields of the Dead are warned not to drink the waters of the Winding Water downstream of the Bridge or for about half a day's travel upstream. They were poisoned during the Time of Troubles in a battle between Cyric and Bhaal.\nThe present Bridge commemorates this event. Statues to the two gods stand at either end of the stone span, which is wide enough for two large wagons to pass each other and has waist-high rampart walls as thick as three adult human males standing together. By tradition, no toll can be charged for crossing the bridge, and no buildings can be erected on it or so as to block a clear road on and off it. \n\nToday, Boareskyr Bridge numbers about 70 tents and wagons in summer (plus those of visiting caravans), and about half that number in winter. The community exists to provide travellers with food, water, remounts, wagon repairs, and the like. It has evolved into a trading center where goods are exchanged between merchants, or wagons leave one caravan and stop over, awaiting another bound for the same destination they're heading for.\n\nThe community of Boareskyr Bridge lacks any permanent features except a rough stone fort (known as Bridgefort) surrounded by a now-poisoned moat. Inhabitants can retreat into this structure in the case of heavy winter attacks from trolls, goblinkin, or brigands--a frequent occurrence.\n\nLike the similarly makeshift city of Scornubel, wheeling and dealing is the order of the day in Boareskyr Bridge. Law and order is maintained by one's own sword or crossbow.\n\nThe law in the Bridge, such as it is, is the word of powerful adventurers - notably the warrior Barim Stagwinter and Theskul Mirroreye, priest of Tyr, and their companions and allies. Barim and Theskul seem to be working toward walling in the Bridge community to make a proper city of it.\n\nRich merchants come here seeking the sorceress Aluena Halacanter, who raises pegasi at her estate, Heartwing, upriver of the Bridge where the water still runs clear.\" Trained steeds are surprisingly cheap, but Aluena is reluctant to sell them to those who'll mistreat them or who'll simply resell them quickly to someone who will. Buyers must satisfy her under magically assisted questioning. Aluena is rumoured to be a Harper.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "On Boareskyr Bridge", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 14 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb004" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb004" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 41, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "The Misty Wood could be glimpsed from the edge of the High Moor and the trees looked cool and inviting. Onassin couldn't wait to be underneath the emerald shelter of the leaves. The ride had been long and treacherous for the moors were still rife with trolls and orcs to name only two of the dangers that had beset the small group.\n\nThe Blade and Song was an adventuring band consisting of five members. Onassin of the Strings, a bard who played the fiddle among other instruments. Lucas, a warrior whose claymore was taller than Onassin. Sinessa of Gladius, an individual whose tattoos marked her as a former slave of Thay. There was also Silk, a slim girl whose dark clothing and graceful movements made the rapier she carried doubly dangerous. Finally, Jordan of Tymora, whose healing spells and defensive magics had saved their lives' time and again.\n\nOnassin glanced at Silk, the girl couldn't be more than seventeen but the pain lining her face made her seem older. She had been struck down by a poisoned blade and only by sheer willpower had she managed to ride this far. Sinessa also held an arm tightly to her side, holding broken ribs into place. All of them had been wounded in the last battle, but hope was not far off if the words of an amber eyed innkeeper were true.\n\n\"If you are hurt, or need a place to rest, just within the south east border of the Misty Wood is a small village. Look for a stream leading to a pond with a small island in the center. Just north of it is the village. It is called Sanctuary.\" The half elf had smiled then. \"Don't be surprised at whom you find there, and don't offer violence to anyone. The folk there are good and will offer aid if you need it. There you will find shelter and rest if the dangers of the High Moors prove to be too much.\" The female half elf had also offered several other pieces of advice on what they would find in the High Moor. Onassin still hadn't been able to figure out how she'd known where they were going and what they'd planned to do.\n\"Just hold on a bit longer.\" Jordan, who was out of healing spells, pleaded. \"If Tymora smiles on us we'll reach the village soon\"\nThey'd reached the tree line and soon found a pond fitting the innkeeper's description. Heading north they did find the village. However nothing could have prepared them for what they found there. A family of orcs waved at them and called friendly greetings in common. Two goblins were working on a chair with a tall man. A hobgoblin was watching with interest a sword fight between a drow and a moon elf. Another elf was playing the flute and watching the same fight.\n\nThey had no sooner passed the first two huts when the drow woman and elf stopped the fight and with a grin for the applauding hobgoblin approached the newcomers.\nThe drow female possessed very long silver hair and rose eyes. Her skin was a purplish black. She wore a lacy black gown and rested her long sword casually on her shoulder. Her face wore a welcoming smile and it warmed the weary travelers against their better judgment.\nThe moon elf was also a female bearing a scimitar and an arm length tattoo of a cheetah. Her hair was also long, though brown and her eyes dark green. She too was smiling and said something in a sibilant tongue to her companion.\n\n\"Welcome,\" the drow woman said gaily. \"I'm Alauniira of Eilistraee, and this is Shenandoah.\" Onassin looked desperately at the drow woman and hoped that the innkeeper had been right. \"We were told that this is where we would find Sanctuary?\" His voice was both questioning and hopeful. \"We need help.\" Alauniira's eyes had already moved past him to the rest of the company, taking in Silk's sway of exhaustion, Sinessa's stiff posture and the wounds the rest of them bore.\n\"Shen help me get her down.\" Alauniira said quickly, to her elven sparring partner. The elf moved to take the girl from her horse. Sinessa dismounted without aid but apparently was sorry for it a moment later as she grimaced and clutched at her rib cage.\n\"Poison,\" the female warrior wheezed out. \"She was poisoned.\"\nAlauniira immediately knelt beside the dark clothed girl and began the prayer that would neutralize the poison in the body. Shen, one of the orcs, and an elderly gnome fellow helped the company from their horses and others appeared to lead the weary animals away.\nWhen the prayer was done Silk still lay unmoving and one of the orc children asked tentatively. \"Dark Lady? She be all right?\" \"Yes Erga,\" the priestess replied with a fond smile. \"She'll be fine. She sleeps now.\"\nOnassin breathed a sigh of relief and looked at Lucas who'd been pale with worry. He and Silk had been lovers for some time now. The warrior was pumping the drow woman's hand in thanks, obviously incoherent with relief. The other members of the company looked around in wonderment now that the danger of death had passed. Even though they were safe, they couldn't help but wonder. What was this place?\n\n\n\nSanctuary is what its name implies. Located where the Misty Woods join the High Moor about three days ride east of Daggerford. It is a place to belong for those who feel they do not belong any where else. Any being of any race and any goodly religion may come and live in peace and harmony with themselves and their neighbors. It is a place where one can go and rest, away from the rigors of the world. Sanctuary is a place where spiritual, mental, emotional, and physical rest are found. A place where one can feel safe and sheltered for as long as one may need.\n\nSanctuary was founded in 1364DR by Alauniira, a priestess of Eilistraee. As a drow on the surface world Alauniira understood how many people are judged by prejudices and not by their individuality. To this end Alauniira founded Sanctuary where anybody of good intent could live in a community of friends. There are many gods worshipped or venerated within Sanctuary. By far the goddess worshipped the most is Eilistraee.\n\nThere are twelve priestesses, or Dark Ladies, of Eilistraee. Alauniira and these twelve serve as Sanctuary's guiding hand. They do this by initiating most worship rituals, hunts, revels; they also provide both physical and spiritual healing. Sanctuary is also a base of operations for the Knights of Twilight (qv).\n\nSanctuary lies on 20 acres of a peaceful glade within the Misty Wood. Sanctuary is no more than a cluster of huts and small cabins nestled haphazardly amongst the trees. Though primitive, the hand of the drow and elves can be seen in the simple beauty the huts contain. Many are built around the trees with branches still growing through the roofs. These homes radiate out from the central part of Sanctuary, a large clearing about thirty yards in diameter. This clearing is where most grand feasts and revels are held. In the true spirit of Eilistraee these usually involve a large bonfire and a lot of dancing.\n\nSanctuary is much like any other village until a close look is taken at the inhabitants. Several differences are almost immediately discernible. Sanctuary is more closely attuned to the harmonies of the forest surrounding it. The clearing at the center of the village is a natural one and the ancient trees were left undisturbed.\n\nThere are two large ponds close to the clearing, one, Pixie's Ocean, has a stream called The Run leading into it from the north and then running from Pixie's Ocean to Elfwood Pond. The Elfwood Pond has a small tree clad island in the center; Culton's Creek feeds the Elfwood and Sword's Edge stream runs off of it to the south.\n\nAbout a mile south and a little west of Elfwood Pond is Shield Hill, a large mound set like a round shield among the trees.\n\nMany of the residents have tilled their own gardens of varying sizes. The harvests of which are shared openly amongst all of Sanctuary. Similarly the hunters share their bounty as well. The folk here, though many are racial enemies, are kind and accepting. If a helping hand is needed it is usually offered without hesitation. There are shrines of many of the gods worshipped by the residents scattered throughout the woods. There are no shops or mercantile exchange within Sanctuary. Every couple of months or so a trader will bring supplies, many of which will be bartered with meat, vegetables or furs. As the residents are free to come and go as they please, trade and news of the realms is never wanting. Visitors are welcomed with open arms. As news of Sanctuary's hospitality grows, more and more travelers through the Misty Wood try to stop at there. Guests are often invited to stay for two to three days exchanging song, stories or some other contribution for food and shelter.\n\n In case of attack a dozen priestesses of the goddess of good Drow offer ample protection. In addition many of the residents are powerful individuals in their own right. All freely defend their Sanctuary.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "On Sanctuary", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 14 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb017" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb017" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 42, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Scornubel, the Caravan City, is a huge, unwalled open city set on the north shore at the confluence of the Chionthar and the River Reaching. It is an unwalled town buzzing with continual activity, and a large number of pack animals, wagons, and symbols of merchant and trading companies can be seen as the traveler enters the city. Most of the buildings are low-one or two stories- with a scattering of larger buildings and towers in the center of town.\nScornubel is one of the key cities on the Trade Way leading from Waterdeep to the lands of the Inner Sea. Like its rivals Elturel and Iriaebor, it is a town of merchants and those things merchants are concerned with: warehouses, transportation, and protection (usually from other merchants). Its population can swell to sixfold its numbers during the summer trading season but this late in the fall the population has begun to dip as merchants seek warmer, more hospitable places to winter.\nThe Caravan City is ruled by the shrewd, elderly, and regal Lady Rhessajan Ambermantle, who in her time was a daring explorer and wandering trader and is still famed as \"Rhessajan of the Tents\". Lady Rhessajan is supported by three lord high advisors named Burdan, Deep, and Phantar, all middle-aged adventurers and caravan masters themselves. Lady Rhessajan make their judgements on one key factor: what is profitable for the city and its merchants. The city militia and scouts are provided by an agreement with the Red Shields mercenary company.\nShrines to nearly every deity can be found somewhere within the city, but the only full scale temple is the Healing Hands of Lathander, a fortified monastery which lies on the town's northern outskirts.\nScornubel has always been home to some pretty racy nightclubs, dancehalls, and taverns, with wild entertainments of magic, exhibited monsters, acrobatics, and exotic dancing presented for the patrons. There are many tales of monsters that escaped, ate a few unfortunate revelers, and still lurk in the area. Darker legends whisper of monsters with mental or magical powers that came here controlling their human handlers and left with considerably more mentally enslaved subjects, and treasure to boot.\nThere are also persistent rumours that among the costumed, painted dancers of both sexes who perform in Scornubel are outlaws on the run, adventurers seeking to escape the vengeance of foes, nobles seeking to escape vendettas or parental control, heirs evading the blades of those who would forcibly disinherit them, and so on. Some of these tales are undoubtedly true. On more than one occasion, a tavern has erupted into a full scale battle when a seasoned adventurer in the audience has recognized a nearby performer as a lamia, doppelganger, or other dangerous menace.\nWhatever the present levels of danger and intrigue in the Caravan City, one thing is certain: it is never a dull place to visit.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "On Scornubel", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 14 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb018" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb018" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 43, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Though the organization known as the Monks of the Long Death is strongest in Thay, it does have monasteries in several other parts of Faerun, including the Silver Marches. Some two dozen members of the order dwell in a hidden stronghold built long ago by unknown hands in the Turnstone Hills, not far from where the pass is blocked by a gigantic landslide. From here the monks pursue their one abiding interest: death.\nThese monks seek for the secrets of life by studying death. It is the condition of being dead that concerns them most, and not what lies beyond: The afterlife holds little interest for them. Their laboratories are full of decaying, dying, and dead animal and plant specimens that they study with detached interest; they frequently purchase rare specimens that they cannot obtain easily themselves from adventurers and merchants. But such studies are only part of the monks' daily life: They seek to understand death as it pertains especially to intelligent living beings.\nTo this end, they exhume corpses from crypts and graveyards, and then they transport the corpses to their monastery. There they examine the cadavers in their well-stocked laboratory and observe them as they decompose. They also -- and it is for this that they are most reviled and feared -- purchase living slaves and put them to death, slowly, recording their observations and asking the perishing slaves questions about their fatal experience. Slaves are hard to come by in the Silver Marches, however, because Lady Alustriel and her confederations condemn the practice. The order has been obliged to obtain its living specimens by other means, such as abducting them from outlying farmsteads and poorly-defended hamlets in the dead of night. The monks suffer no moral qualms about these deeds: Death is the most natural thing in the world, from their perspective, and to expire in service to its principle is the most profoundly holy experience any living being can hope to enjoy. It is for this reason that the monks themselves do not fear death, and while they may study the dead, they do not seek that state themselves.\nMost of the order's members are either scholars who share mutual fascination with and worship of death and dying, or clergy who worship one of the deities concerned with death. Some of the monks consider themselves to be nothing less than visionaries whose work will pave the way for a better future for all Faerun: When death is truly understood, it can be harnessed and used as a tool for the betterment of all, or so they rationalize to themselves. Others who take the Vows of Death could not possibly care less about anything other than increasing their personal measure of understanding about their chosen subject.\nThe Monks of the Long Death are easily recognized by their pale skin and gaunt features. They eat little, and they spend most of their time inside their monasteries, in crypts and graveyards, and other dark places where there is little natural light. They affect the trappings of death in their garb, wearing long, dark robes and shroudlike hooded cloaks to hide their features. Though fearful of those who do not understand them and who might seek to thwart their studies, they can be civil hosts if approached by learned folk who offer to share knowledge or wisdom. Their narrow vision and single-mindedness makes them dull hosts, however, and the rigid structure of their society seems quite stifling to outsiders.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Order of The Long Death", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 14 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb034" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb034" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 44, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "The Swords of the Smoking Fog are an adventuring group that operates mainly in the Dalelands, Cormyr, and the Moonsea. They take their name from the Smoking Frog, a renovated inn in Deepingdale, on the Eastway near Highmoon, that is their main base. \n\nThe Swords began their careers in Marsember, with the original group consisting of Semmer, Raphodel, Qil, Lynxal, and Belsambar. They became famed for several splashy ventures, including the delving of the Screaming Tower in Teshendale, exposing a Zhentarim plot to control shipping in Marsember, fighting the Grey Lady of Irondrake Rock, and battling drow in the depths of the Spiderhaunts. Through these adventures, they gathered several new members, and shifted their focus from Cormyr eastwards toward the Dales. They bought and renovated an inn in Deepingdale, and can now be found anywhere in the region, fighting evil, righting wrongs, and in general, having a good time. Their most current escapade involved foiling the ambitions of Hillsfar towards grabbing power in Voonlar, and a price has been put on their heads by Maalthiir, the Mage-Lord of that city. \n\nAt first glance, the members of the Swords would seem too different to adventure together, but their many common experiences have forged a strong bond between them. The focal point of this bond is the leader of the group, Semmer Redhand. It is his cool head and innate charisma that keeps the rest from breaking up and drifting apart (although they still squabble quite a bit). He is largely uncomfortable with the faith placed in him, but accepts it as a sign of the other's trust in him. Still, he is glad for the appearance of Jeneander, and has begun shifting some of the weight of leadership onto her.\n\nOf the group, it is perhaps Semmer who is the most notable. Semmer was orphaned at an early age, and grew up in a run-down boy's home in the slums of Marsember. Early on, he assumed a guardian role, protecting the other boys from bullies, thieves, slavers, and other predators of the underworld. Today, Semmer is stoic and reserved, but still the protector. Every member of the group knows that he would lay down his life for them without hesitation, and in return, they obey him without question (more or less). With the arrival of Jeneander, Semmer has stepped back at bit from the spotlight, but his word is still law, instantly overriding any of Jeneander's decisions. Semmer is a truly talented warrior, from his ability to analyze a situation and come up with a plan for it immediately, to his deadly use of the longbow and his skill with a sword. He is as good a tracker as many rangers, and knows many survival skills, being at home from the slums of Marsember to the wilderness of the Elven Court.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Swords of The Smoking Fog", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 8 }, "Repos_Posy": { "type": "word", "value": 14 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb020" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb020" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 45, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Gestaniius is widely considered the greatest blue dragon of the Old Empires. For many centuries she has terrorized the peoples of Mulhorand, Unther, and the Shaar, and she has even been known to raid into Thay upon occasion. She has gained many names through the ages; \"The Blue Devourer\" is the most common; however, in Unther she is known as \"Seiraga,\" a term that loosely translates into common as \"The Slaughterer,\" and in Thay she is sometimes referred to as \"Bhaal's Handmaiden,\" a title that infuriates Gestaniius (as it implies subservience to the now-dead human god). The oldest Mulhorandi references to her simply refer to her as \"The Killer of Men,\" a title that was also once bestowed on the blue wyrm Maldraedior, the long-ago suzerain of all the blue dragons in Unther and Mulhorand. \n There are few more foul-tempered beasts in the Realms than Gestaniius, as her idea of a good time is razing trading caravans and small villages for fun. She achieved noteriety in her early years for swooping in low enough over the rooftops of Skuld and Gheldaneth to knock the minarets off the towers of the God-Kings, a direct challenge to their authority. When the Mulhorandi response came, in the form of an army led by Semanhur Ironhand, an incarnation of the war god Anhur, Gestaniius scattered it, killing Anhur's champion in single combat on the Shepherd's Plain. Since those early days she has become a bit more cautious in invoking the full wrath of Mulhorand, especially since she was crippled in battle with a brown dragon long ago, affecting her combat abilities and forcing her to walk with a noticeable limp. \n Nowadays, Gestaniius' energies are devoted to killing every brown dragon on Faerun, a task to which she devotes her every waking moment. Her genocidal desires are driven by a need for revenge against the brown dragons who murdered her children long ago (even though the blue dragons, under the leadership of Gestaniius, started the battle). She has never known exactly which browns killed her children (and it is likely that they died long ago anyway), so she has determined that the entire species must be wiped from the face of Faerun. \n This irrational obsession has cost Gestaniius the fealty of the other blue dragons in the Old Empires, as many of their own number have been killed or maimed following the Blue Devourer into battle. This loss of support has forced Gestaniius to become more cautious in her activities, and to seek out new allies. She has made an alliance with the Cult of Set in Mulhorand; in return for their aid in seeking out and killing brown dragons, she provides them with raw, destructive power. However, her unstable nature and habit of treating the cultists like inferiors instead of equals makes it difficult for them to work with her, and their alliance is already wearing thin.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Blue Devourer", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 16 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb031" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb031" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 46, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "This ruin was once the home of Oenrune of the Ninespells, a Tethyrian archmage who lived several hundred years ago. He wound up on the losing end of a battle for the Tethyrian throne, and fled north to escape his enemies. He built this tower in the forest of The Wealdath, and was massing his resources for another try at the throne, when he was set upon by several Red Wizards of Thay, who came seeking a particular artifact of Netherese origin that Oenrune was rumored to posess. In a night-time battle marked by huge explosions and flashes of light that lit the night sky as far away as Scornubel, the tower was reduced to a shattered ruin. \nNeither Oenrune, the Thayans, or the artifact were ever seen again, although there are frequent reports of a ghostly mage or some other fell magical being that lurks in the ruins, attacking those foolish enough to attempt to delve the tower and its' dungeons. A few mages that have survived the creatures' attacks claim that this guardian is really the remains of Oenrune, twisted by magic and turned into a wizshade of great power. Although it is never seen in the woods around the tower, the wizshade has been known to track down and kill those who have stolen anything from the ruins. \nOenrune's sigil was a stylized black hand grasping a circle of nine stars. It can be found on the stone plinths that surround the Broken Tower in a 100-yard radius. Apparently, these columns were once part of a powerful defensive ward that would shrink Oenrune's enemies, but most of their magic is long-gone, and many of the plinths are broken and weathered from long exposure to the elements. What magic there remains is highly unpredictable, and has been known to shrink enlarge, and even change the gender of those straying too far into the ruins.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Broken Tower", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 16 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb021" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb021" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 47, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "For years, tavern-talk in the Western Heartlands of the Realms settled on the subject of an ancient, nigh-forgotten \"God of Gold\" and his holy chalice -- talk that grows very guarded around priests, especially clerics of Waukeen. Few have heard of such a deity or want to know of yet another divine power who might frown upon them . . . but the whispers about the Chalice of Serpents never go away entirely.\n\nWhere cities exist, so do laws -- and folk who fall afoul of them. Wherefore the wilderlands beyond easy reach of the lances and bows of patrol-riders hold a plentiful share of outlaws, making travel perilous for small groups and lone peddlers.\n\nAs a result, most caravans acquire \"wayfarers\" who pay a few coppers a day to travel with the relative safety of the wagons and the caravan guards. Many of these seek employment in a new city. These wayfarers usually include minstrels, some pleasure-ladies, and more than a few peddlers and small-traders.\n\nTwo such peddlers -- a handsome but aging man and his darkly beautiful daughter -- accompany caravans in the lands roughly bounded by Iriaebor, Waterdeep, Nashkel, and Baldur's Gate.\n\nThe wayfarers Darvith and Taleene Raldemarr trade in sundries. They also serve as the Guardians of the Chalice of Serpents.\n\nOver the years, word has spread of the curious magic cup they bear -- a cup deadly to all who know not how to use it, and who do not reverence the god it is consecrated to. This cup supposedly gives divine advice in return for a few coins.\n\nInto a tavern they come, bearing the sparkling gold box reverently between them. Darvith immediately asks for a chair. If someone obliges, this generous person usually thinks Darvith means it for the attractive young woman with him -- but Darvis instead puts the box on the chair and kneels before it to murmur a prayer. If anyone asks about this -- or takes any notice of it at all, by look or gesture -- Darvith gravely begins his tale.\n\n\"In the box,\" he says, \"rests the Chalice of Serpents, a metal cup older than Waterdeep and perhaps older than fabled Netheril -- a cup consecrated to 'The God of Gold,' who is older than Waukeen herself. Much has been forgotten about this once-puissant Divine One, even his name itself, but his power must have been awesome once, for this much of it still survives, down all the ages and centuries, to work this night. To drive and anoint unworthy Darvith Raldemarr, yea even I who speak to you, and my daughter Taleene -- making our blood, spittle, and sweat poisonous to many, and forcing us to offer the powers of the chalice to all who ask.\"\n\nDarvith then opens the box, revealing wrappings out of which emerges a squat two-handled metal cup whose bowl is larger than a human's head, and that is capped with a high metal dome.\n\nIt looks heavy and is heavy, and in most taverns he puts it on the floor, staggering slightly. In those rare alehouses blessed with a table large and sturdy enough, Darvith installs it on the table, under a lamp. (If the light is bad, he produces a metal oil-lamp with a highly polished reflector out of a niche in the box and backlights the chalice impressively.)\n\n\"Behold the Chalice of Serpents,\" he declares.\n\n\"The Divine One,\" he goes on to explain, \"is gold, and hath no need of more of it, but desires mortals to be wealthy and so have as much of it as they can handle. So out of the sheer strength of his ancient will, through this chalice he still speaks.\"\n\nDarvith reverently takes the domed lid off the cup and gives it to his daughter. Then he tips the cup to show all present that it is empty. Righting it once more, he takes back the lid and displays a small slot in its height. \"Through this,\" he explains, \"those who desire the wisdom of the chalice must surrender a copper or silver -- never gold -- coin, while the lid rests upon the cup.\"\n\nThis offering, accompanied by the prayers of himself and his daughter (the words matter little; the holy images that spring to mind while praying hold higher importance), will cause a snake to appear in the chalice.\n\nAs might be expected, this is not always popular news.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Chalice of Serpents, Part 1", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 16 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb002" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb002" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 48, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "After warning patrons of the tavern that a snake will magically appear among them, Darvith Raldemarr calmly explains that before he takes the lid off the chalice, the questioner should ask their question, perhaps concerning a future decision as to an investment or deed that might or might not make the questioner wealthier, but not something from the past or involving the honesty or performance of someone else. \n\n\"The chalice will then be unhooded,\" Darvith adds, \"and the Holy Serpent will bring the Reply of the God to one of us. The snake is poisonous, but if not struck, menaced, or obstructed, and able to see both of the Anointed - humble father and daughter, standing before you - as we murmur the right prayers, all will be well.\"\n\n\"The Holy Serpent will travel to one of us, and we shall return it directly to the chalice. All shall be quite safe.\"\n\nMany tavernmasters are familiar with the Raldemarrs and their holy cup -- and if they've heard of no great results from it, they've seldom seen harm from it, either. So long as a slithering snake doesn't panic patrons, spectacles are always welcome. And Darvith has none of the desperate air of a festival charlatan -- if no one seems moved to ask a question, he'll shrug, pray to the chalice, and order tankards for himself and his daughter. The chalice sits gleaming, however, until he departs -- and it's a rare alehouse crowd that doesn't have someone willing to part with a copper for a Holy Reply (even as a joke).\n\nSo it begins. The questioner is allowed to inspect the empty bowl before the lid goes down. The coin drops through the slot without any metallic clink, the Raldemarrs pray, one of them unhoods the chalice and sets the lid down right beside it, both of them kneel and bare their chests and murmur unintelligible prayers -- and a glittering, fanged snake rears up out of the bowl, opening its jaws wide to hiss!\n\nThen it glides down the chalice to the lid, circles it once, and slithers straight to one of the Raldemarrs, climbing them to rear back and viciously fang the offered human chest.\n\nShuddering and gasping in obvious pain, the bitten Darvith or Taleene then tenderly cradles the Serpent, murmuring thanks to it and a prayer to the god. They then pass the snake to their unbitten partner for gentle return to the chalice (which is rehooded to await the next question, for the Serpent won't vanish again \"until morning\").\n\nThe bitten Anointed then delivers the Holy Reply to the questioner, sometimes with the blood drawn by the serpent's bite trickling down their front.\n\nImpressive enough -- and a complete sham. Darvith and Taleene make enough from the coins it brings to pay for food, drink, caravan escort, and rooms, allowing them to sell their sundries only at good prices, and never out of desperation.\n\nThe domed lid of the chalice is hollow, with a shallow upper chamber filled with sticky sap that coins stick to (and so they don't rattle around when the lid is lifted; when one of the Raldemarrs heats the lid later, the sap becomes liquid and releases the coins). So offerings go in and \"vanish.\"\n\nA larger chamber below it in the lid (which has a richly engraved, flat inside bottom, not a concave one) has a collapsible floor (triggered by any two of the small, apparently ornamental studs around its edge; the graven lines of the design conceal its seams) that drops a snake hidden inside the chamber into the bowl of the chalice.\n\nThe Raldemarrs \"milk\" the trained snake regularly of its poison, and the family also has immunity to its venom (as well as that of two other types of snakes). Both of them know much regional lore, lost and buried treasure tales in particular, and simply invent Holy Replies.\n\nA Waterdhavian noble had the chalice constructed for him, and then he abandoned it upon learning its secrets were widely known in Scornubel (home of the long-dead smith who fashioned it). Much of its reputation is due to Darvith diligently spreading rumors about it for two decades now.\n\nHe began working this act with his wife, but she retired to Elturel to rear snakes when her health and looks started to fail, and Darvith's eldest daughter took her place.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Chalice of Serpents, Part 2", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 16 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb003" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb003" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 49, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "\"Ah, yes, the land of Gond. Contraptions and metal devices and little lights and whirling sparks and hammering at workbenches everywhere. Too many blasts and crashes to be entirely safe, but I like it. Sunny and gently rolling hills, farms everywhere with berry bushes where they haven't yet tilled. The Lantanna aren't much on casual magic, nor visitors, either, mind. They like their secrets, and would just as soon see you at your home when they come calling on you to sell their latest gadget. Mind you, some of them are priceless, as futile amusements or as darned useful little things. I've a bootjack over there with a turn spindle that works by itself, so wet boots upended on it near a fire turn as those metal twists flex in the heat, and the boots dry all over, in and out, without scorching. I once had a lamp that would fill itself when its oil got low -- that sort of thing. The whole island's like that.\"\nLantan is a grouping of three mountainous islands rising from the waters of the Trackless Sea north of Chult. Lantan, the largest and most heavily-populated of the islands, is ringed by a rugged ridge of mountains whose steep slopes are carpeted with rain forests. These verdant hills slope towards the sea, giving way to coconut plantations and sparkling white beaches on the coasts. The central part of the island is extremely low-lying, containing marshes and swampy forest criss-crossed with canals. To aid merchant traffic across the interior, the Lantanna have invented a substance that can only be described as \"liquid rock,\" which they have used to construct roads, raised safely above the marsh surface.\nLantanna often barter, but among themselves mint and use coins as currency, although these are unusual in that they rarely ever leave the island. When they travel abroad, Lantan merchants typically carry trade bars of electrum and platinum, usually in the standard 25 gold-piece denominations, and marked with the symbol of Gond. This money is considered universal tender, but it has caused a number of fights when presented beneath the noses of individuals from Zhentil Keep, who have a long-standing grudge against the Lantanese.\nFinally, the people of Lantan have a mania for invention and devices. An Artificer, alchemist, or inventor who comes up with a new device will soon have a very persuasive Lantanna (or his agents) on his doorstep, making inquiries. It is known that Lantan gained knowledge of the printing press from the magical southern nation of Halruaa, and it is hinted that this acquisition was neither legal nor proper.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Island Realm of Lantan", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 8 }, "Repos_Posy": { "type": "word", "value": 16 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb022" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb022" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 50, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "The Seven Lost Rings of Mhzentul contain magics of great power. Legends have spoken often of them since the death of their maker, but their locations have rarely been more than a matter of colorful rumor. Mhzentul was a powerful, respected mage who perished at the battle of the River Rising, where he became a pillar of living flame and blazed across the battlefield, destroying many foes. Mhzentul is remembered for his works: the seven Lost Rings of Mhzentul and a book, Mhzentul's Runes, said to contain the process for making a ring of spell storing, information on the construction of rings that become guardian creatures on command, and much research into fire magic. The Zhentarim mage Whisper is known to have found the book and some of the rings, but when he was slain by Doust Sulwood and his companions (the future Knights of Myth Drannor) in his subterranean home, Whisper's Crypt, north of Eveningstar, only two of the rings were found. The highest-ranking Zhentarim agent in northern Cormyr at the time, Whisper was cruel and coldly calculating. A man of relatively feeble magic, he possessed a cunning mind and gargantuan ambition. His duties were to arrange the ambush of selected merchants and king's messengers, to watch and listen to Cormyrean trade and troop movements, and to pass what he learned on to Darkhold. Whisper did this quietly and well, but at the same time he hatched plans to become far more than a minor Zhentarim wizard by creating a sinister force loyal only to him. He was establishing strongholds of his brigands in the Stonelands when his attacks on Doust's band provoked them to hunt him down, overcome his guardian enchantments and creatures, and destroy him. Whisper proved to hold two of the Seven Lost Rings. The Knights gave both of these to the House of the Morning, a temple of Lathander in the village of Eveningstar in Cormyr. They did not find any of the other five rings or Mhzentul's Runes. Four of the Lost Rings and the tome Mhzentul's Runes may still lie hidden in Whisper's Crypt in the Stonelands or somewhere in the Haunted Halls north of Eveningstar. The seventh Lost Ring\nmay still be in the vicinity of Mhzentul's destruction, perhaps purloined by the undead spirit of an enemy commander Mhzentul fought against. The wizard's essence may be trapped in the ring, or may still exist elsewhere -- and in either case, may whisper advice to anyone who puts on the ring. Each of the Seven Lost Rings of Mhzentul is a simple band, forged of mithral, treated with everbright. Each ring is engraved with a complex series of runes believed to be derived from an ancient elven dialect. The original meanings of these runes have been lost to passing time (even to lore magic).", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Lost Rings of Mhzentul", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 18 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb006" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb006" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 51, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Now it came to pass in the Year of the Unstrung Harp, when the shadow of the so-called \"Devil Dragon\" fell upon the land of Cormyr, that there was much fear in Suzail. After a brief flurry of war-related importations of armor and weaponry, trade in the city fell sharply. Many foreign traders relocated to Sembia and the independent ports of the Dragon Coast -- Westgate in particular. News from the wider world and colorful, interesting trade goods became scarce, and rumors of treason among nobles and courtiers, and strife in many households of the realm, raced through the streets daily, leaving folk muttering and dark-minded.\n\nAs the armies clashing in the northern reaches of the realm drew nearer to the capital of the Forest Kingdom, fear rose higher. Dread monsters were said to be on the verge of overwhelming the city. Food grew scarcer and more expensive. After the city of Arabel fell and its citizenry streamed into Suzail, journeying from one city to the other in but a few strides by means of mighty war wizard spells, both fear and food shortages increased sharply. Many citizens of Suzail having sufficient portable wealth (or weak loyalties to the city) deemed it wisest to flee both city and realm for a time, and did so -- taking their coin and daily purchases with them. Notable among these departures were many of the freely spending younger members of many noble families of Cormyr, who were \"sent away for safety\" by their kin. In some cases, their kin promptly followed them, citing variations upon the theme of \"urgent business, too long neglected, abroad.\"\n\nLess fortunate folk left behind in Suzail soon found casual workers hard to find. Traditional short-hire tasks such as loading, unloading, and refuse removal grew increasingly difficult, and rats and pets abandoned by those who'd fled roamed the city hungrily, infesting alleys in increasing numbers. Certain nobles took to traveling the streets (when they emerged from their walled and gated mansions at all) with large bodyguards who seized property and dealt harshly with anyone who disputed with them, except when under the eye of Watch patrols or uniformed Purple Dragons. Food became even scarcer and more expensive.\n\nConditions in the Palace and the sprawling Royal Court echoed those of Suzail's streets, though few courtiers knew true hunger or need. Court officials observed the increasing local filth, lawlessness, and desperation, and determined that something must be done. Highknights were called away from shadowing suspect nobles to \"lurk\" in Suzail (to lead Purple Dragon strike forces against smugglers, slavers, and the increasing numbers of snatch-and-grab street gangs). Among other measures enacted to \"set things to rights\" was a curious folly: the window tax.\n\nIt was first proposed by a minor clerk of the Royal Vaults, Underscribe Lhultan Culthorp as a means of deriving revenue for common food purchases and rat-hunting. His \"Coincall Upon Skylights and Viewing-Panes\" was to be a levy of 1 silver falcon monthly for every window or skylight in non-Crown-owned buildings within the walls of Suzail (unless said features had been permanently shuttered and boarded up, with all glass removed and \"tool work made necessary for their re-opening\").\n\nBuilding owners were to pay the tax to the Coin-Clerks of the Court at the usual offices just inside the Lions Door entrance of the Royal Court. Levies were due on the last day of each month following proclamation of the levy-law. Citizens failing to pay within six sunsets after the due time, according to Culthorp's draft proclamation, would forfeit goods (by Watch seizure) equal in market value to the levy owed (value appraisals to be made by Court officials only, and not subject to challenge or appeal).\n\nThe Coincall was proclaimed in Suzail on a single day, in the same manner as all laws of Cormyr. Written notices were posted on signboards along the Promenade, within every city gate, in the Market, at Market Hall, and at all Royal Court entrances. At the same time, the new law was read aloud by Court officials, ringed by bodyguards, in all city taverns.\n\nIt was not well received.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Rise And Fall of Window Tax, Part 1", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 18 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb010" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb010" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 52, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Culthorp's original draft Coincall was modified slightly by his superior, Master Clerk of Levies Asmarla Sundtree, whose cutting remarks earned her the nickname \"Old Iceknife.\" She deemed \"go-forth\" collections of levy monies from nonpaying citizens shouldn't be a duty of the overburdened City Watch, but it should become the work of a new force of armed and uniformed levy collectors, \"the Hands of the Crown\" (promptly rechristened \"the Houndhands\" by Suzailans). The new levy was quickly dubbed \"the window tax\" by disgusted and incredulous citizens -- as the furor began.\n\nWealthy society matron Chesra Harrowhand, known as \"the Roaring Lady\" for her blistering criticisms of every administrative act, passing fashion, and what she viewed as the steadily worsening state of society throughout Azoun's reign, wrote a letter to Court officials referring to the new levy as \"A blade thrust into the backsides of all loyal Cormyreans, even as the Crown expects them to fend off the blades and fangs of attacking beasts\" and calling for the \"official who thought up this robbery\" to be horsewhipped through the streets and jailed for \"blatant theft,\" with his own belongings seized to pay the first month levy for all citizens. She also called on \"Azoun to return from riding the backlands with drawn sword to rush to the defense of his people by repealing this tax\" and took the unusual step of hiring children to post copies of her letter beside the tax proclamation on all signboards. When one Purple Dragon gate guard laid hands on a youth trying to tack up Harrowhand's plea at his post, he was set upon by citizens and beaten senseless. When other copies of the plea were torn down by Watch officers, badly-lettered copies (obviously the work of folk reading a posted plea rather than any hired scribe) were put in their places by night. On one signboard, this happened at least four times.\n\nCourt officials arriving at the Royal Court for work the morning after the levy proclamation were hounded by chants of \"Greed! Thieves! Greed! Thieves!\" on the Promenade. This fashion grew until spontaneous chants of those two repeated words accompanied Watch officers, Purple Dragons, and known Court officials everywhere they went in the streets. Whenever Court officials were seen unprotected by armed authorities, rotten fruit, buckets of refuse, or flung chamberpot contents were apt to accompany the cries.\n\nA popular local retired Purple Dragon veteran, Thamadar of the Six Swords (hero of Hullack Forest monster hunts and Sembian border brigand skirmishes), made a speech in the Market in which he howled that Court officials were \"leeches and rats, sucking our blood while the Obarskyrs sleep or ride to war unawares\" and that the Houndhands were \"unlawful invaders who should be fought with blades, buckets, mops, and chairs until not a one of them is left standing!\"\n\nWhen Court officials got word of the speech and sent a large Watch force to arrest the one-legged Thamadar at his lodgings, local citizens rushed to defend him. Battle raged in the streets (featuring improvised barricades, the loosing and goading of draft horses through the Watch ranks, and beds flung down from balconies onto officers' heads). The fray lasted long enough for retired veterans to fetch arms and arrive to hurl back the Watch.\n\nThe Watch fled to the city barracks and called forth Purple Dragons to restore order. The old soldiers and the new clashed at swordpoint in the streets until someone set a fire and Thamadar roared orders that all \"lay down steel\" and fight the flames. This was done, and the fire put out by dusk -- whereupon Thamadar and his defenders went to the Promenade, and the veteran repeated his speech before the Gate of the Dragon (the main entrance of the Royal Court). His larger audience, this time, included many Watch and Purple Dragon officers who made no move to stop him.\n\nThe next day, a simple proclamation signed by the sage Alaphonar appeared on all signboards: \"Her Majesty Queen Filfaeril, having just learned of a mistaken law passed in error, hereby repeals the Window Tax forever.\"\n\nThe populace roared approval of the last word of the royal proclamation, gleefully indulged in lurid speculations as to the fates of the Court officials involved, and continued to regard the Royal Court as they've always done: with deep suspicion.\n\n(Underscribe Lhultan Culthorp has drafted no laws since the repeal and is permanently reassigned to recopying Court records.)", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Rise And Fall of Window Tax, Part 2", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 18 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb011" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb011" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 53, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "The Sashes were founded in 280 Northreckoning (1312DR) by the retired sellsword (and, some say, masked Lord of Waterdeep) Durnan, in response to blatant disregard for the Watch and the Laws that had grow common in the poorer areas of the city, especially Dock Ward. The Sashes were originally formed by Durnan to accomplish things in Waterdeep that the Watch couldn't be asked to do and things that the paladins among the Lords would never agree to. They actively seek out and punish unscrupulous merchants and dealers in shoddy or false goods (the numbers of ambitious magelings swindling ordinary citizens with the aid of fool's gold spells has decreased dramatically since the inception of the Sashes), detain burglars and other petty thieves for the Watch, liberate the slaves of visiting southerners (especially those from Calimshan and Thay), and make certain persons or items \"disappear\" (such as an aide to the Luskanite ambassador, who was found to have raped and killed three festhall employees while in the city on a diplomatic mission). \nThe banishing of the Shadow Thieves some two decades earlier had shattered their control of the city's underworld, leading to a period of increased acts of petty thievery and random violence, mainly by gangs of toughs asserting control over their newly-established \"turf.\" This cycle of terror culminated in 279NR, with the death of Zelphar Arunsun, husband of the Open Lord Shilarn, at the hands of evil sorcery. \nOriginally founded by local citizens and business-owners determined to take back their streets from the toughs that infested them, the Sashes quickly turned into a secretive vigilante group with the naming of Piergeiron, a paladin and officer of the city guard, as Open Lord. Upon receiving the Lordship of the city, Piergeiron set about curbing the lawlessness of the city's southern wards, bringing in the Guard to aid (and, in some cases, supplant) the Watch in their efforts. Unfortunately for Durnan's group, Piergeiron was unamused by the vigilante tactics employed by the Sashes, and instructed the Guard to arrest anyone engaged in such behavior. Durnan's status with the Lords enabled him to have detained agents released but the whole situation, along with the noticeable drop in crime, convinced him that the Sashes could better serve the citizenry if they didn't have the watchful eye of the Open Lord constantly upon them. It was at this time that the group stopped wearing the bands of crimson that had served to identify them, along with their tactics of walking the night-darkened streets en masse, torches and cudgels in hand, daring local toughs and bravos to cross their paths. \nCurrently, few of the Lords of Waterdeep, know the Sashes true goals and that they work for Durnan. Khelben Blackstaff knows the truth as well and, while his goals and those of the Red Sashes have clashed at times, he often works closely with Durnan, for the good of the city of Waterdeep. Piergeiron, while disapproving of the bands methods, currently does little to inhibit their activities. 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Though this statement has become a trite truism overused by taletellers describing dragons, the reason for her obscurity is indeed that \"most who encounter her don't live to speak of it later.\" \nLong, long ago, Miirym was a silver dragon who dwelt near Candlekeep. In her playful hunting, she devoured several scholars and destroyed a score or so irreplaceable books on their way to the abbey, so a mage attached to the abbey bound her to service: She was to defend the monks, buildings, and books of the abbey for some twenty years. \nUnfortunately for Miirym, the spellcaster was the archsorcerer Torth, whose spells were so mighty that when he died -- fifteen years along in Miirym's sentence of twenty -- no one could break the bindings. The monks apologetically wrote up a tome describing the situation and all that was known of Torth's spells, then set a copy of it in a crypt beneath the keep, in a casket with the sorcerer's bones and staff. \nMiirym was a captive in servitude. Though she kept to the letter of her bond, her attacks on transgressors became savage. This is how Candlekeep acquired its reputation of utter impregnability and that to attempt to steal from it or slip into it unnoticed was futile. \nEventually worn out by advanced age and the attacks of foolish would-be intruders -- notably several bands of Calishite wizards, who planned and then tried to carry out elaborate spell attacks on Candlekeep in the Year of the Shieldtree (1181 DR) and the Year of the Tomb (1182 DR) -- Miirym \"died.\" That is, her body rotted and fell apart, losing flesh before bones, and then bone after bone crumbled away to dust, while the spells that bound her animated her still, keeping her sentient . . . if not entirely sane. \nWhen all that remained of the Sentinel Wyrm was a malevolent but diligent invisible guardian force, the monks of Candlekeep, fearing for the safety of legitimate visitors to the abbey, hired mages to destroy their strange guardian. \nEven these wizards could not prevail against Torth's cunningly woven spells (so linked that the destruction of one serves to strengthen the next, and spawn an eventual regeneration of all destroyed magics), and succeeded only in \"driving down\" Miirym to a radius of perhaps a quarter of a mile from the remains of Torth. A sacrificial band of monks undertook to carry the archsorcerer's casket deeper into the cellars and natural (volcanic) passages beneath them. Where the last of this band fell, Torth's casket rests, at the heart of a labyrinthine complex of caverns and passages beneath Candlekeep -- and Miirym still lurks there, under the keep, defending it very effectively against intrusion from below. \nAccording to Elminster, Miirym exists today as a pair of spectral jaws that can cast dimension door at will. She still has a vicious bite, her spells, and the ability to use many breath weapons. Miirym defends Candlekeep diligently, but she'd rather talk than fight, and she will trade tales for information about current events in Faerûn. She is very lonely and secretly dreams of regaining her body and flying high and free over all of Toril. 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"value": 15 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 227, "AddCost": { "type": "dword", "value": 797 }, "BaseItem": { "type": "int", "value": 29 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 800 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Caster Level(s): Bard 1\nDescriptor(s):\nComponent(s): Verbal\nRange: Personal\nArea of Effect / Target: Large\nDuration: 10\nAdditional Counter Spells:\nSave: None\nSpell Resistance: No\n\nThe high pitched notes of this song will increase the sonic sensitivity of your enemies." } }, "Description": { "type": "cexolocstring", "value": { "0": "" } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": 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{ "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "it_bardscroll" }, "TemplateResRef": { "type": "resref", "value": "it_bardscroll021" }, "xModelPart1": { "type": "word", "value": 50 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 228, "AddCost": { "type": "dword", "value": 1797 }, "BaseItem": { "type": "int", "value": 29 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 1800 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Caster Level(s): Bard 1\nDescriptor(s):\nComponent(s): Verbal\nRange: Personal\nArea of Effect / Target: Large\nDuration: 10\nAdditional Counter Spells:\nSave: None\nSpell Resistance: No\n\nThis unholy verse will fill the enemies mind with fiendish visages and the promise of unspeakable acts within the deepest depths of the Nine Hells. 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Those failing their concentration checks will suffer spell failure for the duration of the song's magic." } }, "Description": { "type": "cexolocstring", "value": { "0": "" } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Curse Song: Insidious Rhythm" } }, "ModelPart1": { "type": "byte", "value": 15 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [ { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 3 }, "CostValue": { "type": "word", "value": 13 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 15 }, "Subtype": { "type": "word", "value": 335 } }, { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 0 }, "CostValue": { "type": "word", "value": 0 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 63 }, "Subtype": { "type": "word", "value": 1 } } ] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 46 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "it_bardscroll" }, "TemplateResRef": { "type": "resref", "value": "it_bardscroll024" }, "xModelPart1": { "type": "word", "value": 15 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 233, "AddCost": { "type": "dword", "value": 1497 }, "BaseItem": { "type": "int", "value": 29 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 1500 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Caster Level(s): Bard 1\nDescriptor(s):\nComponent(s): Verbal\nRange: Personal\nArea of Effect / Target: Large\nDuration: 1\nAdditional Counter Spells:\nSave: Concentration\nSpell Resistance: No\n\nA horrible, off-tune, chord which forces all creatures hearing it to make a concentration check or fail their spell." } }, "Description": { "type": "cexolocstring", "value": { "0": "" } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Curse Song: Jarring Tune" } }, "ModelPart1": { "type": "byte", "value": 15 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [ { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 3 }, "CostValue": { "type": "word", "value": 13 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 15 }, "Subtype": { "type": "word", "value": 335 } }, { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 0 }, "CostValue": { "type": "word", "value": 0 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 63 }, "Subtype": { "type": "word", "value": 1 } } ] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 46 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "it_bardscroll" }, "TemplateResRef": { "type": "resref", "value": "it_bardscroll022" }, "xModelPart1": { "type": "word", "value": 15 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 234, "AddCost": { "type": "dword", "value": 1797 }, "BaseItem": { "type": "int", "value": 29 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 1800 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Caster Level(s): Bard 1\nDescriptor(s):\nComponent(s): Verbal\nRange: Personal\nArea of Effect / Target: Large\nDuration: 10\nAdditional Counter Spells:\nSave: None\nSpell Resistance: No\n\nThis holy verse will fill the enemies mind with images of divine displeasure and retribution. 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Each verse inflicts sonic damage, increasing in power with each succession.\n\nThe singer makes a perform check with each attempt. On failure, the singer is silenced for 10 rounds while her voice recovers. 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The Flying Hunt of Nimbral and several aerial dragon-mounted patrols from Evermeet have fought her in midair and forced her into flight on occasion, but most ships are helpless against her diving attacks -- and when crews scramble down into their holds to escape her snatching claws, she's been known to land on a ship and tear it apart like a child opening a gift. What makes Arveiaturace so deadly is her past: She was the steed of a wizard, Meltharond Thone, who captured and tamed her. Over the centuries of her servitude, her hatred for him turned slowly to love, and she was plunged into melancholy when at last, longevity magic failing, he died. \nWhen she is especially lonely or going into battle, Arveiaturace straps the wizard's old palanquin on her back, and takes to the skies with his skeletal figure riding between her shoulders. A web of desperate magics spun by Meltharond in his waning days keep his bones whole and floating in proper relation to each other, so the wizard's skeleton sits upright and turns its head to look in whichever direction Iceclaws is looking. An observer could be forgiven for thinking Meltharond is a lich or some other sort of undead, but the dragon is truly alone, save on the rare occasions when she mates with the white dragon Arauthator -- occasions during which Meltharond's skeleton is left at home, sitting and eternally looking at nothing.\nThe wizard may be no more than bones now, but his legacy has kept his faithful steed alive in the face of attacks from strange dragons, elves, and humans seeking to rid themselves of her hunting, and her own offspring as well, whom she drives from the Icepeak to fend for themselves as soon as they grow bold enough to try to slay her and take over her lair. Meltharond's magical boons are twofold: he crafted her a ring of spell triggering that allows her to trigger the wands, rods, and staves he left behind, and he taught her such rare and useful magic as she does know. She knows how wizards hurl magic, what tactics they employ, and how to recognize some popular battle spells by their castings. This and a familiarity with various wands, rods, and staves makes her crafty in battle against mages. One such tactic is flying low in the troughs of waves, so as to entice a wand-wielding wizard to waste magic by firing at a glimpse of her, only to have his attack absorbed or turned aside by the roiling waters. Another is toppling masts down atop mages standing on decks trying to work spells.\nArveiaturace is more intelligent -- and vastly more sensitive -- than most white dragons, but she has all the savagery and snarling hunger for revenge of her kind. She grew so used to the company of Meltharond (who chatted with her constantly, treating her as an equal despite the spells that prevented her from attacking him) that she's now governed by loneliness and has been known to spare sailors and others she snatches if they don't like wizards, don't attack her, and have the quick wits to shout out a desire to talk (or demonstrate an ability to sing) before she bites the life from them.\nSeveral humans have escaped from a snatching by Arveiaturace having endured nothing more than a month or so of conversation with the terrifying, always-suspicious, and vigilant Iceclaws. If captives refrain from attacking her or stealing anything of Meltharond's that still lies about his rooms, largely as he left it (including many items of magic and spellbooks, some accounts say), they'll be taken to the locale of their choice on mainland Faerûn as soon as they admit to any loneliness. It is from such former guests that the wider world knows details of the White Wyrm and her lair.\nArveiaturace is more patient than most white dragons, but when roused to battle, she loves to lose all self-control and slay and destroy until nothing remains to withstand her. She knows the winds and waves of the Sea of Swords and Sword Coast (and the Trackless Sea east of a line from Uttersea to the Wave Rocks and the northern shores of Lantan) better than any other living entity, and she is adept at sinking ships and at plucking things from masts, decks, and the waves without slowing down or tumbling into even the roughest seas.\nArveiaturace seems bent on devouring a hungry dragon's share of all Sword Coast seafarers and in making dragons and lesser races alike terrified of venturing north of Ruathym. On rare occasions she will use her skills to rescue shipwreck victims or retrieve floating items -- if rewarded with generous amounts of gems and treated with respect, as an equal and not some semi-intelligent, easily-manipulated beast.\nOver the years, she has developed a relationship of mutual respect with Laeral, the Lady Mage of Waterdeep, and with the seafarer and shipwright Old Aldon of Mintarn, but the White Wyrm is spoken of with awe and fear in Candlekeep: She once heard from a captive that a certain sage of that establishment had written disparagingly of Meltharond. She arrived unannounced to tear the roof from the main building, snatch up the writer, and set straight his views on the dead wizard. It's reported that less than a month later, Laeral of Waterdeep personally delivered a freshly printed tome from Candlekeep entitled The High History of the Mighty Mage Meltharond to the White Wyrm, and stayed with the dragon for more than a tenday, talking day and night through. 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I hate cities. I hate them with a passion. I hate the press of unwashed beings, and I particularly hate cities like Scornubel where the greediest and vilest specimens pack themselves even tighter in the name of commerce and other forms of greed.\nIf it weren't for my partner, Arahnar, I wouldn't even have come here. Neither of us have much need for civilization-she hunts for both of us, and I can make whatever we need from the remains of our meals. The exceptions, of course, are swords and other metal weapons, but there's no need to travel to places like Scornubel to secure such things. There are smaller, far more pleasant places to visit.\nBut we had to come here in search of a rogue known as Angah Lalla. According to rumors, he has a map in his possession that might lead us to the Circle of Vehlarr. Arahnar says she remembers hearing legends of it when she was a child, and that the place was holy to her people. She hopes that maybe there is something there that will allow her to discover where her pack may have disappeared to. It's a long shot, but I feel I should help her in this quest. Two days in this cesspool would kill me, and if Arahnar can find happiness, I'm more than willing to help her.\nI learned years ago that there are some people that can't be trusted under any circumstances. My partner Arahnar would qualify as one such person due to her race; werewolves are just untrustworthy by their very nature... they betray other races as easily as the rest of us breathe. It's almost as if they can't help it. I trust Arahnar only because she feels she owes me her life, and therefore will-in all likelihood-not betray me until that debt has somehow been repaid.\nAlthough we had come to Scornubel, a stinking cesspool of \"civilization,\" to meet with the merchant known as Angah Lalla, I knew we would regret this choice the moment we set foot inside his shop. The store reeked of an unfamiliar incense; it hung so thick in the air that it made Arahnar gag and wrinkle her sensitive nose. I did not fare much better myself, almost preferring the stench of fish and unwashed bodies that was heavy in the streets outside.\nAngah Lalla was as repulsive as his store. He stood at its far end, dressed in flowing robes of an off-white color, his face mostly hidden behind a black veil and hood that only left a sliver of his pale skin and almond-shaped eyes visible. A large gold amulet with strange runes engraved upon it hung around his neck. A long black braid into which several ribbons of cloth the same color as his robes had been tied was draped over his shoulder and across the battered surface of the counter he was behind. I immediately decided he couldn't be trusted; any man who does not show the world his face is not a person I wish to deal with. But Arahnar strode up to the counter, still twitching her nose, and said, \"We're the ones looking for information about and maps of the Wood of Sharp Teeth.\"\nHe responded in a hoarse whisper, \"Ah yes... I was told to expect you. I have what you want here.\" He reached under the counter and drew forth a bundle of three rolled scrolls that were tied together with a leather strap. As Arahnar reached for the bundle and I reached for my coin purse, however, the merchant took two steps back from his counter and said, \"But first there are some other customers who are interested in knowing why you seek this knowledge.\"\nA hidden door behind us opened. Three armored warriors stepped out, two men and a half-elven female. They wore garlands of wolf's bane around their necks and their short swords glinted in the dim light with the luster of silver. One of the men wore a tabard bearing the symbol of the Silver Stake, a company devoted to the extermination of werebeasts of all kinds. He said, \"We have been led to believe that you have an interest in the Circle of Vehlarr. Only two kinds of people would make such inquiries... werewolves or those who hunt werewolves. Which are you?\"\nMy hand tightened on my sword, as Arahnar and I turned to face the warriors. A vicious grin that I knew all too well was spreading across her face. 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The three warriors of the Silver Stake were quite skilled. However, they clearly did not know whom they were facing.\nI warned them to leave the shop peacefully if they wanted to live. Their response was lightning fast: The half-elven female whipped a leather pouch off her belt and threw it at our feet, exploding with a gentle popping noise that was almost lost in the hiss of my sword leaving its scabbard. A cloud of gas billowed upward around Arahnar and myself from where the pouch had landed. Arahnar started choking immediately, even as she threw herself backward to avoid its effects. She collapsed onto the floor, spasming and gasping for air. \nThe gas had no effect on me, however, something that seemed to startle the werebeast hunters confronting us. It had apparently never crossed their minds that a human might be allied with a werewolf... and that I might be immune to whatever it was that the half-elf had just tried gassing us with.\nTheir surprise allowed me to close on them and keep any of them from reaching Arahnar before she recovered. But it was far from an easy fight. I killed or rendered unconscious all three of them, but blood trickled down my arm from a deep cut as I turned to where Angah Lalla had been moments earlier. He was gone, but the scrolls we had come for were still on the counter.\nThen I heard the sound of a body being slammed up against a wall. I whirled in a different direction to see Arahnar, still coughing and wheezing but now in her manbeast form, with the robed figure of Angah Lalla in her clawed hands. She had lifted the man who had sold us out so high that his head was at a painful angle against the ceiling as she pressed him against the wall. \"Now you die,\" Arahnar croaked.\nAngah Lalla's response was a strangled sob... and his voice was no longer a harsh whisper but instead sounded surprisingly feminine!\nEven through her rage and pain, Arahnar was as surprised by this sound as I was. She released the pawnbroker and tore the veil from his face as he plummeted to the floor. Behind it was a pale-faced teenaged girl who was staring up at Arahnar with stark terror on her tear-streaked features.\n\"An imposter. The real Angah Lalla has been in business here for over a decade. She must be with them,\" Arahnar growled, hooking a thumb in the direction of the fallen warriors.\n\"Is this the genuine article?\" I asked, holding up the bundle of scrolls we had come to purchase. \"Will it get us to the Circle of Vehlarr?\"\nThe girl nodded.\n\"Where's the real Angah Lalla? Did you and your associates kill him?\"\nShe opened and closed her mouth as though she was trying to say something but couldn't get the words out. Her face took on an even greater look of terror. \"Gone,\" she finally whispered. \"Out of town.\"\n\"We're not going to kill you girl,\" Arahnar said, her form shrinking and black fur fading as she retook her human shape. \"You're being spared, so you can tell the rest of the murderers in the Silver Stake that Arahnar is going to find her pack, and I'll kill anyone who get in my way.\"\nThe girl nodded again, curling up within her off-white robes, pressing herself as far against the wall as she could manage, her hands clutching the golden amulet around her neck so hard that her knuckles were turning white. Her eyes remained fixed on Arahnar, wide with terror.\nI told Arahnar that we should leave before any other customers or clients entered the shop. She could hardly breathe and my wounded arm was going numb. I wanted to leave this stinking shop and this crowded city so we could both recover and study the scrolls we had acquired without risk of further ambushes. \nTwilight was descending by the time we'd made camp in a small gully, about two hours' walk west of Scornubel. A small copse of trees hid it from the trail, so it seemed like the right spot for us to finally treat my wounds properly and rest. Arahnar had also still not recovered completely from the gas, continuing to wheeze and suffer from coughing fits. \nAfter we tended my wounds, we turned our attention to the scrolls Angah Lalla had acquired for us. One was an ancient map of the Wood of Sharp Teeth and Amn. It was not tagged in any language I could read, but Arahnar pointed out the fact that the Snakewood and the Wood of Sharp Teeth used to be one large forest.\nAlthough she had to struggle to read the scrolls, she recognized a single word that made her very excited. She understood exactly where her people had gone and why it was important for them to get there. While the ruined town of Vehlarr was clearly marked on the map-a ruin even in the ancient times-there was another place on the map. This was the city of Lharast, a precursor of the more famous Myth Lharast. Her excitement grew as she pointed to symbols by each of the long-gone settlements, stating that they indicated that they were magical gates. \n\"My pack went to Myth Lharast, one of the places where lycanthropes can live in peace from those that would hunt us, as the city is usually unreachable except under the rays of the full moon!\"\nShe started to relate the tale of Lharast, Vehlarr, and the magical portal known as the Circle of Vehlarr, but then froze in mid-word, her arm bent at an awkward angle as she reached for something in her pack. I instantly recognized that she had fallen victim to a spell of holding and jumped to my feet as I seized my battle-axe.\n\"Put down your weapon, sir,\" a voice with a sibilant tone came from the darkness. \"We wish you no harm, but the werebeast needed to be subdued before we could approach you with our business.\"\nA lanky, bearded man wearing the scarlet robes of a Wizard of Thay stepped from the shadows. He held a wand in each hand, and one was pointed at me. Behind him were two broad-shouldered, bestial warriors in what appeared to be riding leathers.\n\"Believe me, there is no need for this to come to violence,\" the bearded wizard continued, the tip of his wand starting to glow with a bluish light. \"But, I am more than willing to hurt you if need be.\"", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Circle of Vehlaar, Part 2", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 0 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb025" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb025" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 3, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "\"Do you mind if I join you at the fire,\" asked the wizard, pointing one of his wands at me, as he slid the other into a leather sheath that hung from his belt.\n\"How can I refuse?\" I replied coldly.\nHe offered me a smile and took a seat next to Arahnar, who still sat with her muscles locked in place by magic. Her eyes burned with a murderous fury. I shifted my gaze back to the wizard. He wore the scarlet robes of a Red Wizard of Thay, yet his head and chin were not clean-shaven, as was the habit of his kind. His complexion and narrow face definitely marked him as from the east, so I had no reason to doubt he was the real thing. But what did he want with us?\n\"I mean you no harm,\" he said, as though he had read my thoughts. Arahnar actually managed a throaty growl, despite her immobile state. I gave a small, start, but the wizard chuckled and said, \"You certainly have nothing to worry about, my dear. All I want for now is a little bit of your blood.\"\n\"Her blood?\" I asked.\nArahnar issued another strained growl.\n\"I could have asked you to volunteer,\" the wizard said, \"but I sincerely doubt you would have been cooperative.\" \nHe undid a clasp and pulled open his robe, revealing that his tattooed chest had five ragged scars across it. I recognized the pattern, although I usually saw it through sprays of blood: This particular wizard and Arahnar had met before and she had left the mark of her claws on him. As he continued to speak, he closed his robe again. \" Arahnar and I don't exactly get along, but my divination magic revealed that she was the only born werebeast in the area, so this had to be.\"\nAs if responding to some unheard command, the two brutes that had been standing quietly at the edge of firelight now advanced on me. I rose to my feet, my hand on the hilt of my sword. \"What happened to 'I mean you no harm'?\" I asked.\n\"They're just going to make sure you don't feel any chivalrous urges to defend your female friend,\" he said, drawing a gleaming dagger. \"There will be lots of blood, but I assure you that a simple bandage will preserve her life once I am done.\"\nThe man-giants stepped behind me and each slapped a meaty paw of a hand on one of my shoulders. Although I had intended to remain standing, the weight caused my knees to buckle and I collapsed back into a seated position.\n\"Who are you?\" I groaned, as he approached Arahnar. \"Do you work with the Silver Spike?\"\n\"By the stars, no!\" He seemed surprised at my question, but then a thoughtful look crossed his face. \"They might be interested in my spells, though. Perhaps a trip to Baldur's Gate is in order when I'm done here.\"\n\"Then why are you doing this? Revenge?\"\n\"No. I do it for love.\" With those words, he pressed his lips to Arahnar's, kissing her as he drove the dagger into her lower arm, twisting it to cause a vicious, blood-gushing wound. Her eyes rolled back in her head and the forced growl now muffled by the wizard's lips grew in its desperation and fury. If she hadn't been bound by magic, she would have probably taken wolf form on the spot and slaughtered all four of us.\nHe drew back from her and wiped the blood from his knife on her thigh. He returned it to its sheath and produced two vials from a pouch on his belt. He let Arahnar's blood flow into first one vile, then the other. It mixed with a tiny bit of liquid that was already present in them, changing color from red to black. He then stoppered each vile and stood up. \"I thank you to tend to the lady's injury, my good man. I believe it would be best if I put some distance between myself and her before she recovers from the spell I cast upon her.\" As he headed into the darkness, his large companions took their hands from my shoulders and followed.\nI hurried to Arahnar's side and treated her wound with an herbal pack that would both stop the bleeding and ease her pain. She was still growling deep in her throat and I started to wonder if maybe I too should try to be elsewhere when the magic wore off.\nNo sooner had that thought crossed my mind before one of Arahnar's hands shot out and closed on my throat like a vice. I felt her claws rake across my skin, threatening to tear into my neck as she transformed from an attractive young woman into a nightmarish cross between human and wolf. I tried to tell her that she was hurting me, but couldn't do more but croak as I tugged at her talons. 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She'd barely finished undressing before she began transforming to her full wolf aspect, a sleek black-furred creature almost as large as a bear. \"Be careful or that wound on your arm-well, your leg-will open up again. Calm down. Wait until I've-\"\nShe was beyond listening to reason. She sniffed the ground, then the air, and charged off into the darkness with a howl. I don't think I've ever seen Arahnar as angry as she was that night, before or since. \nI grabbed my battle-axe and started after her. As I emerged from the stand of trees, a grazing area opened before me. Beneath the light of the waning moon was a most amazing sight. The wizard whom Arahnar had wanted to disembowel was not only still alive, but she crouched before him, licking his hand. As I watched, she reverted to her human form while the wizard gently said, \"Yes, my darling. I knew you'd no longer have the heart to be angry with me. All is forgiven, yes?\"\n\"Of course,\" she replied, kissing his fingers as fur bristled and faded, giving way to bare skin.\nI felt angered and repulsed. She was clearly under the influence of yet another spell, this one intended to paralyze her fighting spirit rather than her body. This wizard was twice the monster Arahnar would ever be. Swinging my axe over my head, I charged at them with a battle cry.\nThe wizard shot a glance at me and barked a command in a foreign tongue. Suddenly, I found myself charging at his two brutish companions; the unnatural sight of Arahnar kneeling before that Thayan creature had blinded me to the real dangers on the field.\nI swung my axe at the lead brute, intending to end the blow he was trying to deliver by severing his arm. To my surprise, my strike didn't even penetrate his pallid skin.\n\"What are they doing?\" I heard Arahnar say.\n\"Killing him,\" the wizard replied. \"He will only impede the growth of our love.\"\n\"But-but-\"\n\"You don't need him anymore.\"\nI swung my axe at the brutes, knocking them back with the impact and scrambling to my feet. The brutes continued to advance. Several swings of my axe confirmed that it was impossible for me to harm them; all I could do was keep them off-balance and continue to retreat away from them. Meanwhile, Arahnar knelt naked in the moonlight, looking from the wizard to me, growing increasingly distraught.\n\"Make them stop! We're looking for my pack! He's helped me! He's my friend!\"\n\"Don't worry, dear,\" the wizard said, gently patting her on the head. \"We-\"\n\"Make them stop!\" She leaped at him, suddenly filled with fury. Fur started sprouting on her skin as she locked her hands on his shoulders and kicked him in the stomach. Her weight sent him crashing onto his back. She slammed her hands against his chest and then brought them up over her head with a sweeping motion and a spray of blood. Now, that was the Arahnar I'd come to know! Somehow, she'd broken the spell! \"Make them stop!\"\nThe wizard shrieked in pain, then shrieked another foreign word. The brutes froze like statues. Arahnar threw me a blazing glance. I signaled that I was fine.\n\"They're stopped,\" the wizard yelled. \"Please, darling-\"\n\"That's the last obscenity that will cross your lips,\" She raised a hand to bring it down to deliver the final blow.\n\"I can help you! I can show you how to cast a spell that will help you find your pack!\" the wizard screamed. Arahnar froze with her talons a hair's width from his throat. \"Really?\"\n\"I have a ring that will allow it. Back in Scornubel. It's yours if you spare me!\"\n\"If you can teleport us straight there, she'll spare you,\" I said. I wasn't about to travel through that cesspool again.\nArahnar drew a deep breath and got slowly to her feet. She kept a talon close to the wizard's throat while gesturing for him to follow. \"Cast your spell,\" she then snarled. \nHe started chanting. Moments later, we were in a spacious room, presumably somewhere in Scornubel. The wizard's knees buckled and I caught him before he hit the floor.\n\"Weakling,\" Arahnar sneered as she glanced around the room, surveying the workbenches loaded with books, bottles, stills, and bizarre devices that I didn't recognize. She eventually headed toward a doorway that led to another room where I could see a bed. \"Bind his wounds while I find something to wear.\"\nI helped the dazed wizard into a chair. As I treated his wounds, I asked, \"Were you the one who almost killed Arahnar shortly before she lost track of pack?\"\n\"Someone almost killed her?\"\nI related the tale of how Arahnar and I came to be traveling together.\nHe shook his head. \"How could someone treat such a beautiful creature in such a brutal fashion?\"\nI snorted. \"That's why you're after her? Because of her beauty?\"\n\"Yes. She is the most beautiful creature I have ever met, in all three of her shapes.\" His gaze shifted to over my shoulder. I turned my head to see Arahnar return from the other room. She was wearing a pair of baggy tights and was buttoning a white shirt. A red wizard's robe was slung over her shoulder along with a weapons-belt.\n\"I'm taking this stuff,\" she said matter-of-factly, putting on the robe. The bottom of the garment pooled on the floor around her feet as she fastened the belt; a sheathed dagger hung from it, some sort of arcane symbol.\n\"Wait a minute,\" I said, as it became clear to me that it wasn't just a red robe... it was the red robe, the kind worn only by the Red Wizards of Thay. \"You can't wear that!\"\n\"I like the color,\" she replied with a shrug.\" And since my beloved Vatsisen here is going to give me that ability to cast spells, I might as well dress the part, yes?\"\n\"Yes,\" the wizard said, swallowing hard. \"You look absolutely stunning, my dear.\"\n\"Stow it,\" Arahnar said coldly. \"Just get the ring.\"\nThe wizard hurried to one of the benches. Seconds later, he produced a golden ring set with two tiny green gems and three tiny blue gems. He gave it to Arahnar, saying, \"All you have to do is put on the ring and concentrate of the spell you want to cast while touching the appropriate gem. The green stones contain detect lycanthropes, a spell I created that lets me track those of your kind, Arahnar such as you. The blue stones are teleport without error spells... they will take you to any place you have been or are able to visualize clearly in your mind.\" Looking at me, he said, \"All you have to do is place a hand on her shoulder, and you'll go with her.\"\nArahnar's eyes sparkled with excitement as she slipped the ring on her finger. \"We can go anywhere?\"\n\"As long as you can visualize it,\" the wizard said. \"But you can only cast each spell as many times as there are gems of the appropriate color in the ring.\" He hesitated, fixing his eyes on Arahnar. \"But, I'll be happy to recharge the ring for you any time you return to Scornubel.\"\n\"I guess that's reason enough to keep you alive,\" Arahnar said with a smile. She got on the tip of her toes and gave him a peck on the cheek. The stupid wizard looked as though someone had just given him the sun and the moon. \"Thanks, Vatsisen\"\n\"Let's get going,\" I said. Arahnar nodded and stepped back to stand next to me. I placed a hand on her shoulder as the wizard had suggested. He watched us, still with that dopey, happy look on his face. I guess he really was in love with her, no matter how twisted that notion seemed to me. That's the only explanation I could see for him being such an idiot about her.\nThen, without warning, Arahnar activated the ring and we left him behind.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Circle of Vehlaar, Part 4", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 8 }, "Repos_Posy": { "type": "word", "value": 0 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb027" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb027" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 5, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "\"So,\" Arahnar said. \"How many times do you think we should get this ring recharged before we kill him?\"\n\"Why don't we just use all the magic in it and then sell it?\" I suggested. \"Do you really want to risk him charming you again, perhaps irrevocably? Next thing you know, you'll be dropping Red Wizard litters.\"\n\"No need to get disgusting about it!\"\nI laughed. We had collected our gear at the campsite where the lovesick Red Wizard had first confronted us, both agreeing that we should put some distance between ourselves and him in case he decided to make another attempt to \"woo\" Arahnar. The wizard had gotten off easier than he'd probably ever realize, but so had she. There was no reason to tempt fate.\n\"Where to now?\" I asked. \"West toward the Wood of Sharp Teeth?\"\nShe looked thoughtful for a moment, then said, \"Hold on to me.\"\nI put my hand on her shoulder, a question on my lips, but then the stone walls of a dimly lit cave replaced the trees around us. I shook my head as I squinted at my surroundings, trying to make out details in the pale light that crept in from the cave mouth about ten yards away. \"Would you please give me more of a warning next time? I really hate this teleporting stuff.\"\nArahnar didn't respond. She was changing into her man-beast form and sniffing at the air. \n\"Where did you take us?\"\n\"My pack's home.\"\n\"Why? We already knew they weren't going to be here.\"\n\"It's the closest place to where I think Vehlarr is that I was familiar with,\" she replied, a strangely distant tone in her voice. \"It's also a safe place. We can take our time reviewing the scrolls we got from Angah Lalla and make sure we know where we're going from here. Not to mention a little sleep.\"\n\"Now that you mention it, I am tired,\" I said. \"And you sound like you might be, too.\"\n\"Yes.\" She removed her backpack, still sniffing the air. \"No one's been here for a long time. No one at all.\"\nIt dawned on me the tone in her voice was one of sorrow. I'd never seen Arahnar depressed or sad. Until that moment, I hadn't even considered that she might be capable of such emotions. As my mind searched for some comforting words, I commented lamely, \"That means the cave is definitely safe.\"\nWhen she looked at me her large black eyes seemed to shimmer and her lips drew back from her fangs. She reverted to human form and I realized that she was giving me a weak smile, her eyes wet with unshed tears. I've never felt as uncomfortable or so much at a loss for words as I did right then. She turned away from me, saying, \"Yeah. We're safe here. This is the safest place in world. Tomorrow, we'll find the people who made it that way.\"\nWe bedded down on the dusty rock in silence. Sleep was a long time coming for me, my mind refusing to be still, my discomfort growing. Arahnar had been near death when I discovered her in a ditch by the roadside; she had received a beating so savage that she had blocked whoever did it from her mind. She had been completely at my mercy as I nursed her back to health, but even then she had not seemed as vulnerable as she did when she turned to me with tears in her eyes. Deep down, she was just a girl who missed her family, and this softer side was not one that I knew what to do with. It was not one that fit with how I'd come to view her.\nMy odd discomfort grew even stronger when she started sobbing in her sleep. I started to wonder if it was right for such a frail girl to be facing the dangers that we'd been exposing ourselves to... and then a shocking realization struck me. The discomfort I was feeling was the rational side of me fighting a desire to take her in my arms and tell her that she would never be lonely ever again. I realized that I'd fallen in love with her! Somewhere along the way part of me had stopped considering her a gorgeous young woman whose bad side was really bad and had decided that she was the \"right\" woman for me.\nYeah, I sure can pick them.\nI must have eventually drifted off to sleep because I jerked awake as Arahnar nudged me with a foot. \n\"Get up,\" she said, standing over me in her stolen Red Wizard robes. \"It's about Midday.\"\n\"Why didn't you wake me earlier?\"\n\"I studied the scrolls some more, and then I did some hunting. You wouldn't have been much help in either case.\"\n\"Fair enough. Did you get a fix on where we need to go from here?\"\n\"I think so. We'll talk about it after you've gotten us some water. I'm thirsty.\" She turned and kicked a bucket my way. \"There's a stream about 100 yards dead-ahead. I'll start cooking the rabbit for you.\"\nAs I filled the bucket, my mind swirled with these and other thoughts about how to best approach Arahnar-did she really feel about me as I had started to feel about her?-but then I caught movement out of the corner of my eye. I started to turn, but someone struck me square on the back and knocked me face first into the stream. Then someone was straddling my back.\n\"Welcome home, wolf-boy!\" a voice came, muffled by the water. I dug my hands into the rocky bed of the stream and tried forcing myself out of the water. My lungs were already starting to ache. Then I felt a bare foot on my head, forcing my face into the bed of the stream. 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And someone was poking at my backside with something sharp. \n\"Hey,\" a high-pitched, vaguely feminine voice said, \"this guy's no werewolf... he's human!\"\n\"Impossible,\" another, huskier voice said. \"No human would be this deep inside the wood. Someone would have gotten him long before now.\" \n\"Who? Ain't no one around anymore. Not since -\" \n\"Hey! He's awake!\"\nI had tried to shift my weight carefully in order to turn my head and get a look at the two speakers, but they were more observant than I had thought. I gave up any pretense and twisted my aching body into a crouch.\nTwo rag-clad, dusky-skinned humans gazed down at me, their eyes glinting below stringy dark bangs. The male was carrying a spear.\n\"Sorry 'bout jumping you,\" he said in a falsetto voice that seemed wrong coming from a man's mouth. \"I didn't know you were that weak and all. We don't get many humans in here.\"\nI wondered if these people were werewolves. If they were, I hoped they were members of Arahnar's missing pack. It would probably lengthen my life, if they were.\n\"So, tough guy,\" said the woman, to whom the deeper voice belonged, \"how'd you manage to get so deep inside the Wood of Sharp Teeth? You don't look like no wizard, and you sure didn't walk in.\"\n\"Them's that live around here don't like your kind,\" the male said in his falsetto.\n\"I'm here with one of, well, one of your kind, I imagine,\" I said, as the male helped me to my feet. \"She teleported us in using a magic ring.\"\nThe two exchanged glances. I started to realize there was a strong resemblance between them. They both appeared to be the same age -- in their mid-twenties -- so I guessed they were brother and sister. \"One of us?\" he said. \"You think so?\"\n\"I can't be sure, but I imagine so. She's past those trees, in the cave up the mountain.\"\nTheir eyes lit up. \"Just one?\" they said in unison.\n\"Yes. Her name is Arahnar.\"\n\"Oh, little Arahnar!\" she said. \"She's come home, has she? And now she's all by her lonesome, except for you?\" She smiled and patted my cheek. It was the sort of smile I'd seen Arahnar give people just before she assumed wolf form and tore into them.\n\"Yes, she's alone,\" I said, taking a step back.\n\"With a magical ring that allows her to teleport, no less,\" the male said. He wore a smile like his sister's, only more unpleasant, because his eyes glinted with evil glee.\n\"Let me fill your bucket by way of apology for attacking you,\" the husky-voiced female said. \"Ranak, why don't you pick up the poor man's axe and give it to him?\"\nMoments later, I again held my battle-axe in one hand and the filled bucket in the other. As I walked up the hill with the couple trailing behind me, my thoughts no longer lingered on the true nature of the relationship I shared with Arahnar. Instead, I wondered whether we would have to fight this pair. Their predatory smiles and false politeness made my skin crawl. I was convinced that this pair was werewolves, but I was not at all certain their intentions were friendly. \n\"Is that the cave?\" the female asked as we cleared the tree line, nodding toward the dark opening. A thin tail of smoke emerged from it.\n\"Gotta be,\" said the male before I had a chance to answer. \"Is it?\"\n\"Yes.\"\nThe female sniggered. \"Let's surprise her. You move as quietly as your clumsy feet will let you, human,\" she said, patting me on the back. \"Don't spoil the gag.\"\n\"I'll try not to,\" I muttered. I used the handle of my axe as support as we moved slowly up the hill. \n\"You took your time,\" Arahnar's voice came from within the shadows of the cave before we had reached it. I couldn't help but smirk when quick glances at the couple revealed disappointed expressions on their faces. Clearly, they had underestimated \"little Arahnar's\" sharp hearing. \"I almost decided to eat the rabbit by myself and let you starve.\"\nThe couple suddenly completed the ascent up the hill with a burst of speed. As they ran, they began the transformation that I had seen Arahnar go through many times now . . . although even in its early stages their beast-man forms seemed different, lankier.\n\"Surprise!\" Ranak cried, raising the spear above his head.\n\"Surprise to you, monsters!\" Arahnar materialized between me and the couple, already in her man-beast form but incongruously still wearing her stolen Red Wizard robes. She had wasted a charge in the teleportation ring for a cheap stunt. But it was a stunt that worked. She leaped forward with a wild howl even as the ragged couple turned with startled looks on their wolflike faces.\nThe female nonetheless reacted with supernatural speed. She leaped into the air as well, shouting something in a language I didn't understand, and the two collided with a bone-rattling smack. The stranger was larger, and her bulk carried her and Arahnar forward. The two crashed to the ground halfway down the slope and rolled to the tree line in a flurry of claws and red robes.\nI turned to Ranak, who was staring slack-jawed down the hill. I threw the bucket at him. It caught him square in the face, knocking him a couple of steps back. I charged, bringing my axe back for a blow -- I wasn't sure if I'd be able to hurt him, but I counted on at least keeping him off balance.\nBut Ranak was too fast for me. He sprang backward, deeper into the cave, using his spear as a pole to augment his jump. I kept charging as he hurled the spear at me. I pitched forward to avoid it, tumbling toward him and coming up right within arm's reach... only to discover that he had vanished.\nIn retrospect, I should have realized that he hadn't really gone anywhere. I hesitated for a brief moment, and that was all the time he needed. A beefy paw slammed against the side of my head, launching me into the cave wall. The magic that had made the creature invisible dispersed when he attacked me, but for the second time that day, a member of this brother-and-sister team had taken me by surprise. He batted my axe from my hand before I managed to regain my bearings and closed his clawed hands around my neck, lifting me from the ground. \"Hey, Arahnar!\" he yelled. \"You lay offa my sister or I'm gonna take the head off your pet human! You got us all wrong, little wolf!\"", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Circle of Vehlaar, Part 6", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 2 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb029" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb029" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 7, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Wider Faerûn doesn't know it yet, but a few members of the youngest generation of elves are attempting something different from the prevalent pursuits of their kin over the last thousand years or so. They're trying to found a new elven kingdom.\nYounglings of every race and background, if given the chance, gather with no elders present to discuss their plans for the future, their dreams of how the world around them should be, and their hopes (and unfolding fears) of what will come to pass.\nIn the early spring of the Year of the Tankard, in one corner of the City of the Dead in Waterdeep, four young moon elves met for a mid-afternoon meal of fresh mintberry jelly and blackslake wine. These four had all grown up in Waterdeep, dwelling with their shopkeeper parents and hearing tales of the deep green woods and lands unspoiled by cobblestones and cartwheels and noise and dirt, but managing only a few family forays to the verges of Ardeep, to the top of Maiden's Tomb Tor, and to the now-vanished stands of trees along the road between Waterdeep and Rassalantar. They were told slumbertime tales of the great elven kingdoms that flourished before \"the tides of humans and of orcs came, and met and clashed together, breaking over our peoples who stood between.\" \nThey dreamed of running free in the forest, far from the stinks and the crowding and the everpresent shoving for space, shoving to make sales, shoving to keep a few coins, and shoving to find some time and space for solitude. The best nights were those of soft sea-mists and skies full of glittering stars, when the city seemed to turn quiet and folk took to the rooftops to look up, and tell tales in hushed voices, and dream. . . .\nThese four wanted to make their dreams real. Or rather, a dream: of a new elf land, somewhere, where they could dwell. A place to call their own, a place to be proud of, a place that could stand tall when all of these humans spoke of elves as \"a dying people\" who were \"too soft and weak to hold any place, and so flee and flee again, until they've now almost run out of places to run and hide in.\" Oh, there were elves who forged successful lives in Waterdeep, such as the notorious Serpent, Elaith -- but who wanted that? To become more ruthless and grasping than humans, just to win a place among them?\nThese things, and more, the four said that afternoon, spurred by blackslake, until one of the four -- Tasar Taurntyrith -- looked up from his turn at the bottle, waved it, and said, \"If humans like this saurot, no wonder they think and act as they do!\"\nAt which point Rauvelore Bhephel thrust his face fiercely forward to gaze around at his friends and hissed, \"That's just it! The humans act; they go out and do things! Maethe [perhaps, in modern Elven slang, a word now creeping into Common] wrong-headed, damaging things . . . but they do them, and achieve some things! Whenever did our blesséd kin do anything bold, anything more than 'what's the most astute thing to buy'? How shall we speak on this or that, when customers flap their jaws in the shop? How is it best that aethen see us?'\"\nNremyn Sarsantyr's eyes glittered in excitement at his friend's words, and he held up a hand for silence . . . but when given it, nodded slowly and said only, \"You speak truth, Rauve.\"\nOenel Mrhulaedir, who never used two words when one would suffice, said merely, \"Let's do this. Please.\"\nWhereupon Tasar leaned forward and said excitedly, \"I've been thinking a lot about this, and I'm hungry to see this dream made real. I want to live in a new realm of our people -- the proud new land of Dawntree!\"", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Dawntree, Part 1", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 2 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb012" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb012" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 8, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Sages expect a new kingdom to be founded by a heroic war-leader, or perhaps a tyrannical mage or overpriest commanding armies of scuttling servile minions, but by four green younglings with, as elves would say: \"Stars shining right through their eyes\"?\nIn most intelligent races of Faerûn, the young are the talkers and the reckless who may do something swift and sudden when moved by strong emotion -- but not doggedly persistent, patient pursuers of schemes that will take years, if not decades or centuries, to see a breath of reality.\nSo who are the four \"Founders of Dawntree\"? They can be named readily: Tasar Taurntyrith, usually acknowledged as the leader; Rauvelore Bhephel, who after Tasar has perhaps the most fierce resolve; Nremyn Sarsantyr, the most rebellious and reckless; and Oenel Mrhulaedir, who sees much, thinks much, and says little. The four are longtime friends.\nTasar Taurntyrith was born in the Year of the Defiant Keep to Phelorna and Teirist Taurntyrith, formerly of Ardeep, and latterly owners and proprietors of Taurntyrith Adornments on Copper Street, North Ward, in Waterdeep, a shop selling decorative door panels.\nTasar was a dreamy child, who was talented at painting panels from a very early age but far more interested in sneaking off to hear every bard and minstrel passing through Waterdeep. (He often clung to rafters to hear performances, never paying coin to attend, and was most interested in ballads and tales, rather than mere \"fancy notes\" music.) One ancient ballad he loved above all others: \"The Horns of the Far Elf Realm.\" He often murmured it as he painted or while walking the streets of Waterdeep:\nAs I walked that grim battlefield forlorn\nI heard a distant, haunting elven horn\nCalling o'er high hills beyond the moon\nCalling from a land I'll find soon\nBraceldaur, where elves still stand proud\nBlowing their horns, sounding them loud\nCalling to thee, calling to me\nCalling to all who burn to be free\nBraceldaur, where the lost trails run\nLost in mists, in shadow, in sun\nLand of beauty, land so green\nBright and far in dreams I've seen\nBraceldaur, fore'er awaiting me\nReached by paths I cannot see\nSoft blue mists, dark standing trees\nDarker eyes watching through leaves\nFind it I must\nIn it I trust\nBraceldaur, my life I bind to thee.\nTasar befriended irascible old Thorauntur Szalmast, keeper of the Old Winding Road Maps and Charts shop on the High Road, North Ward, Waterdeep. For years he endured Szalmast's curses, blows, bursts of bad temper, and vituperation directed at \"sneaking, thieving\" elves, dwarves, gnomes, and halflings -- purely to see the glorious maps in the littered, dusty gloom of \"Firejaw\" Thorauntur's shop. Tasar was seeking Braceldaur, and -- in the face of Szalmast's scornful derision -- refused to believe it was a mere song-fancy.\nWhen the old shopkeeper died and creditors looted his shop, one thing was brought to Tasar: a map to Braceldaur, labeled in Thorauntur's careful script: \"This belongs to Tasar Taurntyrith, who has earned it a score of times over, and more besides.\" Tasar treasures that yellowing parchment -- though it shows Braceldaur lay in a valley long ago drowned by the Moonsea and is gone forever. A new Braceldaur could be created, even where it had once been if a helpful god or some titanic feat of magic moved or drained away the sea, but it would be just that: a new creation.\nNew creations are what Tasar lives to do. He can visualize his dream realm so vividly he can almost taste it and so see clearly what it must include -- and must not have.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Dawntree, Part 2", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 2 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb013" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb013" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 9, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "The dream of Dawntree couldn't have begun without Tasar Taurntyrith, but it would almost certainly have never been more than one elf's heart-full dream if not for Tasar's friends.\nRauvelore (\"Rauve\") Bhephel was born in the Year of Burning Steel to Suedlaurma and Vlorn Bhephel, formerly of Ardeep, and latterly owners and proprietors of Bhephel's Bottles, Exotic Wines and Cordials of Sulmor Street, North Ward, in Waterdeep. This shop sells all manner of drinkables, rebottled from travel kegs and casks into the finest, most splendid-looking bottles Vlorn can find and buy -- or Suedlaurma can craft. In status-conscious Waterdeep, the bottles are consistently strong sellers, enabling a shopkeeper or laborer with few coins to spare to bring a \"handsome gift\" to a feast or wedding without the gesture costing overmuch.\nAlthough he likes his parents and the shop work well enough, Rauvelore was always determined to make more of himself -- much more. Until Tasar unfolded the implications of Dawntree, he wasn't sure what \"much more\" he wanted, and he still isn't quite sure how to get it, but Rauve does have one thing: determination and drive. He'll do whatever it takes, tirelessly, to achieve a desired result, shouldering through life (quietly, politely, and without drawing undue attention) with the persistence and strength of an unstoppable plough. Only death will keep him from making Dawntree -- somehow -- a reality.\nNremyn (\"Nemmer\") Sarsantyr was born in the Year of the Purple Basilisk to Embre and Raustril Sarsantyr (formerly of Ardeep, and latterly of Sarsantyr's Tapestries & Draperies of Vondil Street, North Ward, Waterdeep). A restless, pranksome child, Nemmer was bored by his parents' shopwork and grew to detest it when very young, deliberately ruining task after task until banished to a bedchamber and locked in. He soon learned to unfasten the window and journey across the roofs of Waterdeep -- escapes uncovered by both parents, each of whom kept their discoveries from the other and Nemmer, deciding it was best to let him find his own road and fate.\nFind it he did, in a series of pranks that sometimes involved small \"borrowings\" of items, but never thefts for profit -- until he witnessed a rich visiting human merchant from Amn cheating the boy's father, and \"balanced the books\" by stealing a coffer of coins from the man's lodgings. When he triumphantly presented his father with the coffer, Raustril was aghast. His terror of retribution soon turned to rage at Nremyn, and the two had their first open fight, which ended when Nemmer's mother shrouded them both in a hurled drapery, throat-chaining them side-by-side to a window-pole from the shop stock with tapestry gathers, and lectured them both into an uneasy truce. She extracted a promise from Nremyn that he was never do such things as long as he dwelt with his parents . . . a promise he kept by soon departing for a life on the streets and rooftops, stealing more food than anything else. Ever restless for adventure, Nemmer kept (and never stole from) his three best friends, and when he first heard of Dawntree, seized on this \"rightful adventure\" as what he wanted to devote his life to.\nOenel Mrhulaedir was born in the Year of Pain to Jhanaethe and Ormsiir Mrhulaedir (formerly of Ardeep, and latterly of the Tirelessly Turning Wheel/Caravan Curios from All Far Faerûn of Julthoon Street, North Ward, Waterdeep). His parents were unusually large and big-boned for elves, and their son grew even larger -- to the size of a mature human male of stocky build. Patient, strong, and quiet from birth, Oenel learned to move deftly through a crowded labyrinth of fragile (and irreplaceable) items in the shop, where every breakage cost his parents coin. Oenel's mother told him many bedside tales of the former greatness of Ardeep -- stories Oenel loved -- and it was years before he realized she did this to distract Oenel from his father's covert disappearances.\nIt was years after that before he learned his father was a Harper who met often with Laeral, the Lady Mage of Waterdeep -- and sometimes with her sister Qilué Veladorn, the dark elf who betimes bided in Ardeep.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Dawntree, Part 3", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 8 }, "Repos_Posy": { "type": "word", "value": 2 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb014" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb014" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 10, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Ormsiir Mrhulaedir gently refused to answer his son's excited questions about nocturnal trips and meetings, but just knowing his father slipped out to meet with powerful folk in secrecy, to do things that mattered, stirred something in Oenel. He knew he needed to do such things, too -- do something important, something that would make him as excited as he'd been one afternoon, when a tall, fast-striding human woman had \"accidentally\" bumped full into his father while he and Oenel were unloading a cart of wares in the rain, and Ormsiir had turned away from hasty mutual apologies with a wink for his son -- and a glowing sword that hadn't been there before clutched under his cloak.\nFrom their first meeting, the Dawntree four agreed on utter secrecy, even from their parents. They also agreed that to go running around Waterdeep trumpeting their idea would invite ridicule and possibly an unfriendly visit from the Watch and long-term residency in a dungeon cell for \"spreading unrest.\" They must go out into the world like mice, quick and quiet, and search for a suitable location for their realm before they mentioned \"Dawntree\" to anyone.\nArdeep was a logical site for a moon elf settlement, but it was very close to Waterdeep. It was now too small to hold many elves, often suffered woodcutting that rapidly made it ever-smaller, and was said to be full of lurking drow, human outlaws, and monsters. The High Forest was farther away, and both vast and old, but wood elves dwelt there, plus treants, korred, and darker things besides. There were tales of the Unicorn Run being hallowed ground to human deities, as well. To learn the truth of all this, they'd just have to go and see.\nNemmer \"borrowed\" a map of the Sword Coast North from a caravan master, hastily copied and returned it, and the Dawntree four spent hours gazing and wondering. What of the Silver Wood? The Kryptgarden Forest? The Misty Forest? Did Trollbark Forest have trolls? Did the Moon Wood have moon elves? What was Neverwinter Wood like? The Far Forest? And what could the \"Forgotten Forest\" be?\nThey'd have to explore them all. Perhaps they could find adventurers who'd been to some of these forests to ask what was truly there, but how to do it without revealing why they were interested? And how to trust the answers of those who might be protecting treasures they'd found, or embellishing dangers to make their exploits seem more heroic?\nOf course any living forest would have inhabitants already, and any new elven realm might come about only after battles to drive out incumbents. Yet they were only four young and inexperienced elves; any place they chose would have to be inviting enough to let them survive there for the years it would take to found a small elven \"fastness\" and begin the long, careful process of growing it into a realm without attracting the attention of orcs, hungry dragons, or other predators -- or letting a tyrant among elves into their midst, who'd seize control of Dawntree and turn it into something horrible.\nYes, their task was nigh-impossible. Bewildered, they set out for Ardeep, just to see it for themselves and learn what it was like to dwell in a wild wood.\nAlready they had one strong weapon: They could judge themselves honestly. Tasar is the dreamer, who could imagine destinations and results and see how the reality of now must change to make desire the reality of the morrow. Rauve is the \"how we can get there from here\" strategist, who forever hammers out alternative plans with Tasar and sees to how they all dovetail. Nemmer is the disputer, the \"question the details until they're right, revised by real-world practicality\" elf. Oenel is the tactical thinker who asks \"where will the water and supplies come from?\"\nIn Ardeep they were almost slain by the spells of a drow female, who was standing alone in a glade. She was a priestess of Eilistraee, and she summoned Qilué Veladorn to question them -- and to her they blurted out their dream.\nAnd Qilué promised to whisper word of Dawntree to many elves, everywhere, to spread hope . . . and see what might happen. . . .", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Dawntree, Part 4", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 4 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb015" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb015" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 11, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Not to be confused with the forest of Cormanthor, Cormanthyr is the name given to the ancient elven kingdom that endured for almost five thousand years in the heart of that greatest of woods (perhaps excluding the High Forest of the north, though in ancient times, Cormanthyr covered all of modern Sembia and Cormyr as well).\nElven scholars knowledgeable in such things trace the founding of the kingdom to -3983 DR, though such ancient history can never be entirely reliable, and this date remains but an estimate. In this age of the Faerûn, elven power and that of their archmagi was at its height and Cormanthyr was the lesser of elven kingdoms in relation to the might of Earlann, Keltormir and Illefarn. The first elves of Cormanthyr were entranced by the beauty of the mighty forest and Lake Sember and decided to make a home for their people among the oaks and shadowtops, not as overlords of the forest, but as guests, living side by side with the balance of nature. The elves broke the \"evershade\" beneath the trees by creating magical glades. Great and terrible beasts were largely slain or driven off in Eldritch hunts.\nThis balance continued largely uninterrupted for approximately 3800 years, during which Earlann in the north began to decline and the nobles of Calimshan began their persecution of the elves of Keltormir. During this time, the elves fortified their magical defences with the creation of the first Mythals.\nIt was not until the Year of Stonerising in -200 DR that the elves of Cormanthyr came under any major threat. After this year, the first humans began colonising the northern coast of the Dragon Reach, spreading north and west from the cradle of humanity in the Vilhon Reach.\nGiven the long lives of elven folk, and the long peace of their realm, it seems shocking that within 200 years of the arrival of the first humans, the kingdom of Cormanthyr would be brought almost to its knees.\nThe power of the elves was indisptutable. They were masters of their forest realm, and countless enterprising humans fell in the borders of the forests, with elven arrows between their ribs. But it could not last forever. The humans came and felled trees in greater numbers than the elves could ever hope to hinder. Men like the famed Rauthovyr \"The Raven\" began carving out a place for their kin among the trees.\nIt is a credit to elven wisdom then, that in the Year Of Sunrise (1DR), the elves raised the standing stone to mark a new age of peace between them and the men of the Dales, marking the beginning of modern timekeeping. This agreement, known as the Dales Compact, was the formal acknowledgement of the right of the humans to dwell in the region of the great forest, providing that their felling of trees was no faster than the forest could replenish itself and that the elven realm be afforded the respect it deserved. To this day, long after the fall of Cormanthyr, many humans still hold themselves to the compact.\nThis happy, mutually beneficial situation continued for many years, with the elves now increasingly introverted, looking to their magic for the maintenance of their way of life. The Mythals (not to be confused with the netherese mythallar) provided a variety of magical abilities to the people of the elven court. Some might shroud elven settlements in illusionary magic, inhibit fires that might damage the woods, or impede the spells of clerics of non-elven deities. Others had less paranoid applications, such as purifying the water of the forest rivers, or lending wisdom to elven merchants.\nThis new age also began the creation of many portals throughout the forest. These would allow the elves to visit secluded parts of the forest, or quickly return to other elven domains, even the distant isles of Evermeet. The elves finally neutralised the threat of the evil god Moander in the forest in the Year of Unkind Weapons (171DR) by destroying his sole surviving temple. The creation of elven magical items that can now be found across the realms is also attributable to this \"golden age\" of elven civilisation. In the Year of Soaring Stars (261DR), the elven capital was opened up to non-elves, including humans, gnomes and Halflings as part of Queen Amlaruil's grand vision for a realm where all the races of Faerûn might coexist. Settlers were brought in by yet more magical portals. A magic school open to all was created by elven mages in the year of Seven Stars (379DR). \nThe final fall of the kingdom is largely attributed to the saturation of the forest with such powerful magics, that would soon allow extra planar creatures to break through into the peaceful realm. Elven diviners predicted this event in the Year of the Ominous Oracle (694DR), though this would remain secret until long later as the foretellings were ignored, partly out of concern for keeping the peace, and perhaps partly out of arrogance. Perhaps another reason for the fall was that the elven retreat into the west had already begun centuries before and Elven power was beginning its final fall across Faerûn.\nThe Army of Darkness, under the leadership of three mighty Fiends descended on the city in the Year of The Lost Lance (712 DR), as part of a concerted attempt by both demons and devils to tear down the city from within. The situation was far from helped by a resurgence of the dark god Moander. Two years later, in The Year of Doom (714DR), Myth Drannor finally fell. Legend has it that only one hundred elves survived the cataclysm.\nToday, Cormanthyr is a shadow of it's former self. The elves and their descendents cling on to what part of the forest their waning power will cover in the towns of Semberholme and Tangled Trees, but the might of Myth Drannor is now but a rumour. But it is rumour enough to draw waves of human adventurers in search of elven magic. Unfortunately, the bones of such men are now almost as numerous as those of the city's former inhabitants. Those who do not meet the deaths at the hands of the drow who now occupy what part of the forest is not demon infested, lie on the floors of elven crypts, where centuries old magical defences still work death on those who would defile the elven domain.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "History of Cormanthyr", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 4 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb032" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb032" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 12, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "It is believed by scholars that the city of Westgate - in some form or other - has existed since -400DR. The first tales of the city are of a small town, cruelly ruled by a Topaz Dragon named Kisonraathiisar. This was in the age before humans first settled lands north of the Dragon Reach, and the region now known as the Dragon Coast was a frontier of humanity in its gradual spread north and west from the Vilhon Reach.\nThe rule of the city by humans began with the wizard Saldrinar of The Seven Spells (famed creator of Saldrinar's Slow Gem), who slew the dragon in the Year of Bold Poachers (-349 DR). Saldrinar's rule continued for some 40 years, until he mysteriously vanished, leaving the stewardship of the fledgling city in the hands of his apprentice Mather \"Wyrmshroud,\" whose rule lasted a mere 6 years, before he was slain in an attack on the city by a trio of black dragons. Following this, the crown passed to Glauroth, captain of the city guard, and his immediate successors.\nThis orderly progression ended in the Year of Foul Awakenings (-286DR), when the kings family were slain overnight by agents Orlack, dreaded Night King of Westgate, a vampire of considerable power. Almost 150 year passed before Orlack himself was slain by a company of crusading knights of Lathander. Their leader, Dawnknight Gen Soleilon, then crowns himself king. Among the achievements of Soleilon is the creation of the first set of city walls and an extensive sewer system. These would prove both a blessing and a curse, as remnants of Orlack's court took up residence beneath the city. As the crown of the city continued to change hands, so did the line of the Night Kings continue, even, so it is said, to the present day. \nThe line of Soleilon would prove one of the city's longest and most stable, marking the transition of the city from an outpost, to a centre of trade and a great power of the western Sea of Fallen Stars. During this time, the first ports north of the Dragon Reach are settled and trade begins across the neck. The city is also affected by plagues in the -74DR and 75DR, halving the population within a century. In their wisdom, the Paladin-Kings established marital ties with the kingdoms of Tethyr and Mulhorand.\nBut with trade comes piracy, and the Pirates of the Pirate Isles soon grew strong enough to seize the city in a coastal raid in the Year of The Speaking Mountain (257DR). The Pirate Kings rule erratically and incompetently, with 77 different rulers claiming the throne in rapid succession, none of whom manage to distinguish themselves in the eyes of historians. \nIn the Year of The Cat's Eye (429DR), the Pirate Kings are driven out of Westgate by the Chondathan mercenary Mulsantir Illistine. This proves a disaster for the Dragon Reach as a whole, as the pirates flee across the western Inner Sea, sacking the Cormyrian capital of Suzail. Mulsantir is turn is deposed by the Shoon wizard Mytharan the Magus. Despite the lack of stability (and perhaps because of the free-market attitude it created), the city continued to thrive, attracting more and more would-be kings. This comes to an abrupt end when a wizard known only as \"The Handweaver\" (possibly the avatar of Azuth) deposes the lamia Nessmara in the Year of Ensorceled Kings (616DR) and gifts the throne to his apprentice, Farnath Illistar. Farnath's line rule for over a century.\nDuring the Time of Troubles, Iyachtu Xvim, Demigod offspring of Bane, almost succeeds in suppressing the city beneath his iron boot, but is himself deposed in the year of The Splendid Stag (734 DR) after a tyrannical twenty year rule. The rightful heir Farnath Illistar II then takes the throne. The Illistar family manages to survive for another century, despite renewed pirate attacks. \nIn the Year of The Burning Tree (890DR), the city is struck by The Bluebottle Plague, ending the Illistar dynasty. The city's rulership is taken over by a council of religious leaders, who \"in their wisdom\" establish the city's first Ogligarchy. This proves a mistake, as theological arguments become battles of life and death and infighting between faiths spills onto the streets.\nTired of the continual bickering, an alliance of merchant-lords (long the true power of the city) hire a private army to restore order. They decide that democracy would remove the need for yearly revolutions and establish the office of Croamarkh, elected from among the city's wealthy elite. This order survives to the present day, though the Croamarkh's power is very little, with the merchants retaining much power.\nIn the Year of Blazing Banners (1209DR), the growing pirate threat is neutralised by a combined fleet of ships from Westgate, Cormyr and Sembia, boding well for peace and unity in the region.\nAt present, the situation in Westgate is typically chaotic. While the Croamarkh serves as a comfortable figurehead, true power lies with the Night Masks, one of the most influential thieves guilds in Faerûn. Many suspect the organisation of ties with the ever-present vampires of the city's underworld, though little can be proved. The Night Masks also have ties with the Fire Knives, an assassins guild recently exiled from Cormyr. Elsewhere on the coast, the pirates of the isles are gathering under the banner of a man known as the Silver Raven. Where his intentions lie remains a mystery, though the merchant lords of the city are more fearful than they have been for many years.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "History of Westgate", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 4 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb035" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb035" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 13, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "The dark city of Zhentil Keep, at the mouth of the River Tesh in the western Moonsea, is one of the oldest human settlements in the region. It's name is certainly one of the most feared, having been associated with the Zhentarim, the evil black network, since that organisation's founding.\nThis date can be traced back to the Year of The Fanged Beast (640DR), two hundred and forty years after the great city of Northkeep sank beneath the waves at the behest of a coven of dark magi. Originally founded as the mining colony of Flostren's Hold, the city soon grew to fill the void in the region as a centre of trade in this new frontier, now that human civilisation in the Dalelands was beginning to bear fruit.\nTo some it seemed that this new beginning had been cut short when the fiendish Army of Darkness sacked the fledgling city, lying as it did on the path to their ultimate destination of Myth Drannor, capital of the forest realm of Cormanthyr. But the city recovered surprisingly quickly. Ironically the end of elven power in the great forest had opened a direct (albeit very dangerous) route between the River Tesh and Sembia that would make Flostren's Hold the gateway to the north of inland Faerûn.\nThe city continued to grow until the Year of Good Tidings (751DR), when a man by the name of Zhentar came to Flostren's Hold and was made a member of the council of lords. Zhentar was a popular character and began quietly removing members of the council with opposing interests. To fill the void left by these deaths, Zhentar appointed the high priest of Bane to the council. In the Year of Strife (753DR), Zhentar was slain by Sembian agents and the city was renamed Zhentil Keep in his honour. \nFor the next three hundred years the city continued to grow, despite almost constant quarrelling with the neighbouring cities of Phlan, Thentia and Melvaunt, usually in the form of trade disputes, but occasionally breaking out into small scale war.\nManshoon, the man who would shape the future of the keep, was born in the Year of The Carrion Crow (1229DR) and rose to become a wizard of tremendous power. At the age of 32, he came to the city and claimed a seat on the council. He used his newfound power to form the now infamous Zhentarim, ever since associated with the city. Beside him on the council sat Fzoul Chembryl, high priest of Bane, whose clergy had been the dominant force in the keep for over three hundred years. During this period, an uneasy alliance of Moonsea cities began rebuilding the Citadel of The Raven in the Dragonspine Mountains, though the representatives of Zhentil keep would gradually rise to become the dominant garrison in the ancient fortress.\nIn the Year of The Evening Sun (1303DR), the agents of Zhentil Keep subtlety manipulated an army of ogres, diverting them from the Citadel towards the rival city of Phlan, which was quickly overrun by the surprise attack. This event triggered the first Moonsea War. The forces of Mulmaster quickly annexed some of the smaller towns of the region, but their success was short lived when the remaining cities allied against them. Still recovering from defeat by the ogres, Phlan was crushed by an army of dragons in the same year in an event known as The Dragon Run and the city was reduced to ruins.\nWhen Bane is slain by the mortal Cyric in the time of Troubles, Banite elements in Zhentil Keep are thrown into chaos as a religious war takes place in the streets of the city between followers of Iyachtu Xvim, Bane's half demon son and heir, and followers of Cyric, newly risen to godhood. This struggle results in the almost total destruction of the city and the death of a third of it's population, when the city is levelled by divine vengeance.\nDespite this turmoil, the black network continued to grow covertly, planting agents in most realms of the Inner Sea, and some in lands beyond. This intelligence network made Manshoon one of the best informed men in the realms. The zhent army eliminated the rival city of Hulburg in the Year of The Bright Blade (1347DR), mostly through treachery from the inside. The city also inflicted a crushing naval defeat on the city of Mulmaster in the Year of The Bow (1354DR), though this battle is later revealed as a show, orchestrated by Manshoon and Selfaril, High Blade of Mulmaster and secret member of the Zhentarim. Mulmaster effectively becomes the organisation's second city. The Black Network then gains total control of the Citadel of The Raven, which proves a useful stronghold in the years to come.\nIn the Year of Maidens (1361DR), the church of Cyric (which had by now supplanted the church of Xvim as the principle faith of the city) exacted the first Banedeath on followers of the dead god and his son. Opponents of Cyric were given two options: either they convert to Cyric, or are slain \"to explain to Cyric in person why he is not worthy of worship.\" Cyricist domination comes to an abupt end when Fzoul Chembryl reads aloud from the \"True Life of Cyric,\" revealing the dark god's betrayal of his faithful at Zhentil Keep. The young god is driven insane, causing his worshippers to falter and flee the city. \nFrom the ashes of this defeat, Fzoul rises to the status of Tyrant, leader of Xvim's church in Faerûn. With his newfound power he manages to slay Manshoon, becoming sole master of the city in the Year of The Tankard (1370DR). \nFzoul is of current the most powerful man in Zhentil Keep, though struggles to purge remaining Cryic worshippers from the organisers. While the loss of Manshoon has been clearly felt, there are persistent rumours that he survives in exile. Some even suggest that his death awakened a series of clones that Manshoon had created in anticipation of his betrayal by Fzoul.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "History of Zhentil Keep", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 4 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb036" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb036" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 14, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Although travelers to other crystal spheres may have heard of the famous Khelben \"Blackstaff\" Arunsun, resident and secret lord of the city of Waterdeep, the Blackstaff (as he is often known) is not exactly who he claims to be. The true son of Zelphar Arunsun of Neverwinter and Lhestyn \"The Masked Lady\", named for his powerful and still living ancestor, is Khelben \"the Younger\" Arunsun. \n Born in 1302 Dale Reckoning (270 Northern Reckoning), Khelben \"the Younger\" spent many years in apprenticeship to his father, Zelphar, and grand- father, Khelben the Elder, and had little contact with persons outside his family. Khelben the Elder, one of Mystra's Chosen, had learned the secret of long years much like Elminster and Ahghairon. When the Blackstaff took over the long vacant Arunsun Tower, renaming it Blackstaff Tower, he assumed the identity of his grandson. The elder Khelben sought to hide his long lifespan from the people of Waterdeep, fearing they would shun his leadership if they knew of his magically enhanced lifespan. \n Seeking to escape the shadow of Khelben the Elder, Khelben the Younger eagerly took to traveling the planes. The younger Khelben agreed not to return to Faerun or Waterdeep without first contacting his ancestor and allowing him time to prepare. During one of his rare visits to Faerun, he acquired a type of winged cat known as a tressym as his familiar. The beautiful butterfly-like wings of the tressym and it's regal demeanor inspired the name 'Monarch.' \n Khelben the Younger wandered for many years and visited many worlds before settling in the city of Greyhawk on the world known as Oerth over a decade ago. He built a small tower (three stories above ground, one known level below ground) near the University of Magical Arts in which to house his extensive library and perform magical and historical research. The tower is known to be protected by a deadly 'wardmist' as well as other deadly magical traps. (The tower is located due south of the School of Clerkship (#C17) on the opposite side of College Road and is depicted as a small red building on the map of the city in the City of Greyhawk boxed set.) He settled into a quiet life of study (including reading a Tome of Clear Thought) and research (creating his Cloak of the Silver Raven among other things). He took to calling himself Khelben Ravencloak to conceal his ancestry. \n Although powerful enough to create quite a name for himself, Khelben chooses to exercise a very light touch with regards to events in the world around him - with one significant exception. During the Greyhawk Wars, Khelben disappeared for quite some time. Although none of his colleagues or friends know where he disappeared too, the general speculation is that he fought in the armies of Nyrond against the Great Kingdom. This rumor is fueled by the loquacious librarian who noted an intensive burst of research into the banishment of extra-planar beings immediately prior to the hostilities. \n In fact, Khelben actively fought a guerrilla campaign against a trio of arch-mages, all Red Wizards of Thay, who magically traveled to Oerth to serve as mercenaries for the armies of the Pomarj at the invitation of Turrosh Mak. In exchange, they were to receive information and assistance in acquiring an artifact believed to be located beneath the Drachensgrab Hills capable of imprisoning a deity. The Red Wizards planned to use this artifact to further bind the tanar'ri prince Eltab within the city of Eltabbar, Thay, and thus augment their own magic with his stolen power. [10] If they had succeeded, it would have changed the balance of power in central Faerun. It is also likely that the course of the war for the Ulek states might have gone much worse. As a result of Khelben's attacks, the Red Wizards were essentially hamstrung for most of the war and were eventually driven back to the Realms without anything to show for their efforts.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Khelben 'Ravencloak' Arunsun, The Younger", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 8 }, "Repos_Posy": { "type": "word", "value": 4 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb030" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb030" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 15, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Until the night of the dragon duel, many citizens of Mirabar, longtime mining capital of the Sword Coast North, were unaware that they'd acquired a dragon protector. It was a still, damp evening in spring of the year 1370 DR. The proprietors of the Watchful Axe alehouse were just about to harness their mules, when a golden glow appeared in the air overhead. It rapidly became a line of fire, \"as if a scimitar was carving an arc out of the sky, and letting fire beyond spill through,\" as one watcher put it.\nThe line became a rift -- an opening in the air -- and widened until it was as large across \"as the length of the largest ships calling at Luskan to carry away the wares of Mirabar.\" Out of this fiery mouth flew a red dragon: an individual not seen before in the North, sages believe. None can agree on where it flew from or by what means it opened such a large portal in the sky, but all agree that it was large, sleek, and hungry.\nAs the rift that had brought it closed like a purposeful eyelid, the red dragon clapped its wings, reared upright in triumph, and swooped down on the city like a playful child. Roaring and banking over the tiled rooftops to slap tiles and slates alike into ruin with its tail, it laid waste to a dozen homes before the frantic booming of a bell was heard from the Crags just southwest of the city Moments later, another dragon erupted into the air from somewhere behind that sentinel pinnacle, \"glittering like a shower of gold\" in the sunset, and plunged down upon the red wyrm, taking it completely by surprise and pouncing on it with such fury that the red dragon was driven onto the flag spires of no less than six residences and transfixed.\nThe red freed itself with frantic thrashings, but not until after the newcomer, a crystal dragon, had bitten and torn viciously and enthusiastically at its underbelly. Dragon blood fell smoking into the streets as the red wyrm rose heavily into the air, flapping its wings in grim and obvious pain, and tried to fly away east up the Mirar.\nThe crystal wyrm pounced again, demonstrating its agility to the watching citizenry by folding its wings and dropping like a stone to avoid a sudden gout of fire and a furious midair charge, then buzzed around the red dragon as a small bird harries a crow out of its territory, biting and raking until its foe turned away. The crystal dragon darted after it, striking again and again, until the red dragon, trailing ribbons of blood, fled at last out to sea.\nThe crystal dragon followed, presumably to watch and prevent the red dragon's return, until its exhausted foe plunged into the waves and drowned. That red wyrm has been seen no more in Mirabar.\nSpeculation in the city as to the identity and whereabouts of the crystal dragon was intense, and normally shunned prospectors and miners were gifted with copious drinkables and questioned about the mysterious wyrm. The story that emerged, once corroborations had been made and the more obvious fancies discarded, is thus: The crystal dragon Saryndalaghlothtor was now lairing in the Crags just southwest of Mirabar, so close as to overlook the city. Her recent arrival was connected to the cessation of goblin raids on outlying steads and caravan encampments in the vicinity.\nThis unaccustomed peace befell shortly after overeager goblin miner caused an entire shoulder of mountainside to collapse into an underlying cavern, and popular belief in Mirabar was that the \"lurking goblins of the Crags\" had well-nigh exterminated themselves. The truth was less tidy, but as dramatic: The collapse created a huge cave mouth in the side of one of the Crags, laying open a vast cavern that had hitherto been the center of the gem mine inhabited by the Kreeth goblin tribe.\nThat cavern led into a string of large caves, from which many mining tunnels ran outwards into soft, damp rock. For years the goblins had tunneled steadily onwards and outwards, mining abundant gems of many sorts; rubies and beljurils were among their most numerous yields. The spawn of Kreeth tunneled slyly into the cellars of Mirabar, too, and made many night forays into the city, in disguise, whispering into the ears of the most desperate and impoverished humans. After many unsuccessful attempts to subvert citizens, the goblins reached secret agreements with some of the more impoverished Mirabarran gem-traders, supplying them with gems brought directly into their cellars. In return, the humans paid the goblins handsomely in food, weapons, furs, leatherwork, and mining tools, covering their activities with false words of new alliances with prospectors working out of the Ten Towns.\nThe appearance of the cave changed all that. It occurred at a time of year when many young, displaced, or simply restless dragons wandered the vast wilderlands of the North, hoping that the legends of the mighty wyrms who claim them as domains were overblown or out-of-date, and that new territories could be carved out of the seemingly endless forested hills and crags.\nOne such wanderer, an adult crystal she-dragon, found the raw, new scar in the rock almost at the gates of Mirabar and boldly dove down into the dazed remnants of the goblins, whom she slaughtered at will. They were too few and too terrified to strike at her from their small side tunnels as Saryndalaghlothtor roamed the larger caves, devouring exposed gem deposits and thinking she'd found some sort of crystal dragons' paradise. It had been a long and storm-wracked flight from the wastes of northern Raurin, but the ordeal, it seemed, had been worth it.\nThe arrival of the dragon had gone unnoticed in Mirabar, but the rumbling collapse that preceded it by a day or so had not. Many Mirabarran dwarves thought it imperative that the tumult be investigated, but the known menace of the goblins made necessary the whelming of a warband; eager younglings were sternly prevented from \"just hiking up for a look\" by their elders.\nIn the end, the armed dwarven force reached the cave at about the same time that the surviving goblins began to dart out of the smallest crawl-tunnels, where the dragon could not go, and strike at her in vicious counterattacks. A few dwarves swung their axes and charged the dragon, seeking glory, but their elders wrestled them down with the harsh command, \"Goblins first!\"\nThe battle that followed was a long and bloody rout of dodging and chasing through the riven Kreeth mine, but in the end the last of the goblins were driven out or slain, and the dwarves warily approached the crystal dragon. One of the boldest, Haelbaran Stormshoulder, bade his fellows give him some time for parley, and then strode out and shared a dream with the wyrm: If she'd grant the Mirabarran dwarves permission to mine freely in her lair, defend it against intruders, and even to dwell in certain of its reaches, they'd feed her all the gems and metals she desired.\nThe dragon considered Stormshoulder's words, then accepted the bargain with calm language. Not quite believing their good fortune, and knowing that many Mirabarrans would be rather less accepting of a dragon dwelling nigh their gates, the dwarves elected to keep word of the deal as quiet as possible. Many told relatives in the city, but it's likely that not a single human heard of it. Humans, in particular, regard Mithral Hall as a foe endangering their traditional prosperity; it's likely they'd be even more furious with a dwarven hold right next door. So in the city, the returning Mirabarran dwarves gave out the grim news that the Crags held no new mine, but only \"goblin despoil and devastation\" that would take years to cleanse, and was best avoided. Mirabar heard and believed, and the House of the Axe was founded.\nThe dwarves dubbed the moody but essentially gentle dragon \"Lady Gemcloak\" for her glittering appearance, and later \"The Axemother,\" as they came to see her as the \"mother\" under whose protection they could found a new city or tribe. She seemed happy to eat flawed and shattered gems and low-grade, leaden metal ores and rust scraps, and she and the dwarves soon came to trust each other. Word is spreading among dwarves across the North (and as far south as Waterdeep and Daggerford) of \"a new hold\" where dwarves of no famous clan or lineage can win a place among fellows in prosperity and ever- growing power. If the swelling ranks of dwarves dwelling all around her bothers Lady Gemcloak, she gives no sign of it.\nDwarves who've talked long with her say that one of the things that caused Saryndalaghlothtor to roam the north in the first place was the legend of Argaut's Brain. Briefly put, this recurring belief holds that anyone who finds and eats the brain of this long-dead (but magically preserved) archwizard gains his mastery of magic. Elminster confirms that this legend was born of wild apprentices' tales and given strength by an even more fanciful ballad; as far as he knows, the resting place of Argaut is lost, and he was no better preserved than most men who die suddenly. Moreover, the central belief, he insists, is false.\nJust how seriously Saryndalaghlothtor searched for Argaut's brain, or believed the tale, the dwarves know not . . . and Lady Gemcloak isn't telling.\nShe is one of the crystal dragons who can communicate with any intelligent creature -- and, according to the dwarves, she is in no hurry to roam again or to acquire a mate. Saryndalaghlothtor considers a very small area her domain, but she defends it fiercely. Other dragons, predators of all sorts -- including greedy humans -- and anyone the House of the Axe dwarves don't want around are considered unwanted intruders and dealt with accordingly.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Lady Gemcloak", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 6 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb007" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb007" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 16, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Once upon a time, the Lost Folk wandered in primeval ice age northern land. They had grown with a host of gods. Some of their deities were benign, others were viscous and others an ambiguous blend. All reflected the world in which the Lost Folk lived.\nThe Lost Folk hunted like the wolf or the great cat - they quickly brought down prey, for to play with it was dangerous and risked injury. They hunted and killed when they need for to do other wise was a waste of energy.\nLife was not easy - it was hard, harsh and bloody. The Lost Folk lived in a balance, never too many of them to burn up the world around them. Yet, it was possible to survive and enjoy the good seasons and happy times. They endued the times of their Autumn and Winter gods for the promise of the Spring and Summer Gods.\nThus they lived for more than 7,000 generations.\nThen the Hungry Folk came. The Hungry Folk were not a force of nature - the Lost Folk knew nature intimately, in all its bloodlines and beauty. They had grown strong and hearty by adapting to their world.\nThe Hungry Folk did not do this. They did not live by any understandable rules or principles. They killed when they did not need to kill, tortured, wasting energy and life in capricious and incomprehensible whims. They violated traditions of hospitality. They were endlessly treacherous, seemingly giving their word and swearing by their gods just so that they might later break those oaths.\nThey worked endlessly to break nature like some beast of burden.\nThey hunted and killed the Lost Folk whenever they could. They would amass great numbers and sweep aside Lost Folk villages to claim a place they could neither hold nor use.\nFor 700 generations the Hungry Folk did things to the Lost Folk that outstripped anything a great cat ever did to a gazelle or a wolf to an elk.\nFor 700 generations the Lost Folk lived under the relentless hammer of endless Hungry Folk atrocity.\nHowever, 700 generations of this and the Lost Folk changed. They retreated across the icy northern land, pushed ever westwards to the sea. Their retreat ended at a small green and cold island. Their retreat had to end there, for the Lost Folk's back was to a sea - frosty and gray - that might has well have been endless.\nStill the rapacious humans came. Only now, they were aided by the ever strange and mysterious Fair Folk. Which is well for the humans for in 700 generations the Lost Folk had been transformed. 10,000 cycles of all four seasons of the Hungry Folk clamoring to chew on their bones and drink their blood had burned the Wild Folk in a way that 7,000 generations in their homelands never had.\nOne by one, the Spring and Summer gods of the old Lost Folk had went away or perished. Only the Autumn and Winter gods remained - they were the only ones capable of surviving the Hungry Folk and their madly rapacious gods.\nThe Lost Folk had changed with their gods. They no longer had aspects of Spring or Summer - these things did not help them survive.\nThe Lost Folk were gone - hence they are called the Lost Folk. They had become the Wild Folk.\nYet the Wild Folk were great and mighty survivors. They learned much from their persecutors. After 700 generations they had become harder than the Hungry Folk. Where it not for the intervention of the Fair Folk, the Wild Folk would have driven the Hungry Folk from that island.\nThere were two great and mighty battles on the island. The Wild Folk carried the day in the first battle.\nThey lost the second battle. Their warlord god was maimed by the warlord god of the Fair Folk.\nWhile they lost the battle and ultimately the war, they did not perish.\nThe island they rested upon was a magical place, with many paths that lead to other lands were the air was warm the stars were different and there were no Hungry Folk. The warlord god of the Wild Folk had bought his people time to walk and sail those paths. The price he paid was an eye.\nMillennia later a warlord god of the Hungry Folk would follow this path and pay for much wisdom with his own eye.\nThe Lost Folk found themselves in a many new and strange worlds.\nOne world in particular was special. The Fair Folk resided here - but there were no Hungry Folk. It had only been in the end when the Fair Folk inexplicably battled against them. While they now hated - down to their blood - the Fair Folk, the ones who had truly driven them away were the Hungry Folk.\nThere were no Hungry Folk in this world. The Wild Folk were able to catch their breaths and take stock. They were now much like their remaining greatest god.\nThey were bloody warriors all, maimed in spirit and hated and hunted.\nYet, they survived.\nTheir warlord god declared to the other gods that he and his people had been cheated, hated and hurt - but no more. His people would survive where no other Folk could survive. His people would grow strong and hard and they would take back all that they had lost. He declared that they had learned the lessons taught them very well, lessons of hunger, of cruelty, of warmongering, and hate.\nHis people would do all other Folk one better and they would win in the end.\nIncised by these bold words, the gods of the Hungry Folk sent their Folk walking or sailing down many paths to this special world, were before they had never resided. They worked to take yet more from the Wild Folk.\nYet every year it grew harder for them to do so.\nThe Wild Folk wiped away empires before them. Their warlord god slew a warlord god of the Hungry Folk.\nEven now, the Wild Folk dwell in lost and forlorn places, growing strong and tempering themselves with war.\nAll the while the Hungry Folk grow soft and weak and ill prepared to handle the kind of war the inflicted upon the old Lost Folk. Certainly, there are the occasionally mighty workers of magic or terrible warriors among them. However - on the whole - the Hungry Folk have become fat and bloated and sorrier than they have ever been.\nThey all still curse the name of the Wild Folk - the people they created, who now are better than them at what they started.\nThat, child, is story of how the Lost Folk became the Wild Folk. It is the story of how the Wild Folk came to this land that the Hungry Folk - the humans - call Faerun. It is the story of why that humans are only here because they followed us, the Wild Folk, the orcs. It is the story of Gruumsh's fighting the god of the elves and loosing his eye and later slaying a warlord god of the humans.\nIt is the story of who we are.\nThe story is not quite done.\nSome blunt fanged old ones tell tales that some of the Spring and Summer gods of the Lost Folk are not dead. That they slumber beneath great standing stones scattered in the ice lands the Lost Folk left. They these god wait for one of their people to awaken them to a new spring and summer.\nThese are fools legends, to trick young warriors into following paths to other worlds to push over rocks. Pay them no heed.\nWe are warriors now and forever, and righteous burning blood of Gruumsh! We will build bonfires from the bones of humans in Cormyr and Waterdeep and beyond! We will bath in the blood of the elves of Evermeet and Evereska! We shall feast upon their hearts, grind their cities to dust, dance upon their bodies and turn their world to ashes!\nCome with me and feast upon the flesh of those who would torment us but only make us strong!", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Legend of The Lost Folk", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 6 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb008" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb008" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 17, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Lying north of Cormyr is an area surrounded by many stories and legends. Many are its dangers, ranging from orcs and other Border Raiders to Zhentarim to dragons, but the Purple Dragoons of Cormyr are trying to patrol parts of it (as Cormyr claims the area). This wild region has been the source for many tales and strange legends. \n\nThe Crystal Tower of Sherrea\n\nWhen Myth Drannor was still young, Sherrea the Crystal Mage came to that city. She was a skilled and noble mage with roots in fallen Netheril, who sought to spread knowledge. She studied for many years in Myth Drannor, and decided to build a center of learning closer to Cormyr. Thus she built a crystal tower in the Stonelands. Her tower became a school of knowledge and the Art, and quite a few mages and scholars gathered there. For a time, the school flourished, and much lore and many items of Art were created.\nThe tower disappeared without trace and today no one knows exactly where it stood. Some say it was destroyed by a goblin horde, others say that Sherrea used magic to hide the school from the goblins. \n\nThe Seven Spires of Lun-Bea\n\nThis is a tale often told by oldtimers in the Purple Dragoons to new ensigns on their first long-patrol in the Stonelands.\n\nOnce there was a great civilization in the Farsea Marshes, which fell before Netheril. On of the greatest achievements this civilization created was the Seven Spires of Lun-Bea. This incredible fortress was built somewhere in the western Stonelands. It was the winter palace for the nobles of that realm, where they spent the winter in great luxury. Magic provided most for its inhabitants, and it contained riches beyond most men's imagination. When the civilization fell because of a great plague, the few who lived in the Seven Spires used magic to conceal the fortress from its plague-ridden countrymen, to save themselves.\nThe fortress survived, and is still somewhere out there in the Stonelands.\n\nThe Sparkling Needle\nOne of the more common themes for the Stonelands are ancient mage towers that no one has seen since their owner hid the tower. One of the many such tales is that of the Sparkling Needle.\nBuilt by Rauthilar of the Swooping Raven, his tower stood on the northern foothills of the Storm Horns, well into the High Moor (not the High Moor in the Savage Frontier). His tower was influenced by elven architecture and its main component was crystal. At sunset, it appeared as a sparkling needle in the distance (and hence its name). Rauthilar was most known for his habit of using ravens with his Art, as well as his love for flying. He was known to have several friends amongst the elves of Cormanthyr, as well as several mages in far-away Mulhorand.\nHowever, he should have chosen a better place to build his tower. Within 15 years of its completion, the raids from goblins and orcs forced Rauthilar to action. He hid his tower with magic, as well as moving it from its original location to a higher point on the northern slopes of the Storm Horns.\nHe never accepted another visitor, instead visiting them. Rauthilar grew old and then vanished from the outside world. It is not known if he became a lich or simply died of old age. However, his tower still remains, and by standing at the right place in the sunset, one can still see the tower sparkle from the setting sun's rays.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Legends of The Stonelands", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 6 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb016" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb016" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 18, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "On a clear night, numerous constellations can be observed in the sky over the realms, most with the naked eye, though some require magical divinations to be seen clearly.\n\nThe western sky is marked by two \"fuzzy\" clusters of blue-white stars, which appear as two side-by-side crescents or arcs in the sky, points downward. These are called \"The Double Daggers\" in the Moonsea cities. Some barbarian tribes of the Sword Coast North call these \"the Eyes of the Watching Woman,\" and men of Hill´s Edge speak of \"where Selune Looks back.\" Whatever one calls them true west can be found exactly halfway between the two arcs - heading \"straight between the eyes.\"\n\nThe north is marked by an awesome circle of large, bright stars with utter darkness between them, which is known to most folk today as \"Mystra´s Star Circle\" (her floating Castle of Night, in childrens fairytales, is said to float in the center of the darkness). Due north is marked by the brightest \"Brow Star.\" Other folk of the Realms call this constellation \"the Crown of the North,\" or just the \"Cold Crown.\" Some believe it to be the \"Eye of Evil,\" or \"the Hole That Leads To Darkness.\"\n\nEast in the sky is marked by three converging lines of stars, each with a cluster of stars at its outward end, or \"point.\" Where the three lines come together is due east. Folk in the Realms call these stars \"The Arrows of the Gods,\" \"the Sun´s Signpost,\" or \"The Caltrop.\"\n\nSouth in the sky is marked by a zigzag line of stars that crawls along the horizon, from west to east, beginning with an upswept \"head\" or bright starry cluster, and ending with a curving \"tail\" of stars. This constellation is most easily recognized in Anauroch. Folk elsewhere in the Realms do not see this line of stars so clearly; not being on their horizon most of the time it is enmeshed in a tangle of small constellations, and is not thought of as a unit. In Tunland, Cormyr, Iriaebor, and Westgate, however, it is recognized as a star configuration marking the direction \"south,\" and is known respectively as \"Faerula,\" \"The Sword of the South,\" \"the Southfires,\" and \"the Lightning Bolt.\"", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Nightsky of The Realms", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 6 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb001" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb001" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 19, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "This bridge over the Winding Water was first built by the famous adventurer Boareskyr. Over the centuries, several bridges have stood here, the most recent built after the Time of Troubles. For most of those years, a \"temporary\" tent trading city has stood hard by the river crossing.\nTravellers in the Fields of the Dead are warned not to drink the waters of the Winding Water downstream of the Bridge or for about half a day's travel upstream. They were poisoned during the Time of Troubles in a battle between Cyric and Bhaal.\nThe present Bridge commemorates this event. Statues to the two gods stand at either end of the stone span, which is wide enough for two large wagons to pass each other and has waist-high rampart walls as thick as three adult human males standing together. By tradition, no toll can be charged for crossing the bridge, and no buildings can be erected on it or so as to block a clear road on and off it. \n\nToday, Boareskyr Bridge numbers about 70 tents and wagons in summer (plus those of visiting caravans), and about half that number in winter. The community exists to provide travellers with food, water, remounts, wagon repairs, and the like. It has evolved into a trading center where goods are exchanged between merchants, or wagons leave one caravan and stop over, awaiting another bound for the same destination they're heading for.\n\nThe community of Boareskyr Bridge lacks any permanent features except a rough stone fort (known as Bridgefort) surrounded by a now-poisoned moat. Inhabitants can retreat into this structure in the case of heavy winter attacks from trolls, goblinkin, or brigands--a frequent occurrence.\n\nLike the similarly makeshift city of Scornubel, wheeling and dealing is the order of the day in Boareskyr Bridge. Law and order is maintained by one's own sword or crossbow.\n\nThe law in the Bridge, such as it is, is the word of powerful adventurers - notably the warrior Barim Stagwinter and Theskul Mirroreye, priest of Tyr, and their companions and allies. Barim and Theskul seem to be working toward walling in the Bridge community to make a proper city of it.\n\nRich merchants come here seeking the sorceress Aluena Halacanter, who raises pegasi at her estate, Heartwing, upriver of the Bridge where the water still runs clear.\" Trained steeds are surprisingly cheap, but Aluena is reluctant to sell them to those who'll mistreat them or who'll simply resell them quickly to someone who will. Buyers must satisfy her under magically assisted questioning. Aluena is rumoured to be a Harper." } }, "Description": { "type": "cexolocstring", "value": { "0": "This bridge over the Winding Water was first built by the famous adventurer Boareskyr. Over the centuries, several bridges have stood here, the most recent built after the Time of Troubles. For most of those years, a \"temporary\" tent trading city has stood hard by the river crossing.\nTravellers in the Fields of the Dead are warned not to drink the waters of the Winding Water downstream of the Bridge or for about half a day's travel upstream. They were poisoned during the Time of Troubles in a battle between Cyric and Bhaal.\nThe present Bridge commemorates this event. Statues to the two gods stand at either end of the stone span, which is wide enough for two large wagons to pass each other and has waist-high rampart walls as thick as three adult human males standing together. By tradition, no toll can be charged for crossing the bridge, and no buildings can be erected on it or so as to block a clear road on and off it. \n\nToday, Boareskyr Bridge numbers about 70 tents and wagons in summer (plus those of visiting caravans), and about half that number in winter. The community exists to provide travellers with food, water, remounts, wagon repairs, and the like. It has evolved into a trading center where goods are exchanged between merchants, or wagons leave one caravan and stop over, awaiting another bound for the same destination they're heading for.\n\nThe community of Boareskyr Bridge lacks any permanent features except a rough stone fort (known as Bridgefort) surrounded by a now-poisoned moat. Inhabitants can retreat into this structure in the case of heavy winter attacks from trolls, goblinkin, or brigands--a frequent occurrence.\n\nLike the similarly makeshift city of Scornubel, wheeling and dealing is the order of the day in Boareskyr Bridge. Law and order is maintained by one's own sword or crossbow.\n\nThe law in the Bridge, such as it is, is the word of powerful adventurers - notably the warrior Barim Stagwinter and Theskul Mirroreye, priest of Tyr, and their companions and allies. Barim and Theskul seem to be working toward walling in the Bridge community to make a proper city of it.\n\nRich merchants come here seeking the sorceress Aluena Halacanter, who raises pegasi at her estate, Heartwing, upriver of the Bridge where the water still runs clear.\" Trained steeds are surprisingly cheap, but Aluena is reluctant to sell them to those who'll mistreat them or who'll simply resell them quickly to someone who will. Buyers must satisfy her under magically assisted questioning. Aluena is rumoured to be a Harper.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "On Boareskyr Bridge", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 8 }, "Repos_Posy": { "type": "word", "value": 6 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb004" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb004" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 20, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "The Misty Wood could be glimpsed from the edge of the High Moor and the trees looked cool and inviting. Onassin couldn't wait to be underneath the emerald shelter of the leaves. The ride had been long and treacherous for the moors were still rife with trolls and orcs to name only two of the dangers that had beset the small group.\n\nThe Blade and Song was an adventuring band consisting of five members. Onassin of the Strings, a bard who played the fiddle among other instruments. Lucas, a warrior whose claymore was taller than Onassin. Sinessa of Gladius, an individual whose tattoos marked her as a former slave of Thay. There was also Silk, a slim girl whose dark clothing and graceful movements made the rapier she carried doubly dangerous. Finally, Jordan of Tymora, whose healing spells and defensive magics had saved their lives' time and again.\n\nOnassin glanced at Silk, the girl couldn't be more than seventeen but the pain lining her face made her seem older. She had been struck down by a poisoned blade and only by sheer willpower had she managed to ride this far. Sinessa also held an arm tightly to her side, holding broken ribs into place. All of them had been wounded in the last battle, but hope was not far off if the words of an amber eyed innkeeper were true.\n\n\"If you are hurt, or need a place to rest, just within the south east border of the Misty Wood is a small village. Look for a stream leading to a pond with a small island in the center. Just north of it is the village. It is called Sanctuary.\" The half elf had smiled then. \"Don't be surprised at whom you find there, and don't offer violence to anyone. The folk there are good and will offer aid if you need it. There you will find shelter and rest if the dangers of the High Moors prove to be too much.\" The female half elf had also offered several other pieces of advice on what they would find in the High Moor. Onassin still hadn't been able to figure out how she'd known where they were going and what they'd planned to do.\n\"Just hold on a bit longer.\" Jordan, who was out of healing spells, pleaded. \"If Tymora smiles on us we'll reach the village soon\"\nThey'd reached the tree line and soon found a pond fitting the innkeeper's description. Heading north they did find the village. However nothing could have prepared them for what they found there. A family of orcs waved at them and called friendly greetings in common. Two goblins were working on a chair with a tall man. A hobgoblin was watching with interest a sword fight between a drow and a moon elf. Another elf was playing the flute and watching the same fight.\n\nThey had no sooner passed the first two huts when the drow woman and elf stopped the fight and with a grin for the applauding hobgoblin approached the newcomers.\nThe drow female possessed very long silver hair and rose eyes. Her skin was a purplish black. She wore a lacy black gown and rested her long sword casually on her shoulder. Her face wore a welcoming smile and it warmed the weary travelers against their better judgment.\nThe moon elf was also a female bearing a scimitar and an arm length tattoo of a cheetah. Her hair was also long, though brown and her eyes dark green. She too was smiling and said something in a sibilant tongue to her companion.\n\n\"Welcome,\" the drow woman said gaily. \"I'm Alauniira of Eilistraee, and this is Shenandoah.\" Onassin looked desperately at the drow woman and hoped that the innkeeper had been right. \"We were told that this is where we would find Sanctuary?\" His voice was both questioning and hopeful. \"We need help.\" Alauniira's eyes had already moved past him to the rest of the company, taking in Silk's sway of exhaustion, Sinessa's stiff posture and the wounds the rest of them bore.\n\"Shen help me get her down.\" Alauniira said quickly, to her elven sparring partner. The elf moved to take the girl from her horse. Sinessa dismounted without aid but apparently was sorry for it a moment later as she grimaced and clutched at her rib cage.\n\"Poison,\" the female warrior wheezed out. \"She was poisoned.\"\nAlauniira immediately knelt beside the dark clothed girl and began the prayer that would neutralize the poison in the body. Shen, one of the orcs, and an elderly gnome fellow helped the company from their horses and others appeared to lead the weary animals away.\nWhen the prayer was done Silk still lay unmoving and one of the orc children asked tentatively. \"Dark Lady? She be all right?\" \"Yes Erga,\" the priestess replied with a fond smile. \"She'll be fine. She sleeps now.\"\nOnassin breathed a sigh of relief and looked at Lucas who'd been pale with worry. He and Silk had been lovers for some time now. The warrior was pumping the drow woman's hand in thanks, obviously incoherent with relief. The other members of the company looked around in wonderment now that the danger of death had passed. Even though they were safe, they couldn't help but wonder. What was this place?\n\n\n\nSanctuary is what its name implies. Located where the Misty Woods join the High Moor about three days ride east of Daggerford. It is a place to belong for those who feel they do not belong any where else. Any being of any race and any goodly religion may come and live in peace and harmony with themselves and their neighbors. It is a place where one can go and rest, away from the rigors of the world. Sanctuary is a place where spiritual, mental, emotional, and physical rest are found. A place where one can feel safe and sheltered for as long as one may need.\n\nSanctuary was founded in 1364DR by Alauniira, a priestess of Eilistraee. As a drow on the surface world Alauniira understood how many people are judged by prejudices and not by their individuality. To this end Alauniira founded Sanctuary where anybody of good intent could live in a community of friends. There are many gods worshipped or venerated within Sanctuary. By far the goddess worshipped the most is Eilistraee.\n\nThere are twelve priestesses, or Dark Ladies, of Eilistraee. Alauniira and these twelve serve as Sanctuary's guiding hand. They do this by initiating most worship rituals, hunts, revels; they also provide both physical and spiritual healing. Sanctuary is also a base of operations for the Knights of Twilight (qv).\n\nSanctuary lies on 20 acres of a peaceful glade within the Misty Wood. Sanctuary is no more than a cluster of huts and small cabins nestled haphazardly amongst the trees. Though primitive, the hand of the drow and elves can be seen in the simple beauty the huts contain. Many are built around the trees with branches still growing through the roofs. These homes radiate out from the central part of Sanctuary, a large clearing about thirty yards in diameter. This clearing is where most grand feasts and revels are held. In the true spirit of Eilistraee these usually involve a large bonfire and a lot of dancing.\n\nSanctuary is much like any other village until a close look is taken at the inhabitants. Several differences are almost immediately discernible. Sanctuary is more closely attuned to the harmonies of the forest surrounding it. The clearing at the center of the village is a natural one and the ancient trees were left undisturbed.\n\nThere are two large ponds close to the clearing, one, Pixie's Ocean, has a stream called The Run leading into it from the north and then running from Pixie's Ocean to Elfwood Pond. The Elfwood Pond has a small tree clad island in the center; Culton's Creek feeds the Elfwood and Sword's Edge stream runs off of it to the south.\n\nAbout a mile south and a little west of Elfwood Pond is Shield Hill, a large mound set like a round shield among the trees.\n\nMany of the residents have tilled their own gardens of varying sizes. The harvests of which are shared openly amongst all of Sanctuary. Similarly the hunters share their bounty as well. The folk here, though many are racial enemies, are kind and accepting. If a helping hand is needed it is usually offered without hesitation. There are shrines of many of the gods worshipped by the residents scattered throughout the woods. There are no shops or mercantile exchange within Sanctuary. Every couple of months or so a trader will bring supplies, many of which will be bartered with meat, vegetables or furs. As the residents are free to come and go as they please, trade and news of the realms is never wanting. Visitors are welcomed with open arms. As news of Sanctuary's hospitality grows, more and more travelers through the Misty Wood try to stop at there. Guests are often invited to stay for two to three days exchanging song, stories or some other contribution for food and shelter.\n\n In case of attack a dozen priestesses of the goddess of good Drow offer ample protection. In addition many of the residents are powerful individuals in their own right. All freely defend their Sanctuary." } }, "Description": { "type": "cexolocstring", "value": { "0": "The Misty Wood could be glimpsed from the edge of the High Moor and the trees looked cool and inviting. Onassin couldn't wait to be underneath the emerald shelter of the leaves. The ride had been long and treacherous for the moors were still rife with trolls and orcs to name only two of the dangers that had beset the small group.\n\nThe Blade and Song was an adventuring band consisting of five members. Onassin of the Strings, a bard who played the fiddle among other instruments. Lucas, a warrior whose claymore was taller than Onassin. Sinessa of Gladius, an individual whose tattoos marked her as a former slave of Thay. There was also Silk, a slim girl whose dark clothing and graceful movements made the rapier she carried doubly dangerous. Finally, Jordan of Tymora, whose healing spells and defensive magics had saved their lives' time and again.\n\nOnassin glanced at Silk, the girl couldn't be more than seventeen but the pain lining her face made her seem older. She had been struck down by a poisoned blade and only by sheer willpower had she managed to ride this far. Sinessa also held an arm tightly to her side, holding broken ribs into place. All of them had been wounded in the last battle, but hope was not far off if the words of an amber eyed innkeeper were true.\n\n\"If you are hurt, or need a place to rest, just within the south east border of the Misty Wood is a small village. Look for a stream leading to a pond with a small island in the center. Just north of it is the village. It is called Sanctuary.\" The half elf had smiled then. \"Don't be surprised at whom you find there, and don't offer violence to anyone. The folk there are good and will offer aid if you need it. There you will find shelter and rest if the dangers of the High Moors prove to be too much.\" The female half elf had also offered several other pieces of advice on what they would find in the High Moor. Onassin still hadn't been able to figure out how she'd known where they were going and what they'd planned to do.\n\"Just hold on a bit longer.\" Jordan, who was out of healing spells, pleaded. \"If Tymora smiles on us we'll reach the village soon\"\nThey'd reached the tree line and soon found a pond fitting the innkeeper's description. Heading north they did find the village. However nothing could have prepared them for what they found there. A family of orcs waved at them and called friendly greetings in common. Two goblins were working on a chair with a tall man. A hobgoblin was watching with interest a sword fight between a drow and a moon elf. Another elf was playing the flute and watching the same fight.\n\nThey had no sooner passed the first two huts when the drow woman and elf stopped the fight and with a grin for the applauding hobgoblin approached the newcomers.\nThe drow female possessed very long silver hair and rose eyes. Her skin was a purplish black. She wore a lacy black gown and rested her long sword casually on her shoulder. Her face wore a welcoming smile and it warmed the weary travelers against their better judgment.\nThe moon elf was also a female bearing a scimitar and an arm length tattoo of a cheetah. Her hair was also long, though brown and her eyes dark green. She too was smiling and said something in a sibilant tongue to her companion.\n\n\"Welcome,\" the drow woman said gaily. \"I'm Alauniira of Eilistraee, and this is Shenandoah.\" Onassin looked desperately at the drow woman and hoped that the innkeeper had been right. \"We were told that this is where we would find Sanctuary?\" His voice was both questioning and hopeful. \"We need help.\" Alauniira's eyes had already moved past him to the rest of the company, taking in Silk's sway of exhaustion, Sinessa's stiff posture and the wounds the rest of them bore.\n\"Shen help me get her down.\" Alauniira said quickly, to her elven sparring partner. The elf moved to take the girl from her horse. Sinessa dismounted without aid but apparently was sorry for it a moment later as she grimaced and clutched at her rib cage.\n\"Poison,\" the female warrior wheezed out. \"She was poisoned.\"\nAlauniira immediately knelt beside the dark clothed girl and began the prayer that would neutralize the poison in the body. Shen, one of the orcs, and an elderly gnome fellow helped the company from their horses and others appeared to lead the weary animals away.\nWhen the prayer was done Silk still lay unmoving and one of the orc children asked tentatively. \"Dark Lady? She be all right?\" \"Yes Erga,\" the priestess replied with a fond smile. \"She'll be fine. She sleeps now.\"\nOnassin breathed a sigh of relief and looked at Lucas who'd been pale with worry. He and Silk had been lovers for some time now. The warrior was pumping the drow woman's hand in thanks, obviously incoherent with relief. The other members of the company looked around in wonderment now that the danger of death had passed. Even though they were safe, they couldn't help but wonder. What was this place?\n\n\n\nSanctuary is what its name implies. Located where the Misty Woods join the High Moor about three days ride east of Daggerford. It is a place to belong for those who feel they do not belong any where else. Any being of any race and any goodly religion may come and live in peace and harmony with themselves and their neighbors. It is a place where one can go and rest, away from the rigors of the world. Sanctuary is a place where spiritual, mental, emotional, and physical rest are found. A place where one can feel safe and sheltered for as long as one may need.\n\nSanctuary was founded in 1364DR by Alauniira, a priestess of Eilistraee. As a drow on the surface world Alauniira understood how many people are judged by prejudices and not by their individuality. To this end Alauniira founded Sanctuary where anybody of good intent could live in a community of friends. There are many gods worshipped or venerated within Sanctuary. By far the goddess worshipped the most is Eilistraee.\n\nThere are twelve priestesses, or Dark Ladies, of Eilistraee. Alauniira and these twelve serve as Sanctuary's guiding hand. They do this by initiating most worship rituals, hunts, revels; they also provide both physical and spiritual healing. Sanctuary is also a base of operations for the Knights of Twilight (qv).\n\nSanctuary lies on 20 acres of a peaceful glade within the Misty Wood. Sanctuary is no more than a cluster of huts and small cabins nestled haphazardly amongst the trees. Though primitive, the hand of the drow and elves can be seen in the simple beauty the huts contain. Many are built around the trees with branches still growing through the roofs. These homes radiate out from the central part of Sanctuary, a large clearing about thirty yards in diameter. This clearing is where most grand feasts and revels are held. In the true spirit of Eilistraee these usually involve a large bonfire and a lot of dancing.\n\nSanctuary is much like any other village until a close look is taken at the inhabitants. Several differences are almost immediately discernible. Sanctuary is more closely attuned to the harmonies of the forest surrounding it. The clearing at the center of the village is a natural one and the ancient trees were left undisturbed.\n\nThere are two large ponds close to the clearing, one, Pixie's Ocean, has a stream called The Run leading into it from the north and then running from Pixie's Ocean to Elfwood Pond. The Elfwood Pond has a small tree clad island in the center; Culton's Creek feeds the Elfwood and Sword's Edge stream runs off of it to the south.\n\nAbout a mile south and a little west of Elfwood Pond is Shield Hill, a large mound set like a round shield among the trees.\n\nMany of the residents have tilled their own gardens of varying sizes. The harvests of which are shared openly amongst all of Sanctuary. Similarly the hunters share their bounty as well. The folk here, though many are racial enemies, are kind and accepting. If a helping hand is needed it is usually offered without hesitation. There are shrines of many of the gods worshipped by the residents scattered throughout the woods. There are no shops or mercantile exchange within Sanctuary. Every couple of months or so a trader will bring supplies, many of which will be bartered with meat, vegetables or furs. As the residents are free to come and go as they please, trade and news of the realms is never wanting. Visitors are welcomed with open arms. As news of Sanctuary's hospitality grows, more and more travelers through the Misty Wood try to stop at there. Guests are often invited to stay for two to three days exchanging song, stories or some other contribution for food and shelter.\n\n In case of attack a dozen priestesses of the goddess of good Drow offer ample protection. In addition many of the residents are powerful individuals in their own right. All freely defend their Sanctuary.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "On Sanctuary", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 8 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb017" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb017" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 21, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Scornubel, the Caravan City, is a huge, unwalled open city set on the north shore at the confluence of the Chionthar and the River Reaching. It is an unwalled town buzzing with continual activity, and a large number of pack animals, wagons, and symbols of merchant and trading companies can be seen as the traveler enters the city. Most of the buildings are low-one or two stories- with a scattering of larger buildings and towers in the center of town.\nScornubel is one of the key cities on the Trade Way leading from Waterdeep to the lands of the Inner Sea. Like its rivals Elturel and Iriaebor, it is a town of merchants and those things merchants are concerned with: warehouses, transportation, and protection (usually from other merchants). Its population can swell to sixfold its numbers during the summer trading season but this late in the fall the population has begun to dip as merchants seek warmer, more hospitable places to winter.\nThe Caravan City is ruled by the shrewd, elderly, and regal Lady Rhessajan Ambermantle, who in her time was a daring explorer and wandering trader and is still famed as \"Rhessajan of the Tents\". Lady Rhessajan is supported by three lord high advisors named Burdan, Deep, and Phantar, all middle-aged adventurers and caravan masters themselves. Lady Rhessajan make their judgements on one key factor: what is profitable for the city and its merchants. The city militia and scouts are provided by an agreement with the Red Shields mercenary company.\nShrines to nearly every deity can be found somewhere within the city, but the only full scale temple is the Healing Hands of Lathander, a fortified monastery which lies on the town's northern outskirts.\nScornubel has always been home to some pretty racy nightclubs, dancehalls, and taverns, with wild entertainments of magic, exhibited monsters, acrobatics, and exotic dancing presented for the patrons. There are many tales of monsters that escaped, ate a few unfortunate revelers, and still lurk in the area. Darker legends whisper of monsters with mental or magical powers that came here controlling their human handlers and left with considerably more mentally enslaved subjects, and treasure to boot.\nThere are also persistent rumours that among the costumed, painted dancers of both sexes who perform in Scornubel are outlaws on the run, adventurers seeking to escape the vengeance of foes, nobles seeking to escape vendettas or parental control, heirs evading the blades of those who would forcibly disinherit them, and so on. Some of these tales are undoubtedly true. On more than one occasion, a tavern has erupted into a full scale battle when a seasoned adventurer in the audience has recognized a nearby performer as a lamia, doppelganger, or other dangerous menaces.\nWhatever the present levels of danger and intrigue in the Caravan City, one thing is certain: it is never a dull place to visit." } }, "Description": { "type": "cexolocstring", "value": { "0": "Scornubel, the Caravan City, is a huge, unwalled open city set on the north shore at the confluence of the Chionthar and the River Reaching. It is an unwalled town buzzing with continual activity, and a large number of pack animals, wagons, and symbols of merchant and trading companies can be seen as the traveler enters the city. Most of the buildings are low-one or two stories- with a scattering of larger buildings and towers in the center of town.\nScornubel is one of the key cities on the Trade Way leading from Waterdeep to the lands of the Inner Sea. Like its rivals Elturel and Iriaebor, it is a town of merchants and those things merchants are concerned with: warehouses, transportation, and protection (usually from other merchants). Its population can swell to sixfold its numbers during the summer trading season but this late in the fall the population has begun to dip as merchants seek warmer, more hospitable places to winter.\nThe Caravan City is ruled by the shrewd, elderly, and regal Lady Rhessajan Ambermantle, who in her time was a daring explorer and wandering trader and is still famed as \"Rhessajan of the Tents\". Lady Rhessajan is supported by three lord high advisors named Burdan, Deep, and Phantar, all middle-aged adventurers and caravan masters themselves. Lady Rhessajan make their judgements on one key factor: what is profitable for the city and its merchants. The city militia and scouts are provided by an agreement with the Red Shields mercenary company.\nShrines to nearly every deity can be found somewhere within the city, but the only full scale temple is the Healing Hands of Lathander, a fortified monastery which lies on the town's northern outskirts.\nScornubel has always been home to some pretty racy nightclubs, dancehalls, and taverns, with wild entertainments of magic, exhibited monsters, acrobatics, and exotic dancing presented for the patrons. There are many tales of monsters that escaped, ate a few unfortunate revelers, and still lurk in the area. Darker legends whisper of monsters with mental or magical powers that came here controlling their human handlers and left with considerably more mentally enslaved subjects, and treasure to boot.\nThere are also persistent rumours that among the costumed, painted dancers of both sexes who perform in Scornubel are outlaws on the run, adventurers seeking to escape the vengeance of foes, nobles seeking to escape vendettas or parental control, heirs evading the blades of those who would forcibly disinherit them, and so on. Some of these tales are undoubtedly true. On more than one occasion, a tavern has erupted into a full scale battle when a seasoned adventurer in the audience has recognized a nearby performer as a lamia, doppelganger, or other dangerous menaces.\nWhatever the present levels of danger and intrigue in the Caravan City, one thing is certain: it is never a dull place to visit.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "On Scornubel", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 8 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb018" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb018" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 22, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Though the organization known as the Monks of the Long Death is strongest in Thay, it does have monasteries in several other parts of Faerun, including the Silver Marches. Some two dozen members of the order dwell in a hidden stronghold built long ago by unknown hands in the Turnstone Hills, not far from where the pass is blocked by a gigantic landslide. From here the monks pursue their one abiding interest: death.\nThese monks seek for the secrets of life by studying death. It is the condition of being dead that concerns them most, and not what lies beyond: The afterlife holds little interest for them. Their laboratories are full of decaying, dying, and dead animal and plant specimens that they study with detached interest; they frequently purchase rare specimens that they cannot obtain easily themselves from adventurers and merchants. But such studies are only part of the monks' daily life: They seek to understand death as it pertains especially to intelligent living beings.\nTo this end, they exhume corpses from crypts and graveyards, and then they transport the corpses to their monastery. There they examine the cadavers in their well-stocked laboratory and observe them as they decompose. They also -- and it is for this that they are most reviled and feared -- purchase living slaves and put them to death, slowly, recording their observations and asking the perishing slaves questions about their fatal experience. Slaves are hard to come by in the Silver Marches, however, because Lady Alustriel and her confederations condemn the practice. The order has been obliged to obtain its living specimens by other means, such as abducting them from outlying farmsteads and poorly-defended hamlets in the dead of night. The monks suffer no moral qualms about these deeds: Death is the most natural thing in the world, from their perspective, and to expire in service to its principle is the most profoundly holy experience any living being can hope to enjoy. It is for this reason that the monks themselves do not fear death, and while they may study the dead, they do not seek that state themselves.\nMost of the order's members are either scholars who share mutual fascination with and worship of death and dying, or clergy who worship one of the deities concerned with death. Some of the monks consider themselves to be nothing less than visionaries whose work will pave the way for a better future for all Faerun: When death is truly understood, it can be harnessed and used as a tool for the betterment of all, or so they rationalize to themselves. Others who take the Vows of Death could not possibly care less about anything other than increasing their personal measure of understanding about their chosen subject.\nThe Monks of the Long Death are easily recognized by their pale skin and gaunt features. They eat little, and they spend most of their time inside their monasteries, in crypts and graveyards, and other dark places where there is little natural light. They affect the trappings of death in their garb, wearing long, dark robes and shroudlike hooded cloaks to hide their features. Though fearful of those who do not understand them and who might seek to thwart their studies, they can be civil hosts if approached by learned folk who offer to share knowledge or wisdom. Their narrow vision and single-mindedness makes them dull hosts, however, and the rigid structure of their society seems quite stifling to outsiders." } }, "Description": { "type": "cexolocstring", "value": { "0": "Though the organization known as the Monks of the Long Death is strongest in Thay, it does have monasteries in several other parts of Faerun, including the Silver Marches. Some two dozen members of the order dwell in a hidden stronghold built long ago by unknown hands in the Turnstone Hills, not far from where the pass is blocked by a gigantic landslide. From here the monks pursue their one abiding interest: death.\nThese monks seek for the secrets of life by studying death. It is the condition of being dead that concerns them most, and not what lies beyond: The afterlife holds little interest for them. Their laboratories are full of decaying, dying, and dead animal and plant specimens that they study with detached interest; they frequently purchase rare specimens that they cannot obtain easily themselves from adventurers and merchants. But such studies are only part of the monks' daily life: They seek to understand death as it pertains especially to intelligent living beings.\nTo this end, they exhume corpses from crypts and graveyards, and then they transport the corpses to their monastery. There they examine the cadavers in their well-stocked laboratory and observe them as they decompose. They also -- and it is for this that they are most reviled and feared -- purchase living slaves and put them to death, slowly, recording their observations and asking the perishing slaves questions about their fatal experience. Slaves are hard to come by in the Silver Marches, however, because Lady Alustriel and her confederations condemn the practice. The order has been obliged to obtain its living specimens by other means, such as abducting them from outlying farmsteads and poorly-defended hamlets in the dead of night. The monks suffer no moral qualms about these deeds: Death is the most natural thing in the world, from their perspective, and to expire in service to its principle is the most profoundly holy experience any living being can hope to enjoy. It is for this reason that the monks themselves do not fear death, and while they may study the dead, they do not seek that state themselves.\nMost of the order's members are either scholars who share mutual fascination with and worship of death and dying, or clergy who worship one of the deities concerned with death. Some of the monks consider themselves to be nothing less than visionaries whose work will pave the way for a better future for all Faerun: When death is truly understood, it can be harnessed and used as a tool for the betterment of all, or so they rationalize to themselves. Others who take the Vows of Death could not possibly care less about anything other than increasing their personal measure of understanding about their chosen subject.\nThe Monks of the Long Death are easily recognized by their pale skin and gaunt features. They eat little, and they spend most of their time inside their monasteries, in crypts and graveyards, and other dark places where there is little natural light. They affect the trappings of death in their garb, wearing long, dark robes and shroudlike hooded cloaks to hide their features. Though fearful of those who do not understand them and who might seek to thwart their studies, they can be civil hosts if approached by learned folk who offer to share knowledge or wisdom. Their narrow vision and single-mindedness makes them dull hosts, however, and the rigid structure of their society seems quite stifling to outsiders.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Order of The Long Death", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 8 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb034" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb034" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 23, "AddCost": { "type": "dword", "value": 49 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 50 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "This small, neatly bound booklet is the journal of Sharalashikar the conjurer, known as \"Shara the Grim\" to some. It details various experiments and projects, mostly including cross-planar travels and conjurings of extraplanar beings. A section toward the end of the book is interesting; apparently Shara secured something known as the \"Tome of Secrets\" on a sojourn to a place called Sigil. He had hoped to use the power contained in the book to open a permanent gate between his demesne and the Outer Realms. \n\nThe last page contains a hurriedly scrawled entry, very different from the neat rows of text in the rest of the book:\n\n\"Something has gone terribly wrong. An entity has used the Tome to make the passage between worlds. Was the book a trap, or did I do something wrong? In any case, I fear that I have made a horrible miscalculation. I could not force the creature back to its realm, even though it is not yet fully here in its full manifestation. I would destroy the book, but its touch has weakened me, and the entity was quick to summon allies, against which my spells were of little use...\n\nThey are coming. I can feel it. My only hope is\"\n\nThe writing ends there." } }, "Description": { "type": "cexolocstring", "value": { "0": "This small, neatly bound booklet is the journal of Sharalashikar the conjurer, known as \"Shara the Grim\" to some. It details various experiments and projects, mostly including cross-planar travels and conjurings of extraplanar beings. A section toward the end of the book is interesting; apparently Shara secured something known as the \"Tome of Secrets\" on a sojourn to a place called Sigil. He had hoped to use the power contained in the book to open a permanent gate between his demesne and the Outer Realms. \n\nThe last page contains a hurriedly scrawled entry, very different from the neat rows of text in the rest of the book:\n\n\"Something has gone terribly wrong. An entity has used the Tome to make the passage between worlds. Was the book a trap, or did I do something wrong? In any case, I fear that I have made a horrible miscalculation. I could not force the creature back to its realm, even though it is not yet fully here in its full manifestation. I would destroy the book, but its touch has weakened me, and the entity was quick to summon allies, against which my spells were of little use...\n\nThey are coming. I can feel it. My only hope is\"\n\nThe writing ends there.", "id": 13052 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Shara's Journal", "id": 13051 } }, "ModelPart1": { "type": "byte", "value": 6 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 8 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "SharasJournal" }, "TemplateResRef": { "type": "resref", "value": "sharasjournal" }, "xModelPart1": { "type": "word", "value": 6 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 24, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "The Swords of the Smoking Fog are an adventuring group that operates mainly in the Dalelands, Cormyr, and the Moonsea. They take their name from the Smoking Frog, a renovated inn in Deepingdale, on the Eastway near Highmoon, that is their main base. \n\nThe Swords began their careers in Marsember, with the original group consisting of Semmer, Raphodel, Qil, Lynxal, and Belsambar. They became famed for several splashy ventures, including the delving of the Screaming Tower in Teshendale, exposing a Zhentarim plot to control shipping in Marsember, fighting the Grey Lady of Irondrake Rock, and battling drow in the depths of the Spiderhaunts. Through these adventures, they gathered several new members, and shifted their focus from Cormyr eastwards toward the Dales. They bought and renovated an inn in Deepingdale, and can now be found anywhere in the region, fighting evil, righting wrongs, and in general, having a good time. Their most current escapade involved foiling the ambitions of Hillsfar towards grabbing power in Voonlar, and a price has been put on their heads by Maalthiir, the Mage-Lord of that city. \n\nAt first glance, the members of the Swords would seem too different to adventure together, but their many common experiences have forged a strong bond between them. The focal point of this bond is the leader of the group, Semmer Redhand. It is his cool head and innate charisma that keeps the rest from breaking up and drifting apart (although they still squabble quite a bit). He is largely uncomfortable with the faith placed in him, but accepts it as a sign of the other's trust in him. Still, he is glad for the appearance of Jeneander, and has begun shifting some of the weight of leadership onto her.\n\nOf the group, it is perhaps Semmer who is the most notable. Semmer was orphaned at an early age, and grew up in a run-down boy's home in the slums of Marsember. Early on, he assumed a guardian role, protecting the other boys from bullies, thieves, slavers, and other predators of the underworld. Today, Semmer is stoic and reserved, but still the protector. Every member of the group knows that he would lay down his life for them without hesitation, and in return, they obey him without question (more or less). With the arrival of Jeneander, Semmer has stepped back at bit from the spotlight, but his word is still law, instantly overriding any of Jeneander's decisions. Semmer is a truly talented warrior, from his ability to analyze a situation and come up with a plan for it immediately, to his deadly use of the longbow and his skill with a sword. He is as good a tracker as many rangers, and knows many survival skills, being at home from the slums of Marsember to the wilderness of the Elven Court.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Swords of The Smoking Fog", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 8 }, "Repos_Posy": { "type": "word", "value": 8 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb020" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb020" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 25, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Gestaniius is widely considered the greatest blue dragon of the Old Empires. For many centuries she has terrorized the peoples of Mulhorand, Unther, and the Shaar, and she has even been known to raid into Thay upon occasion. She has gained many names through the ages; \"The Blue Devourer\" is the most common; however, in Unther she is known as \"Seiraga,\" a term that loosely translates into common as \"The Slaughterer,\" and in Thay she is sometimes referred to as \"Bhaal's Handmaiden,\" a title that infuriates Gestaniius (as it implies subservience to the now-dead human god). The oldest Mulhorandi references to her simply refer to her as \"The Killer of Men,\" a title that was also once bestowed on the blue wyrm Maldraedior, the long-ago suzerain of all the blue dragons in Unther and Mulhorand. \n There are few more foul-tempered beasts in the Realms than Gestaniius, as her idea of a good time is razing trading caravans and small villages for fun. She achieved noteriety in her early years for swooping in low enough over the rooftops of Skuld and Gheldaneth to knock the minarets off the towers of the God-Kings, a direct challenge to their authority. When the Mulhorandi response came, in the form of an army led by Semanhur Ironhand, an incarnation of the war god Anhur, Gestaniius scattered it, killing Anhur's champion in single combat on the Shepherd's Plain. Since those early days she has become a bit more cautious in invoking the full wrath of Mulhorand, especially since she was crippled in battle with a brown dragon long ago, affecting her combat abilities and forcing her to walk with a noticeable limp. \n Nowadays, Gestaniius' energies are devoted to killing every brown dragon on Faerun, a task to which she devotes her every waking moment. Her genocidal desires are driven by a need for revenge against the brown dragons who murdered her children long ago (even though the blue dragons, under the leadership of Gestaniius, started the battle). She has never known exactly which browns killed her children (and it is likely that they died long ago anyway), so she has determined that the entire species must be wiped from the face of Faerun. \n This irrational obsession has cost Gestaniius the fealty of the other blue dragons in the Old Empires, as many of their own number have been killed or maimed following the Blue Devourer into battle. This loss of support has forced Gestaniius to become more cautious in her activities, and to seek out new allies. She has made an alliance with the Cult of Set in Mulhorand; in return for their aid in seeking out and killing brown dragons, she provides them with raw, destructive power. However, her unstable nature and habit of treating the cultists like inferiors instead of equals makes it difficult for them to work with her, and their alliance is already wearing thin.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Blue Devourer", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 10 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb031" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb031" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 26, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "This ruin was once the home of Oenrune of the Ninespells, a Tethyrian archmage who lived several hundred years ago. He wound up on the losing end of a battle for the Tethyrian throne, and fled north to escape his enemies. He built this tower in the forest of The Wealdath, and was massing his resources for another try at the throne, when he was set upon by several Red Wizards of Thay, who came seeking a particular artifact of Netherese origin that Oenrune was rumored to posess. In a night-time battle marked by huge explosions and flashes of light that lit the night sky as far away as Scornubel, the tower was reduced to a shattered ruin. \nNeither Oenrune, the Thayans, or the artifact were ever seen again, although there are frequent reports of a ghostly mage or some other fell magical being that lurks in the ruins, attacking those foolish enough to attempt to delve the tower and its' dungeons. A few mages that have survived the creatures' attacks claim that this guardian is really the remains of Oenrune, twisted by magic and turned into a wizshade of great power. Although it is never seen in the woods around the tower, the wizshade has been known to track down and kill those who have stolen anything from the ruins. \nOenrune's sigil was a stylized black hand grasping a circle of nine stars. It can be found on the stone plinths that surround the Broken Tower in a 100-yard radius. Apparently, these columns were once part of a powerful defensive ward that would shrink Oenrune's enemies, but most of their magic is long-gone, and many of the plinths are broken and weathered from long exposure to the elements. What magic there remains is highly unpredictable, and has been known to shrink enlarge, and even change the gender of those straying too far into the ruins.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Broken Tower", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 10 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb021" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb021" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 27, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "After warning patrons of the tavern that a snake will magically appear among them, Darvith Raldemarr calmly explains that before he takes the lid off the chalice, the questioner should ask their question, perhaps concerning a future decision as to an investment or deed that might or might not make the questioner wealthier, but not something from the past or involving the honesty or performance of someone else. \n\n\"The chalice will then be unhooded,\" Darvith adds, \"and the Holy Serpent will bring the Reply of the God to one of us. The snake is poisonous, but if not struck, menaced, or obstructed, and able to see both of the Anointed - humble father and daughter, standing before you - as we murmur the right prayers, all will be well.\"\n\n\"The Holy Serpent will travel to one of us, and we shall return it directly to the chalice. All shall be quite safe.\"\n\nMany tavernmasters are familiar with the Raldemarrs and their holy cup -- and if they've heard of no great results from it, they've seldom seen harm from it, either. So long as a slithering snake doesn't panic patrons, spectacles are always welcome. And Darvith has none of the desperate air of a festival charlatan -- if no one seems moved to ask a question, he'll shrug, pray to the chalice, and order tankards for himself and his daughter. The chalice sits gleaming, however, until he departs -- and it's a rare alehouse crowd that doesn't have someone willing to part with a copper for a Holy Reply (even as a joke).\n\nSo it begins. The questioner is allowed to inspect the empty bowl before the lid goes down. The coin drops through the slot without any metallic clink, the Raldemarrs pray, one of them unhoods the chalice and sets the lid down right beside it, both of them kneel and bare their chests and murmur unintelligible prayers -- and a glittering, fanged snake rears up out of the bowl, opening its jaws wide to hiss!\n\nThen it glides down the chalice to the lid, circles it once, and slithers straight to one of the Raldemarrs, climbing them to rear back and viciously fang the offered human chest.\n\nShuddering and gasping in obvious pain, the bitten Darvith or Taleene then tenderly cradles the Serpent, murmuring thanks to it and a prayer to the god. They then pass the snake to their unbitten partner for gentle return to the chalice (which is rehooded to await the next question, for the Serpent won't vanish again \"until morning\").\n\nThe bitten Anointed then delivers the Holy Reply to the questioner, sometimes with the blood drawn by the serpent's bite trickling down their front.\n\nImpressive enough -- and a complete sham. Darvith and Taleene make enough from the coins it brings to pay for food, drink, caravan escort, and rooms, allowing them to sell their sundries only at good prices, and never out of desperation.\n\nThe domed lid of the chalice is hollow, with a shallow upper chamber filled with sticky sap that coins stick to (and so they don't rattle around when the lid is lifted; when one of the Raldemarrs heats the lid later, the sap becomes liquid and releases the coins). So offerings go in and \"vanish.\"\n\nA larger chamber below it in the lid (which has a richly engraved, flat inside bottom, not a concave one) has a collapsible floor (triggered by any two of the small, apparently ornamental studs around its edge; the graven lines of the design conceal its seams) that drops a snake hidden inside the chamber into the bowl of the chalice.\n\nThe Raldemarrs \"milk\" the trained snake regularly of its poison, and the family also has immunity to its venom (as well as that of two other types of snakes). Both of them know much regional lore, lost and buried treasure tales in particular, and simply invent Holy Replies.\n\nA Waterdhavian noble had the chalice constructed for him, and then he abandoned it upon learning its secrets were widely known in Scornubel (home of the long-dead smith who fashioned it). Much of its reputation is due to Darvith diligently spreading rumors about it for two decades now.\n\nHe began working this act with his wife, but she retired to Elturel to rear snakes when her health and looks started to fail, and Darvith's eldest daughter took her place.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Chalice of Serpents, Part 2", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 10 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb003" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb003" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 28, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "For years, tavern-talk in the Western Heartlands of the Realms settled on the subject of an ancient, nigh-forgotten \"God of Gold\" and his holy chalice -- talk that grows very guarded around priests, especially clerics of Waukeen. Few have heard of such a deity or want to know of yet another divine power who might frown upon them . . . but the whispers about the Chalice of Serpents never go away entirely.\n\nWhere cities exist, so do laws -- and folk who fall afoul of them. Wherefore the wilderlands beyond easy reach of the lances and bows of patrol-riders hold a plentiful share of outlaws, making travel perilous for small groups and lone peddlers.\n\nAs a result, most caravans acquire \"wayfarers\" who pay a few coppers a day to travel with the relative safety of the wagons and the caravan guards. Many of these seek employment in a new city. These wayfarers usually include minstrels, some pleasure-ladies, and more than a few peddlers and small-traders.\n\nTwo such peddlers -- a handsome but aging man and his darkly beautiful daughter -- accompany caravans in the lands roughly bounded by Iriaebor, Waterdeep, Nashkel, and Baldur's Gate.\n\nThe wayfarers Darvith and Taleene Raldemarr trade in sundries. They also serve as the Guardians of the Chalice of Serpents.\n\nOver the years, word has spread of the curious magic cup they bear -- a cup deadly to all who know not how to use it, and who do not reverence the god it is consecrated to. This cup supposedly gives divine advice in return for a few coins.\n\nInto a tavern they come, bearing the sparkling gold box reverently between them. Darvith immediately asks for a chair. If someone obliges, this generous person usually thinks Darvith means it for the attractive young woman with him -- but Darvis instead puts the box on the chair and kneels before it to murmur a prayer. If anyone asks about this -- or takes any notice of it at all, by look or gesture -- Darvith gravely begins his tale.\n\n\"In the box,\" he says, \"rests the Chalice of Serpents, a metal cup older than Waterdeep and perhaps older than fabled Netheril -- a cup consecrated to 'The God of Gold,' who is older than Waukeen herself. Much has been forgotten about this once-puissant Divine One, even his name itself, but his power must have been awesome once, for this much of it still survives, down all the ages and centuries, to work this night. To drive and anoint unworthy Darvith Raldemarr, yea even I who speak to you, and my daughter Taleene -- making our blood, spittle, and sweat poisonous to many, and forcing us to offer the powers of the chalice to all who ask.\"\n\nDarvith then opens the box, revealing wrappings out of which emerges a squat two-handled metal cup whose bowl is larger than a human's head, and that is capped with a high metal dome.\n\nIt looks heavy and is heavy, and in most taverns he puts it on the floor, staggering slightly. In those rare alehouses blessed with a table large and sturdy enough, Darvith installs it on the table, under a lamp. (If the light is bad, he produces a metal oil-lamp with a highly polished reflector out of a niche in the box and backlights the chalice impressively.)\n\n\"Behold the Chalice of Serpents,\" he declares.\n\n\"The Divine One,\" he goes on to explain, \"is gold, and hath no need of more of it, but desires mortals to be wealthy and so have as much of it as they can handle. So out of the sheer strength of his ancient will, through this chalice he still speaks.\"\n\nDarvith reverently takes the domed lid off the cup and gives it to his daughter. Then he tips the cup to show all present that it is empty. Righting it once more, he takes back the lid and displays a small slot in its height. \"Through this,\" he explains, \"those who desire the wisdom of the chalice must surrender a copper or silver -- never gold -- coin, while the lid rests upon the cup.\"\n\nThis offering, accompanied by the prayers of himself and his daughter (the words matter little; the holy images that spring to mind while praying hold higher importance), will cause a snake to appear in the chalice.\n\nAs might be expected, this is not always popular news.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Chalice of Serpents, Part 1", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 10 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb002" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb002" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 29, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Little is known about the true origin of the Orbs of Dragonkind, but according to legend Corellon Larethian appeared to elfkind soon after they began to unlock the secrets of magic. He bequeathed upon the elves five orbs of great power that would give them the necessary might to throw off the yoke of wyrmkind and enable their culture to flourish. And so it was, with legend going on to tell how many an elfin knight used one orb or another to master and slay dragon after dragon, until at length legend became history and the great elven civilizations of Aryvander, Illefarn, Meyeritar, Shantel Othreier, and Keltormir had emerged along the west coast of Faerun. \n\nBy this time, with the mastery of elven magic and the great reduction in the might and numbers of dragonkind, the need for the orbs had diminished substantially. Nevertheless, they continued to hold symbolic value and so each of the great elven civilizations kept one orb within its greatest temple to Corellon. \n\nThroughout the course of the Crown Wars (-12,000 DR to -9,000 DR) history began to lose track of the fabled orbs. It is believed that, at one time, the realm of Aryvander had come into possession of at least three of the orbs via it's conquests, while the dark elves of Ilythiir are known to have used enslaved dragons to destroy the realm of Shantel Othreier, and so might have come into possession of one themsleves. \n\nAs for the Green Orb, it is known to have been carried eastward in the wake of the Fifth Crown Wars to the great forest Arcorar, now known as Cormanthor. It was brought forth from the remains of Aryvander to help the pioneers deal with the great number of dragons that made their home in the verdant wood. \n\nEventually the great elfin realms of Rystall, Jhyrennstar, Uvaeren, Semberholm sprung into being within Arcorar, and of these Uvaeren was the greatest. So rich in knowledge were the elves of Uvaeren, that their land became known as the Lore lands. Amongst their many fabled libraries, it is told that none rivalled that of Interval’s, for it is said to have contained the collective knowledge of all elves. And amongst its many grand temples, it is said that none rivalled that of Corellon Larethian, for it was here that the Green Orb was housed. \n\nThe glory of Uvaeren was brought to an abrupt end in the year -5,000 DR however, when a great meteor fell from the heavens and devastated the Lore lands. While it is unknown if the temple in any way survived this destruction, the remaining ruins were in the hands of the increasingly present Drow within 100 years, and they held them until at last forced out in the year -1,354 DR; roughly 2,600 years after the birth of the city of Cormanthor (-3983 DR). \n\nLittle mention is ever again made of the Green Orb, save one... \n\nIn the year -982 DR a green dragon of great power named Venominhandar began to rampage in the southeastern woods. Such was the potency and endurance of this wyrm that the elves of Cormanthyr quickly called for a quest, to the ruins of Corellon's temple in old Uvaeren; there to find and retrieve the Orb. The questing elves however, never returned, and the might of Venom, as he came to be called, continued to wax. \n\nFor over 700 years Venom plagued the elves, destroying their communities, driving them out, and using his fell magic to twist and tangle the woods of the great domain he had claimed in the southeast. His personal power was unrivalled amongst dragonkind, and he commanded a veritable army of wyverns, black dragons and green dragons. Nevertheless, it was in the year -206 DR. that the elfin hero Jassin Aunglor, armed with a fabled moonblade, at last challenged Venom himself. This took place in the wyrm's lair beneath Haptooth Hill, and it was here that both Venom and Jassin met their ends; as the cavern complex the wyrm inhabited collapsed in upon them. \n\nOf Venom's offspring, only the terrible wyrm known as \"Green Magic\" is known to have outlived her father. Her lair is thought to have been located somewhere south of her sire's, but she was last seen bathing in a river in the year 0 DR, and both her fate and the location of her lair are unknown. \n\nSome scholars believe that Venom's initial rampages were strategically aimed at forcing the elves to reveal the location of the Green Orb. They believe that the band of elves sent to locate and retrieve the orb were somehow followed by agents of the wyrm, and eventually slaughtered by them. With their murder, or so the theories go, these agents brought the orb back to Venom, who then used it's power to raise and command his draconic army. Other scholars have denounced such theories as overly speculative, and say that Venom was more likely a mere throw back to the fearsome dragons of the elder age. \n\nAs for the Orb, the more conservative scholars believe that it was destroyed when the meteor hit. Others still argue that it was borne off into the Underdark during the 4,000 years that the Drow controlled the ruins. \n\nUnbeknownst to history, the Orb was indeed stolen away by agents of Venominhandur, who used it's power in combination with his charisma to control all lesser wyrms. \n\nWhen the terrible wyrm at last began to feel old age and weakness beginning to creep into his bones, he placed the Orb in the safe keeping of his mightiest offspring ... the green wyrm known as Green Magic. It was not long after that Venom and the elfin champion slew each other in the wyrm's lair beneath Haptooth Hill. \n\nFor along time Manastorm held the Orb as a part of her horde, fearful of the curse it was said to carry. In the end, she was persuaded to bring the Orb to a meeting with an old companion and potential mate, the green wyrm Shan'thantros, where she was ambushed by a number of black and green dragons. The fight was ferocious, with Green Magic destroying three wyrms in her fury, Shan'thantros amongst them, but in the end the daughter of Venom was slain. \n\nEach of the surviving dragons thence claimed the Orb as it's own, offering various reasons to back their claims, but in the end reason failed and a general melee erupted. When all was said and done, all were slain .... save for the wiley young black dragon known as Zarlandris. The black wyrm had shrunk from the intial onslaught of the battle, \nemerging only with the finale to steal the victory. \n\nThus, was the Orb carried to Zarlandris' lair in Glaun Bog. \n\nIn centuries to come Dretchroyaster, the descendent of Venom would rampage across the southeastern Dalelands, engaging in brutal battles with a number of black dragons, in search of both vengeance and the Orb. The latter however, forever evaded him.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Green Orb of Dragonkind", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 8 }, "Repos_Posy": { "type": "word", "value": 10 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb005" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb005" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 30, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "\"Ah, yes, the land of Gond. Contraptions and metal devices and little lights and whirling sparks and hammering at workbenches everywhere. Too many blasts and crashes to be entirely safe, but I like it. Sunny and gently rolling hills, farms everywhere with berry bushes where they haven't yet tilled. The Lantanna aren't much on casual magic, nor visitors, either, mind. They like their secrets, and would just as soon see you at your home when they come calling on you to sell their latest gadget. Mind you, some of them are priceless, as futile amusements or as darned useful little things. I've a bootjack over there with a turn spindle that works by itself, so wet boots upended on it near a fire turn as those metal twists flex in the heat, and the boots dry all over, in and out, without scorching. I once had a lamp that would fill itself when its oil got low -- that sort of thing. The whole island's like that.\"\nLantan is a grouping of three mountainous islands rising from the waters of the Trackless Sea north of Chult. Lantan, the largest and most heavily-populated of the islands, is ringed by a rugged ridge of mountains whose steep slopes are carpeted with rain forests. These verdant hills slope towards the sea, giving way to coconut plantations and sparkling white beaches on the coasts. The central part of the island is extremely low-lying, containing marshes and swampy forest criss-crossed with canals. To aid merchant traffic across the interior, the Lantanna have invented a substance that can only be described as \"liquid rock,\" which they have used to construct roads, raised safely above the marsh surface.\nLantanna often barter, but among themselves mint and use coins as currency, although these are unusual in that they rarely ever leave the island. When they travel abroad, Lantan merchants typically carry trade bars of electrum and platinum, usually in the standard 25 gold-piece denominations, and marked with the symbol of Gond. This money is considered universal tender, but it has caused a number of fights when presented beneath the noses of individuals from Zhentil Keep, who have a long-standing grudge against the Lantanese.\nFinally, the people of Lantan have a mania for invention and devices. An Artificer, alchemist, or inventor who comes up with a new device will soon have a very persuasive Lantanna (or his agents) on his doorstep, making inquiries. It is known that Lantan gained knowledge of the printing press from the magical southern nation of Halruaa, and it is hinted that this acquisition was neither legal nor proper.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Island Realm of Lantan", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 12 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb022" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb022" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 31, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "The Seven Lost Rings of Mhzentul contain magics of great power. Legends have spoken often of them since the death of their maker, but their locations have rarely been more than a matter of colorful rumor. Mhzentul was a powerful, respected mage who perished at the battle of the River Rising, where he became a pillar of living flame and blazed across the battlefield, destroying many foes. Mhzentul is remembered for his works: the seven Lost Rings of Mhzentul and a book, Mhzentul's Runes, said to contain the process for making a ring of spell storing, information on the construction of rings that become guardian creatures on command, and much research into fire magic. The Zhentarim mage Whisper is known to have found the book and some of the rings, but when he was slain by Doust Sulwood and his companions (the future Knights of Myth Drannor) in his subterranean home, Whisper's Crypt, north of Eveningstar, only two of the rings were found. The highest-ranking Zhentarim agent in northern Cormyr at the time, Whisper was cruel and coldly calculating. A man of relatively feeble magic, he possessed a cunning mind and gargantuan ambition. His duties were to arrange the ambush of selected merchants and king's messengers, to watch and listen to Cormyrean trade and troop movements, and to pass what he learned on to Darkhold. Whisper did this quietly and well, but at the same time he hatched plans to become far more than a minor Zhentarim wizard by creating a sinister force loyal only to him. He was establishing strongholds of his brigands in the Stonelands when his attacks on Doust's band provoked them to hunt him down, overcome his guardian enchantments and creatures, and destroy him. Whisper proved to hold two of the Seven Lost Rings. The Knights gave both of these to the House of the Morning, a temple of Lathander in the village of Eveningstar in Cormyr. They did not find any of the other five rings or Mhzentul's Runes. Four of the Lost Rings and the tome Mhzentul's Runes may still lie hidden in Whisper's Crypt in the Stonelands or somewhere in the Haunted Halls north of Eveningstar. The seventh Lost Ring\nmay still be in the vicinity of Mhzentul's destruction, perhaps purloined by the undead spirit of an enemy commander Mhzentul fought against. The wizard's essence may be trapped in the ring, or may still exist elsewhere -- and in either case, may whisper advice to anyone who puts on the ring. Each of the Seven Lost Rings of Mhzentul is a simple band, forged of mithral, treated with everbright. Each ring is engraved with a complex series of runes believed to be derived from an ancient elven dialect. The original meanings of these runes have been lost to passing time (even to lore magic).", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Lost Rings of Mhzentul", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 12 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb006" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb006" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 32, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Now it came to pass in the Year of the Unstrung Harp, when the shadow of the so-called \"Devil Dragon\" fell upon the land of Cormyr, that there was much fear in Suzail. After a brief flurry of war-related importations of armor and weaponry, trade in the city fell sharply. Many foreign traders relocated to Sembia and the independent ports of the Dragon Coast -- Westgate in particular. News from the wider world and colorful, interesting trade goods became scarce, and rumors of treason among nobles and courtiers, and strife in many households of the realm, raced through the streets daily, leaving folk muttering and dark-minded.\n\nAs the armies clashing in the northern reaches of the realm drew nearer to the capital of the Forest Kingdom, fear rose higher. Dread monsters were said to be on the verge of overwhelming the city. Food grew scarcer and more expensive. After the city of Arabel fell and its citizenry streamed into Suzail, journeying from one city to the other in but a few strides by means of mighty war wizard spells, both fear and food shortages increased sharply. Many citizens of Suzail having sufficient portable wealth (or weak loyalties to the city) deemed it wisest to flee both city and realm for a time, and did so -- taking their coin and daily purchases with them. Notable among these departures were many of the freely spending younger members of many noble families of Cormyr, who were \"sent away for safety\" by their kin. In some cases, their kin promptly followed them, citing variations upon the theme of \"urgent business, too long neglected, abroad.\"\n\nLess fortunate folk left behind in Suzail soon found casual workers hard to find. Traditional short-hire tasks such as loading, unloading, and refuse removal grew increasingly difficult, and rats and pets abandoned by those who'd fled roamed the city hungrily, infesting alleys in increasing numbers. Certain nobles took to traveling the streets (when they emerged from their walled and gated mansions at all) with large bodyguards who seized property and dealt harshly with anyone who disputed with them, except when under the eye of Watch patrols or uniformed Purple Dragons. Food became even scarcer and more expensive.\n\nConditions in the Palace and the sprawling Royal Court echoed those of Suzail's streets, though few courtiers knew true hunger or need. Court officials observed the increasing local filth, lawlessness, and desperation, and determined that something must be done. Highknights were called away from shadowing suspect nobles to \"lurk\" in Suzail (to lead Purple Dragon strike forces against smugglers, slavers, and the increasing numbers of snatch-and-grab street gangs). Among other measures enacted to \"set things to rights\" was a curious folly: the window tax.\n\nIt was first proposed by a minor clerk of the Royal Vaults, Underscribe Lhultan Culthorp as a means of deriving revenue for common food purchases and rat-hunting. His \"Coincall Upon Skylights and Viewing-Panes\" was to be a levy of 1 silver falcon monthly for every window or skylight in non-Crown-owned buildings within the walls of Suzail (unless said features had been permanently shuttered and boarded up, with all glass removed and \"tool work made necessary for their re-opening\").\n\nBuilding owners were to pay the tax to the Coin-Clerks of the Court at the usual offices just inside the Lions Door entrance of the Royal Court. Levies were due on the last day of each month following proclamation of the levy-law. Citizens failing to pay within six sunsets after the due time, according to Culthorp's draft proclamation, would forfeit goods (by Watch seizure) equal in market value to the levy owed (value appraisals to be made by Court officials only, and not subject to challenge or appeal).\n\nThe Coincall was proclaimed in Suzail on a single day, in the same manner as all laws of Cormyr. Written notices were posted on signboards along the Promenade, within every city gate, in the Market, at Market Hall, and at all Royal Court entrances. 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The new levy was quickly dubbed \"the window tax\" by disgusted and incredulous citizens -- as the furor began.\n\nWealthy society matron Chesra Harrowhand, known as \"the Roaring Lady\" for her blistering criticisms of every administrative act, passing fashion, and what she viewed as the steadily worsening state of society throughout Azoun's reign, wrote a letter to Court officials referring to the new levy as \"A blade thrust into the backsides of all loyal Cormyreans, even as the Crown expects them to fend off the blades and fangs of attacking beasts\" and calling for the \"official who thought up this robbery\" to be horsewhipped through the streets and jailed for \"blatant theft,\" with his own belongings seized to pay the first month levy for all citizens. She also called on \"Azoun to return from riding the backlands with drawn sword to rush to the defense of his people by repealing this tax\" and took the unusual step of hiring children to post copies of her letter beside the tax proclamation on all signboards. When one Purple Dragon gate guard laid hands on a youth trying to tack up Harrowhand's plea at his post, he was set upon by citizens and beaten senseless. When other copies of the plea were torn down by Watch officers, badly-lettered copies (obviously the work of folk reading a posted plea rather than any hired scribe) were put in their places by night. On one signboard, this happened at least four times.\n\nCourt officials arriving at the Royal Court for work the morning after the levy proclamation were hounded by chants of \"Greed! Thieves! Greed! Thieves!\" on the Promenade. This fashion grew until spontaneous chants of those two repeated words accompanied Watch officers, Purple Dragons, and known Court officials everywhere they went in the streets. Whenever Court officials were seen unprotected by armed authorities, rotten fruit, buckets of refuse, or flung chamberpot contents were apt to accompany the cries.\n\nA popular local retired Purple Dragon veteran, Thamadar of the Six Swords (hero of Hullack Forest monster hunts and Sembian border brigand skirmishes), made a speech in the Market in which he howled that Court officials were \"leeches and rats, sucking our blood while the Obarskyrs sleep or ride to war unawares\" and that the Houndhands were \"unlawful invaders who should be fought with blades, buckets, mops, and chairs until not a one of them is left standing!\"\n\nWhen Court officials got word of the speech and sent a large Watch force to arrest the one-legged Thamadar at his lodgings, local citizens rushed to defend him. Battle raged in the streets (featuring improvised barricades, the loosing and goading of draft horses through the Watch ranks, and beds flung down from balconies onto officers' heads). The fray lasted long enough for retired veterans to fetch arms and arrive to hurl back the Watch.\n\nThe Watch fled to the city barracks and called forth Purple Dragons to restore order. The old soldiers and the new clashed at swordpoint in the streets until someone set a fire and Thamadar roared orders that all \"lay down steel\" and fight the flames. This was done, and the fire put out by dusk -- whereupon Thamadar and his defenders went to the Promenade, and the veteran repeated his speech before the Gate of the Dragon (the main entrance of the Royal Court). His larger audience, this time, included many Watch and Purple Dragon officers who made no move to stop him.\n\nThe next day, a simple proclamation signed by the sage Alaphonar appeared on all signboards: \"Her Majesty Queen Filfaeril, having just learned of a mistaken law passed in error, hereby repeals the Window Tax forever.\"\n\nThe populace roared approval of the last word of the royal proclamation, gleefully indulged in lurid speculations as to the fates of the Court officials involved, and continued to regard the Royal Court as they've always done: with deep suspicion.\n\n(Underscribe Lhultan Culthorp has drafted no laws since the repeal and is permanently reassigned to recopying Court records.)", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Rise And Fall of Window Tax, Part 2", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 12 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb011" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb011" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 34, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "When he read Volo's notes (a confused cluster of speculatives surrounding little more than a correct name and gender) Elminster nodded, summoned a quill and fresh parchment from some handy otherwhere, and started writing. \nVolo's sketchy notes came as no surprise to the Old Mage, because very few folk alive in Faerûn have even heard of Miirym. Though this statement has become a trite truism overused by taletellers describing dragons, the reason for her obscurity is indeed that \"most who encounter her don't live to speak of it later.\" \nLong, long ago, Miirym was a silver dragon who dwelt near Candlekeep. In her playful hunting, she devoured several scholars and destroyed a score or so irreplaceable books on their way to the abbey, so a mage attached to the abbey bound her to service: She was to defend the monks, buildings, and books of the abbey for some twenty years. \nUnfortunately for Miirym, the spellcaster was the archsorcerer Torth, whose spells were so mighty that when he died -- fifteen years along in Miirym's sentence of twenty -- no one could break the bindings. The monks apologetically wrote up a tome describing the situation and all that was known of Torth's spells, then set a copy of it in a crypt beneath the keep, in a casket with the sorcerer's bones and staff. \nMiirym was a captive in servitude. Though she kept to the letter of her bond, her attacks on transgressors became savage. This is how Candlekeep acquired its reputation of utter impregnability and that to attempt to steal from it or slip into it unnoticed was futile. \nEventually worn out by advanced age and the attacks of foolish would-be intruders -- notably several bands of Calishite wizards, who planned and then tried to carry out elaborate spell attacks on Candlekeep in the Year of the Shieldtree (1181 DR) and the Year of the Tomb (1182 DR) -- Miirym \"died.\" That is, her body rotted and fell apart, losing flesh before bones, and then bone after bone crumbled away to dust, while the spells that bound her animated her still, keeping her sentient . . . if not entirely sane. \nWhen all that remained of the Sentinel Wyrm was a malevolent but diligent invisible guardian force, the monks of Candlekeep, fearing for the safety of legitimate visitors to the abbey, hired mages to destroy their strange guardian. \nEven these wizards could not prevail against Torth's cunningly woven spells (so linked that the destruction of one serves to strengthen the next, and spawn an eventual regeneration of all destroyed magics), and succeeded only in \"driving down\" Miirym to a radius of perhaps a quarter of a mile from the remains of Torth. A sacrificial band of monks undertook to carry the archsorcerer's casket deeper into the cellars and natural (volcanic) passages beneath them. Where the last of this band fell, Torth's casket rests, at the heart of a labyrinthine complex of caverns and passages beneath Candlekeep -- and Miirym still lurks there, under the keep, defending it very effectively against intrusion from below. \nAccording to Elminster, Miirym exists today as a pair of spectral jaws that can cast dimension door at will. She still has a vicious bite, her spells, and the ability to use many breath weapons. Miirym defends Candlekeep diligently, but she'd rather talk than fight, and she will trade tales for information about current events in Faerûn. She is very lonely and secretly dreams of regaining her body and flying high and free over all of Toril. 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The new levy was quickly dubbed \"the window tax\" by disgusted and incredulous citizens -- as the furor began.\n\nWealthy society matron Chesra Harrowhand, known as \"the Roaring Lady\" for her blistering criticisms of every administrative act, passing fashion, and what she viewed as the steadily worsening state of society throughout Azoun's reign, wrote a letter to Court officials referring to the new levy as \"A blade thrust into the backsides of all loyal Cormyreans, even as the Crown expects them to fend off the blades and fangs of attacking beasts\" and calling for the \"official who thought up this robbery\" to be horsewhipped through the streets and jailed for \"blatant theft,\" with his own belongings seized to pay the first month levy for all citizens. She also called on \"Azoun to return from riding the backlands with drawn sword to rush to the defense of his people by repealing this tax\" and took the unusual step of hiring children to post copies of her letter beside the tax proclamation on all signboards. When one Purple Dragon gate guard laid hands on a youth trying to tack up Harrowhand's plea at his post, he was set upon by citizens and beaten senseless. When other copies of the plea were torn down by Watch officers, badly-lettered copies (obviously the work of folk reading a posted plea rather than any hired scribe) were put in their places by night. On one signboard, this happened at least four times.\n\nCourt officials arriving at the Royal Court for work the morning after the levy proclamation were hounded by chants of \"Greed! Thieves! Greed! Thieves!\" on the Promenade. This fashion grew until spontaneous chants of those two repeated words accompanied Watch officers, Purple Dragons, and known Court officials everywhere they went in the streets. Whenever Court officials were seen unprotected by armed authorities, rotten fruit, buckets of refuse, or flung chamberpot contents were apt to accompany the cries.\n\nA popular local retired Purple Dragon veteran, Thamadar of the Six Swords (hero of Hullack Forest monster hunts and Sembian border brigand skirmishes), made a speech in the Market in which he howled that Court officials were \"leeches and rats, sucking our blood while the Obarskyrs sleep or ride to war unawares\" and that the Houndhands were \"unlawful invaders who should be fought with blades, buckets, mops, and chairs until not a one of them is left standing!\"\n\nWhen Court officials got word of the speech and sent a large Watch force to arrest the one-legged Thamadar at his lodgings, local citizens rushed to defend him. Battle raged in the streets (featuring improvised barricades, the loosing and goading of draft horses through the Watch ranks, and beds flung down from balconies onto officers' heads). The fray lasted long enough for retired veterans to fetch arms and arrive to hurl back the Watch.\n\nThe Watch fled to the city barracks and called forth Purple Dragons to restore order. The old soldiers and the new clashed at swordpoint in the streets until someone set a fire and Thamadar roared orders that all \"lay down steel\" and fight the flames. This was done, and the fire put out by dusk -- whereupon Thamadar and his defenders went to the Promenade, and the veteran repeated his speech before the Gate of the Dragon (the main entrance of the Royal Court). 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After a brief flurry of war-related importations of armor and weaponry, trade in the city fell sharply. Many foreign traders relocated to Sembia and the independent ports of the Dragon Coast -- Westgate in particular. News from the wider world and colorful, interesting trade goods became scarce, and rumors of treason among nobles and courtiers, and strife in many households of the realm, raced through the streets daily, leaving folk muttering and dark-minded.\n\nAs the armies clashing in the northern reaches of the realm drew nearer to the capital of the Forest Kingdom, fear rose higher. Dread monsters were said to be on the verge of overwhelming the city. Food grew scarcer and more expensive. After the city of Arabel fell and its citizenry streamed into Suzail, journeying from one city to the other in but a few strides by means of mighty war wizard spells, both fear and food shortages increased sharply. 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Certain nobles took to traveling the streets (when they emerged from their walled and gated mansions at all) with large bodyguards who seized property and dealt harshly with anyone who disputed with them, except when under the eye of Watch patrols or uniformed Purple Dragons. Food became even scarcer and more expensive.\n\nConditions in the Palace and the sprawling Royal Court echoed those of Suzail's streets, though few courtiers knew true hunger or need. Court officials observed the increasing local filth, lawlessness, and desperation, and determined that something must be done. Highknights were called away from shadowing suspect nobles to \"lurk\" in Suzail (to lead Purple Dragon strike forces against smugglers, slavers, and the increasing numbers of snatch-and-grab street gangs). Among other measures enacted to \"set things to rights\" was a curious folly: the window tax.\n\nIt was first proposed by a minor clerk of the Royal Vaults, Underscribe Lhultan Culthorp as a means of deriving revenue for common food purchases and rat-hunting. His \"Coincall Upon Skylights and Viewing-Panes\" was to be a levy of 1 silver falcon monthly for every window or skylight in non-Crown-owned buildings within the walls of Suzail (unless said features had been permanently shuttered and boarded up, with all glass removed and \"tool work made necessary for their re-opening\").\n\nBuilding owners were to pay the tax to the Coin-Clerks of the Court at the usual offices just inside the Lions Door entrance of the Royal Court. Levies were due on the last day of each month following proclamation of the levy-law. 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Upon receiving the Lordship of the city, Piergeiron set about curbing the lawlessness of the city's southern wards, bringing in the Guard to aid (and, in some cases, supplant) the Watch in their efforts. Unfortunately for Durnan's group, Piergeiron was unamused by the vigilante tactics employed by the Sashes, and instructed the Guard to arrest anyone engaged in such behavior. Durnan's status with the Lords enabled him to have detained agents released but the whole situation, along with the noticeable drop in crime, convinced him that the Sashes could better serve the citizenry if they didn't have the watchful eye of the Open Lord constantly upon them. It was at this time that the group stopped wearing the bands of crimson that had served to identify them, along with their tactics of walking the night-darkened streets en masse, torches and cudgels in hand, daring local toughs and bravos to cross their paths. \nCurrently, few of the Lords of Waterdeep, know the Sashes true goals and that they work for Durnan. Khelben Blackstaff knows the truth as well and, while his goals and those of the Red Sashes have clashed at times, he often works closely with Durnan, for the good of the city of Waterdeep. Piergeiron, while disapproving of the bands methods, currently does little to inhibit their activities. Some speculate that he might do the same, but for respect for law and order in the City of Splendours.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Red Sashes", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 8 }, "Repos_Posy": { "type": "word", "value": 16 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb019" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb019" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 45, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "The Seven Lost Rings of Mhzentul contain magics of great power. Legends have spoken often of them since the death of their maker, but their locations have rarely been more than a matter of colorful rumor. Mhzentul was a powerful, respected mage who perished at the battle of the River Rising, where he became a pillar of living flame and blazed across the battlefield, destroying many foes. Mhzentul is remembered for his works: the seven Lost Rings of Mhzentul and a book, Mhzentul's Runes, said to contain the process for making a ring of spell storing, information on the construction of rings that become guardian creatures on command, and much research into fire magic. The Zhentarim mage Whisper is known to have found the book and some of the rings, but when he was slain by Doust Sulwood and his companions (the future Knights of Myth Drannor) in his subterranean home, Whisper's Crypt, north of Eveningstar, only two of the rings were found. The highest-ranking Zhentarim agent in northern Cormyr at the time, Whisper was cruel and coldly calculating. A man of relatively feeble magic, he possessed a cunning mind and gargantuan ambition. His duties were to arrange the ambush of selected merchants and king's messengers, to watch and listen to Cormyrean trade and troop movements, and to pass what he learned on to Darkhold. Whisper did this quietly and well, but at the same time he hatched plans to become far more than a minor Zhentarim wizard by creating a sinister force loyal only to him. He was establishing strongholds of his brigands in the Stonelands when his attacks on Doust's band provoked them to hunt him down, overcome his guardian enchantments and creatures, and destroy him. Whisper proved to hold two of the Seven Lost Rings. The Knights gave both of these to the House of the Morning, a temple of Lathander in the village of Eveningstar in Cormyr. They did not find any of the other five rings or Mhzentul's Runes. Four of the Lost Rings and the tome Mhzentul's Runes may still lie hidden in Whisper's Crypt in the Stonelands or somewhere in the Haunted Halls north of Eveningstar. The seventh Lost Ring\nmay still be in the vicinity of Mhzentul's destruction, perhaps purloined by the undead spirit of an enemy commander Mhzentul fought against. The wizard's essence may be trapped in the ring, or may still exist elsewhere -- and in either case, may whisper advice to anyone who puts on the ring. Each of the Seven Lost Rings of Mhzentul is a simple band, forged of mithral, treated with everbright. Each ring is engraved with a complex series of runes believed to be derived from an ancient elven dialect. The original meanings of these runes have been lost to passing time (even to lore magic).", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Lost Rings of Mhzentul", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 18 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb006" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb006" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 46, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "\"Ah, yes, the land of Gond. Contraptions and metal devices and little lights and whirling sparks and hammering at workbenches everywhere. Too many blasts and crashes to be entirely safe, but I like it. Sunny and gently rolling hills, farms everywhere with berry bushes where they haven't yet tilled. The Lantanna aren't much on casual magic, nor visitors, either, mind. They like their secrets, and would just as soon see you at your home when they come calling on you to sell their latest gadget. Mind you, some of them are priceless, as futile amusements or as darned useful little things. I've a bootjack over there with a turn spindle that works by itself, so wet boots upended on it near a fire turn as those metal twists flex in the heat, and the boots dry all over, in and out, without scorching. I once had a lamp that would fill itself when its oil got low -- that sort of thing. The whole island's like that.\"\nLantan is a grouping of three mountainous islands rising from the waters of the Trackless Sea north of Chult. Lantan, the largest and most heavily-populated of the islands, is ringed by a rugged ridge of mountains whose steep slopes are carpeted with rain forests. These verdant hills slope towards the sea, giving way to coconut plantations and sparkling white beaches on the coasts. The central part of the island is extremely low-lying, containing marshes and swampy forest criss-crossed with canals. To aid merchant traffic across the interior, the Lantanna have invented a substance that can only be described as \"liquid rock,\" which they have used to construct roads, raised safely above the marsh surface.\nLantanna often barter, but among themselves mint and use coins as currency, although these are unusual in that they rarely ever leave the island. When they travel abroad, Lantan merchants typically carry trade bars of electrum and platinum, usually in the standard 25 gold-piece denominations, and marked with the symbol of Gond. This money is considered universal tender, but it has caused a number of fights when presented beneath the noses of individuals from Zhentil Keep, who have a long-standing grudge against the Lantanese.\nFinally, the people of Lantan have a mania for invention and devices. An Artificer, alchemist, or inventor who comes up with a new device will soon have a very persuasive Lantanna (or his agents) on his doorstep, making inquiries. It is known that Lantan gained knowledge of the printing press from the magical southern nation of Halruaa, and it is hinted that this acquisition was neither legal nor proper.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Island Realm of Lantan", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 18 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb022" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb022" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 47, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "After warning patrons of the tavern that a snake will magically appear among them, Darvith Raldemarr calmly explains that before he takes the lid off the chalice, the questioner should ask their question, perhaps concerning a future decision as to an investment or deed that might or might not make the questioner wealthier, but not something from the past or involving the honesty or performance of someone else. \n\n\"The chalice will then be unhooded,\" Darvith adds, \"and the Holy Serpent will bring the Reply of the God to one of us. The snake is poisonous, but if not struck, menaced, or obstructed, and able to see both of the Anointed - humble father and daughter, standing before you - as we murmur the right prayers, all will be well.\"\n\n\"The Holy Serpent will travel to one of us, and we shall return it directly to the chalice. All shall be quite safe.\"\n\nMany tavernmasters are familiar with the Raldemarrs and their holy cup -- and if they've heard of no great results from it, they've seldom seen harm from it, either. So long as a slithering snake doesn't panic patrons, spectacles are always welcome. And Darvith has none of the desperate air of a festival charlatan -- if no one seems moved to ask a question, he'll shrug, pray to the chalice, and order tankards for himself and his daughter. The chalice sits gleaming, however, until he departs -- and it's a rare alehouse crowd that doesn't have someone willing to part with a copper for a Holy Reply (even as a joke).\n\nSo it begins. The questioner is allowed to inspect the empty bowl before the lid goes down. The coin drops through the slot without any metallic clink, the Raldemarrs pray, one of them unhoods the chalice and sets the lid down right beside it, both of them kneel and bare their chests and murmur unintelligible prayers -- and a glittering, fanged snake rears up out of the bowl, opening its jaws wide to hiss!\n\nThen it glides down the chalice to the lid, circles it once, and slithers straight to one of the Raldemarrs, climbing them to rear back and viciously fang the offered human chest.\n\nShuddering and gasping in obvious pain, the bitten Darvith or Taleene then tenderly cradles the Serpent, murmuring thanks to it and a prayer to the god. They then pass the snake to their unbitten partner for gentle return to the chalice (which is rehooded to await the next question, for the Serpent won't vanish again \"until morning\").\n\nThe bitten Anointed then delivers the Holy Reply to the questioner, sometimes with the blood drawn by the serpent's bite trickling down their front.\n\nImpressive enough -- and a complete sham. Darvith and Taleene make enough from the coins it brings to pay for food, drink, caravan escort, and rooms, allowing them to sell their sundries only at good prices, and never out of desperation.\n\nThe domed lid of the chalice is hollow, with a shallow upper chamber filled with sticky sap that coins stick to (and so they don't rattle around when the lid is lifted; when one of the Raldemarrs heats the lid later, the sap becomes liquid and releases the coins). So offerings go in and \"vanish.\"\n\nA larger chamber below it in the lid (which has a richly engraved, flat inside bottom, not a concave one) has a collapsible floor (triggered by any two of the small, apparently ornamental studs around its edge; the graven lines of the design conceal its seams) that drops a snake hidden inside the chamber into the bowl of the chalice.\n\nThe Raldemarrs \"milk\" the trained snake regularly of its poison, and the family also has immunity to its venom (as well as that of two other types of snakes). Both of them know much regional lore, lost and buried treasure tales in particular, and simply invent Holy Replies.\n\nA Waterdhavian noble had the chalice constructed for him, and then he abandoned it upon learning its secrets were widely known in Scornubel (home of the long-dead smith who fashioned it). Much of its reputation is due to Darvith diligently spreading rumors about it for two decades now.\n\nHe began working this act with his wife, but she retired to Elturel to rear snakes when her health and looks started to fail, and Darvith's eldest daughter took her place.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Chalice of Serpents, Part 2", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 18 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb003" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb003" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 48, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Little is known about the true origin of the Orbs of Dragonkind, but according to legend Corellon Larethian appeared to elfkind soon after they began to unlock the secrets of magic. He bequeathed upon the elves five orbs of great power that would give them the necessary might to throw off the yoke of wyrmkind and enable their culture to flourish. And so it was, with legend going on to tell how many an elfin knight used one orb or another to master and slay dragon after dragon, until at length legend became history and the great elven civilizations of Aryvander, Illefarn, Meyeritar, Shantel Othreier, and Keltormir had emerged along the west coast of Faerun. \n\nBy this time, with the mastery of elven magic and the great reduction in the might and numbers of dragonkind, the need for the orbs had diminished substantially. Nevertheless, they continued to hold symbolic value and so each of the great elven civilizations kept one orb within its greatest temple to Corellon. \n\nThroughout the course of the Crown Wars (-12,000 DR to -9,000 DR) history began to lose track of the fabled orbs. It is believed that, at one time, the realm of Aryvander had come into possession of at least three of the orbs via it's conquests, while the dark elves of Ilythiir are known to have used enslaved dragons to destroy the realm of Shantel Othreier, and so might have come into possession of one themsleves. \n\nAs for the Green Orb, it is known to have been carried eastward in the wake of the Fifth Crown Wars to the great forest Arcorar, now known as Cormanthor. It was brought forth from the remains of Aryvander to help the pioneers deal with the great number of dragons that made their home in the verdant wood. \n\nEventually the great elfin realms of Rystall, Jhyrennstar, Uvaeren, Semberholm sprung into being within Arcorar, and of these Uvaeren was the greatest. So rich in knowledge were the elves of Uvaeren, that their land became known as the Lore lands. Amongst their many fabled libraries, it is told that none rivalled that of Interval’s, for it is said to have contained the collective knowledge of all elves. And amongst its many grand temples, it is said that none rivalled that of Corellon Larethian, for it was here that the Green Orb was housed. \n\nThe glory of Uvaeren was brought to an abrupt end in the year -5,000 DR however, when a great meteor fell from the heavens and devastated the Lore lands. While it is unknown if the temple in any way survived this destruction, the remaining ruins were in the hands of the increasingly present Drow within 100 years, and they held them until at last forced out in the year -1,354 DR; roughly 2,600 years after the birth of the city of Cormanthor (-3983 DR). \n\nLittle mention is ever again made of the Green Orb, save one... \n\nIn the year -982 DR a green dragon of great power named Venominhandar began to rampage in the southeastern woods. Such was the potency and endurance of this wyrm that the elves of Cormanthyr quickly called for a quest, to the ruins of Corellon's temple in old Uvaeren; there to find and retrieve the Orb. The questing elves however, never returned, and the might of Venom, as he came to be called, continued to wax. \n\nFor over 700 years Venom plagued the elves, destroying their communities, driving them out, and using his fell magic to twist and tangle the woods of the great domain he had claimed in the southeast. His personal power was unrivalled amongst dragonkind, and he commanded a veritable army of wyverns, black dragons and green dragons. Nevertheless, it was in the year -206 DR. that the elfin hero Jassin Aunglor, armed with a fabled moonblade, at last challenged Venom himself. This took place in the wyrm's lair beneath Haptooth Hill, and it was here that both Venom and Jassin met their ends; as the cavern complex the wyrm inhabited collapsed in upon them. \n\nOf Venom's offspring, only the terrible wyrm known as \"Green Magic\" is known to have outlived her father. Her lair is thought to have been located somewhere south of her sire's, but she was last seen bathing in a river in the year 0 DR, and both her fate and the location of her lair are unknown. \n\nSome scholars believe that Venom's initial rampages were strategically aimed at forcing the elves to reveal the location of the Green Orb. They believe that the band of elves sent to locate and retrieve the orb were somehow followed by agents of the wyrm, and eventually slaughtered by them. With their murder, or so the theories go, these agents brought the orb back to Venom, who then used it's power to raise and command his draconic army. Other scholars have denounced such theories as overly speculative, and say that Venom was more likely a mere throw back to the fearsome dragons of the elder age. \n\nAs for the Orb, the more conservative scholars believe that it was destroyed when the meteor hit. Others still argue that it was borne off into the Underdark during the 4,000 years that the Drow controlled the ruins. \n\nUnbeknownst to history, the Orb was indeed stolen away by agents of Venominhandur, who used it's power in combination with his charisma to control all lesser wyrms. \n\nWhen the terrible wyrm at last began to feel old age and weakness beginning to creep into his bones, he placed the Orb in the safe keeping of his mightiest offspring ... the green wyrm known as Green Magic. It was not long after that Venom and the elfin champion slew each other in the wyrm's lair beneath Haptooth Hill. \n\nFor along time Manastorm held the Orb as a part of her horde, fearful of the curse it was said to carry. In the end, she was persuaded to bring the Orb to a meeting with an old companion and potential mate, the green wyrm Shan'thantros, where she was ambushed by a number of black and green dragons. The fight was ferocious, with Green Magic destroying three wyrms in her fury, Shan'thantros amongst them, but in the end the daughter of Venom was slain. \n\nEach of the surviving dragons thence claimed the Orb as it's own, offering various reasons to back their claims, but in the end reason failed and a general melee erupted. When all was said and done, all were slain .... save for the wiley young black dragon known as Zarlandris. The black wyrm had shrunk from the intial onslaught of the battle, \nemerging only with the finale to steal the victory. \n\nThus, was the Orb carried to Zarlandris' lair in Glaun Bog. \n\nIn centuries to come Dretchroyaster, the descendent of Venom would rampage across the southeastern Dalelands, engaging in brutal battles with a number of black dragons, in search of both vengeance and the Orb. The latter however, forever evaded him.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Green Orb of Dragonkind", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 18 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb005" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb005" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 49, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "For years, tavern-talk in the Western Heartlands of the Realms settled on the subject of an ancient, nigh-forgotten \"God of Gold\" and his holy chalice -- talk that grows very guarded around priests, especially clerics of Waukeen. Few have heard of such a deity or want to know of yet another divine power who might frown upon them . . . but the whispers about the Chalice of Serpents never go away entirely.\n\nWhere cities exist, so do laws -- and folk who fall afoul of them. Wherefore the wilderlands beyond easy reach of the lances and bows of patrol-riders hold a plentiful share of outlaws, making travel perilous for small groups and lone peddlers.\n\nAs a result, most caravans acquire \"wayfarers\" who pay a few coppers a day to travel with the relative safety of the wagons and the caravan guards. Many of these seek employment in a new city. These wayfarers usually include minstrels, some pleasure-ladies, and more than a few peddlers and small-traders.\n\nTwo such peddlers -- a handsome but aging man and his darkly beautiful daughter -- accompany caravans in the lands roughly bounded by Iriaebor, Waterdeep, Nashkel, and Baldur's Gate.\n\nThe wayfarers Darvith and Taleene Raldemarr trade in sundries. They also serve as the Guardians of the Chalice of Serpents.\n\nOver the years, word has spread of the curious magic cup they bear -- a cup deadly to all who know not how to use it, and who do not reverence the god it is consecrated to. This cup supposedly gives divine advice in return for a few coins.\n\nInto a tavern they come, bearing the sparkling gold box reverently between them. Darvith immediately asks for a chair. If someone obliges, this generous person usually thinks Darvith means it for the attractive young woman with him -- but Darvis instead puts the box on the chair and kneels before it to murmur a prayer. If anyone asks about this -- or takes any notice of it at all, by look or gesture -- Darvith gravely begins his tale.\n\n\"In the box,\" he says, \"rests the Chalice of Serpents, a metal cup older than Waterdeep and perhaps older than fabled Netheril -- a cup consecrated to 'The God of Gold,' who is older than Waukeen herself. Much has been forgotten about this once-puissant Divine One, even his name itself, but his power must have been awesome once, for this much of it still survives, down all the ages and centuries, to work this night. To drive and anoint unworthy Darvith Raldemarr, yea even I who speak to you, and my daughter Taleene -- making our blood, spittle, and sweat poisonous to many, and forcing us to offer the powers of the chalice to all who ask.\"\n\nDarvith then opens the box, revealing wrappings out of which emerges a squat two-handled metal cup whose bowl is larger than a human's head, and that is capped with a high metal dome.\n\nIt looks heavy and is heavy, and in most taverns he puts it on the floor, staggering slightly. In those rare alehouses blessed with a table large and sturdy enough, Darvith installs it on the table, under a lamp. (If the light is bad, he produces a metal oil-lamp with a highly polished reflector out of a niche in the box and backlights the chalice impressively.)\n\n\"Behold the Chalice of Serpents,\" he declares.\n\n\"The Divine One,\" he goes on to explain, \"is gold, and hath no need of more of it, but desires mortals to be wealthy and so have as much of it as they can handle. So out of the sheer strength of his ancient will, through this chalice he still speaks.\"\n\nDarvith reverently takes the domed lid off the cup and gives it to his daughter. Then he tips the cup to show all present that it is empty. Righting it once more, he takes back the lid and displays a small slot in its height. \"Through this,\" he explains, \"those who desire the wisdom of the chalice must surrender a copper or silver -- never gold -- coin, while the lid rests upon the cup.\"\n\nThis offering, accompanied by the prayers of himself and his daughter (the words matter little; the holy images that spring to mind while praying hold higher importance), will cause a snake to appear in the chalice.\n\nAs might be expected, this is not always popular news.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Chalice of Serpents, Part 1", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 8 }, "Repos_Posy": { "type": "word", "value": 18 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb002" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb002" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 50, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "This ruin was once the home of Oenrune of the Ninespells, a Tethyrian archmage who lived several hundred years ago. He wound up on the losing end of a battle for the Tethyrian throne, and fled north to escape his enemies. He built this tower in the forest of The Wealdath, and was massing his resources for another try at the throne, when he was set upon by several Red Wizards of Thay, who came seeking a particular artifact of Netherese origin that Oenrune was rumored to posess. In a night-time battle marked by huge explosions and flashes of light that lit the night sky as far away as Scornubel, the tower was reduced to a shattered ruin. \nNeither Oenrune, the Thayans, or the artifact were ever seen again, although there are frequent reports of a ghostly mage or some other fell magical being that lurks in the ruins, attacking those foolish enough to attempt to delve the tower and its' dungeons. A few mages that have survived the creatures' attacks claim that this guardian is really the remains of Oenrune, twisted by magic and turned into a wizshade of great power. Although it is never seen in the woods around the tower, the wizshade has been known to track down and kill those who have stolen anything from the ruins. \nOenrune's sigil was a stylized black hand grasping a circle of nine stars. It can be found on the stone plinths that surround the Broken Tower in a 100-yard radius. Apparently, these columns were once part of a powerful defensive ward that would shrink Oenrune's enemies, but most of their magic is long-gone, and many of the plinths are broken and weathered from long exposure to the elements. What magic there remains is highly unpredictable, and has been known to shrink enlarge, and even change the gender of those straying too far into the ruins.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Broken Tower", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 20 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb021" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb021" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 51, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Gestaniius is widely considered the greatest blue dragon of the Old Empires. For many centuries she has terrorized the peoples of Mulhorand, Unther, and the Shaar, and she has even been known to raid into Thay upon occasion. She has gained many names through the ages; \"The Blue Devourer\" is the most common; however, in Unther she is known as \"Seiraga,\" a term that loosely translates into common as \"The Slaughterer,\" and in Thay she is sometimes referred to as \"Bhaal's Handmaiden,\" a title that infuriates Gestaniius (as it implies subservience to the now-dead human god). The oldest Mulhorandi references to her simply refer to her as \"The Killer of Men,\" a title that was also once bestowed on the blue wyrm Maldraedior, the long-ago suzerain of all the blue dragons in Unther and Mulhorand. \n There are few more foul-tempered beasts in the Realms than Gestaniius, as her idea of a good time is razing trading caravans and small villages for fun. She achieved noteriety in her early years for swooping in low enough over the rooftops of Skuld and Gheldaneth to knock the minarets off the towers of the God-Kings, a direct challenge to their authority. When the Mulhorandi response came, in the form of an army led by Semanhur Ironhand, an incarnation of the war god Anhur, Gestaniius scattered it, killing Anhur's champion in single combat on the Shepherd's Plain. Since those early days she has become a bit more cautious in invoking the full wrath of Mulhorand, especially since she was crippled in battle with a brown dragon long ago, affecting her combat abilities and forcing her to walk with a noticeable limp. \n Nowadays, Gestaniius' energies are devoted to killing every brown dragon on Faerun, a task to which she devotes her every waking moment. Her genocidal desires are driven by a need for revenge against the brown dragons who murdered her children long ago (even though the blue dragons, under the leadership of Gestaniius, started the battle). She has never known exactly which browns killed her children (and it is likely that they died long ago anyway), so she has determined that the entire species must be wiped from the face of Faerun. \n This irrational obsession has cost Gestaniius the fealty of the other blue dragons in the Old Empires, as many of their own number have been killed or maimed following the Blue Devourer into battle. This loss of support has forced Gestaniius to become more cautious in her activities, and to seek out new allies. She has made an alliance with the Cult of Set in Mulhorand; in return for their aid in seeking out and killing brown dragons, she provides them with raw, destructive power. However, her unstable nature and habit of treating the cultists like inferiors instead of equals makes it difficult for them to work with her, and their alliance is already wearing thin.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Blue Devourer", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 20 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb031" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb031" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 52, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "The Swords of the Smoking Fog are an adventuring group that operates mainly in the Dalelands, Cormyr, and the Moonsea. They take their name from the Smoking Frog, a renovated inn in Deepingdale, on the Eastway near Highmoon, that is their main base. \n\nThe Swords began their careers in Marsember, with the original group consisting of Semmer, Raphodel, Qil, Lynxal, and Belsambar. They became famed for several splashy ventures, including the delving of the Screaming Tower in Teshendale, exposing a Zhentarim plot to control shipping in Marsember, fighting the Grey Lady of Irondrake Rock, and battling drow in the depths of the Spiderhaunts. Through these adventures, they gathered several new members, and shifted their focus from Cormyr eastwards toward the Dales. They bought and renovated an inn in Deepingdale, and can now be found anywhere in the region, fighting evil, righting wrongs, and in general, having a good time. Their most current escapade involved foiling the ambitions of Hillsfar towards grabbing power in Voonlar, and a price has been put on their heads by Maalthiir, the Mage-Lord of that city. \n\nAt first glance, the members of the Swords would seem too different to adventure together, but their many common experiences have forged a strong bond between them. The focal point of this bond is the leader of the group, Semmer Redhand. It is his cool head and innate charisma that keeps the rest from breaking up and drifting apart (although they still squabble quite a bit). He is largely uncomfortable with the faith placed in him, but accepts it as a sign of the other's trust in him. Still, he is glad for the appearance of Jeneander, and has begun shifting some of the weight of leadership onto her.\n\nOf the group, it is perhaps Semmer who is the most notable. Semmer was orphaned at an early age, and grew up in a run-down boy's home in the slums of Marsember. Early on, he assumed a guardian role, protecting the other boys from bullies, thieves, slavers, and other predators of the underworld. Today, Semmer is stoic and reserved, but still the protector. Every member of the group knows that he would lay down his life for them without hesitation, and in return, they obey him without question (more or less). With the arrival of Jeneander, Semmer has stepped back at bit from the spotlight, but his word is still law, instantly overriding any of Jeneander's decisions. Semmer is a truly talented warrior, from his ability to analyze a situation and come up with a plan for it immediately, to his deadly use of the longbow and his skill with a sword. He is as good a tracker as many rangers, and knows many survival skills, being at home from the slums of Marsember to the wilderness of the Elven Court.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Swords of The Smoking Fog", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 20 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb020" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb020" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 53, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "Scornubel, the Caravan City, is a huge, unwalled open city set on the north shore at the confluence of the Chionthar and the River Reaching. It is an unwalled town buzzing with continual activity, and a large number of pack animals, wagons, and symbols of merchant and trading companies can be seen as the traveler enters the city. Most of the buildings are low-one or two stories- with a scattering of larger buildings and towers in the center of town.\nScornubel is one of the key cities on the Trade Way leading from Waterdeep to the lands of the Inner Sea. Like its rivals Elturel and Iriaebor, it is a town of merchants and those things merchants are concerned with: warehouses, transportation, and protection (usually from other merchants). Its population can swell to sixfold its numbers during the summer trading season but this late in the fall the population has begun to dip as merchants seek warmer, more hospitable places to winter.\nThe Caravan City is ruled by the shrewd, elderly, and regal Lady Rhessajan Ambermantle, who in her time was a daring explorer and wandering trader and is still famed as \"Rhessajan of the Tents\". Lady Rhessajan is supported by three lord high advisors named Burdan, Deep, and Phantar, all middle-aged adventurers and caravan masters themselves. Lady Rhessajan make their judgements on one key factor: what is profitable for the city and its merchants. The city militia and scouts are provided by an agreement with the Red Shields mercenary company.\nShrines to nearly every deity can be found somewhere within the city, but the only full scale temple is the Healing Hands of Lathander, a fortified monastery which lies on the town's northern outskirts.\nScornubel has always been home to some pretty racy nightclubs, dancehalls, and taverns, with wild entertainments of magic, exhibited monsters, acrobatics, and exotic dancing presented for the patrons. There are many tales of monsters that escaped, ate a few unfortunate revelers, and still lurk in the area. Darker legends whisper of monsters with mental or magical powers that came here controlling their human handlers and left with considerably more mentally enslaved subjects, and treasure to boot.\nThere are also persistent rumours that among the costumed, painted dancers of both sexes who perform in Scornubel are outlaws on the run, adventurers seeking to escape the vengeance of foes, nobles seeking to escape vendettas or parental control, heirs evading the blades of those who would forcibly disinherit them, and so on. Some of these tales are undoubtedly true. On more than one occasion, a tavern has erupted into a full scale battle when a seasoned adventurer in the audience has recognized a nearby performer as a lamia, doppelganger, or other dangerous menaces.\nWhatever the present levels of danger and intrigue in the Caravan City, one thing is certain: it is never a dull place to visit.", "id": 13026 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "On Scornubel", "id": 13025 } }, "ModelPart1": { "type": "byte", "value": 3 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 20 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "nwsfrb018" }, "TemplateResRef": { "type": "resref", "value": "nwsfrb018" }, "xModelPart1": { "type": "word", "value": 3 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 54, "AddCost": { "type": "dword", "value": 6 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 7 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": {} }, "Description": { "type": "cexolocstring", "value": { "0": "The Misty Wood could be glimpsed from the edge of the High Moor and the trees looked cool and inviting. Onassin couldn't wait to be underneath the emerald shelter of the leaves. The ride had been long and treacherous for the moors were still rife with trolls and orcs to name only two of the dangers that had beset the small group.\n\nThe Blade and Song was an adventuring band consisting of five members. Onassin of the Strings, a bard who played the fiddle among other instruments. Lucas, a warrior whose claymore was taller than Onassin. Sinessa of Gladius, an individual whose tattoos marked her as a former slave of Thay. There was also Silk, a slim girl whose dark clothing and graceful movements made the rapier she carried doubly dangerous. Finally, Jordan of Tymora, whose healing spells and defensive magics had saved their lives' time and again.\n\nOnassin glanced at Silk, the girl couldn't be more than seventeen but the pain lining her face made her seem older. She had been struck down by a poisoned blade and only by sheer willpower had she managed to ride this far. Sinessa also held an arm tightly to her side, holding broken ribs into place. All of them had been wounded in the last battle, but hope was not far off if the words of an amber eyed innkeeper were true.\n\n\"If you are hurt, or need a place to rest, just within the south east border of the Misty Wood is a small village. Look for a stream leading to a pond with a small island in the center. Just north of it is the village. It is called Sanctuary.\" The half elf had smiled then. \"Don't be surprised at whom you find there, and don't offer violence to anyone. The folk there are good and will offer aid if you need it. There you will find shelter and rest if the dangers of the High Moors prove to be too much.\" The female half elf had also offered several other pieces of advice on what they would find in the High Moor. Onassin still hadn't been able to figure out how she'd known where they were going and what they'd planned to do.\n\"Just hold on a bit longer.\" Jordan, who was out of healing spells, pleaded. \"If Tymora smiles on us we'll reach the village soon\"\nThey'd reached the tree line and soon found a pond fitting the innkeeper's description. Heading north they did find the village. However nothing could have prepared them for what they found there. A family of orcs waved at them and called friendly greetings in common. Two goblins were working on a chair with a tall man. A hobgoblin was watching with interest a sword fight between a drow and a moon elf. Another elf was playing the flute and watching the same fight.\n\nThey had no sooner passed the first two huts when the drow woman and elf stopped the fight and with a grin for the applauding hobgoblin approached the newcomers.\nThe drow female possessed very long silver hair and rose eyes. Her skin was a purplish black. She wore a lacy black gown and rested her long sword casually on her shoulder. Her face wore a welcoming smile and it warmed the weary travelers against their better judgment.\nThe moon elf was also a female bearing a scimitar and an arm length tattoo of a cheetah. Her hair was also long, though brown and her eyes dark green. She too was smiling and said something in a sibilant tongue to her companion.\n\n\"Welcome,\" the drow woman said gaily. \"I'm Alauniira of Eilistraee, and this is Shenandoah.\" Onassin looked desperately at the drow woman and hoped that the innkeeper had been right. \"We were told that this is where we would find Sanctuary?\" His voice was both questioning and hopeful. \"We need help.\" Alauniira's eyes had already moved past him to the rest of the company, taking in Silk's sway of exhaustion, Sinessa's stiff posture and the wounds the rest of them bore.\n\"Shen help me get her down.\" Alauniira said quickly, to her elven sparring partner. The elf moved to take the girl from her horse. Sinessa dismounted without aid but apparently was sorry for it a moment later as she grimaced and clutched at her rib cage.\n\"Poison,\" the female warrior wheezed out. \"She was poisoned.\"\nAlauniira immediately knelt beside the dark clothed girl and began the prayer that would neutralize the poison in the body. Shen, one of the orcs, and an elderly gnome fellow helped the company from their horses and others appeared to lead the weary animals away.\nWhen the prayer was done Silk still lay unmoving and one of the orc children asked tentatively. \"Dark Lady? She be all right?\" \"Yes Erga,\" the priestess replied with a fond smile. \"She'll be fine. She sleeps now.\"\nOnassin breathed a sigh of relief and looked at Lucas who'd been pale with worry. He and Silk had been lovers for some time now. The warrior was pumping the drow woman's hand in thanks, obviously incoherent with relief. The other members of the company looked around in wonderment now that the danger of death had passed. Even though they were safe, they couldn't help but wonder. What was this place?\n\n\n\nSanctuary is what its name implies. Located where the Misty Woods join the High Moor about three days ride east of Daggerford. It is a place to belong for those who feel they do not belong any where else. Any being of any race and any goodly religion may come and live in peace and harmony with themselves and their neighbors. It is a place where one can go and rest, away from the rigors of the world. Sanctuary is a place where spiritual, mental, emotional, and physical rest are found. A place where one can feel safe and sheltered for as long as one may need.\n\nSanctuary was founded in 1364DR by Alauniira, a priestess of Eilistraee. As a drow on the surface world Alauniira understood how many people are judged by prejudices and not by their individuality. To this end Alauniira founded Sanctuary where anybody of good intent could live in a community of friends. There are many gods worshipped or venerated within Sanctuary. By far the goddess worshipped the most is Eilistraee.\n\nThere are twelve priestesses, or Dark Ladies, of Eilistraee. Alauniira and these twelve serve as Sanctuary's guiding hand. They do this by initiating most worship rituals, hunts, revels; they also provide both physical and spiritual healing. Sanctuary is also a base of operations for the Knights of Twilight (qv).\n\nSanctuary lies on 20 acres of a peaceful glade within the Misty Wood. Sanctuary is no more than a cluster of huts and small cabins nestled haphazardly amongst the trees. Though primitive, the hand of the drow and elves can be seen in the simple beauty the huts contain. Many are built around the trees with branches still growing through the roofs. These homes radiate out from the central part of Sanctuary, a large clearing about thirty yards in diameter. This clearing is where most grand feasts and revels are held. In the true spirit of Eilistraee these usually involve a large bonfire and a lot of dancing.\n\nSanctuary is much like any other village until a close look is taken at the inhabitants. Several differences are almost immediately discernible. Sanctuary is more closely attuned to the harmonies of the forest surrounding it. The clearing at the center of the village is a natural one and the ancient trees were left undisturbed.\n\nThere are two large ponds close to the clearing, one, Pixie's Ocean, has a stream called The Run leading into it from the north and then running from Pixie's Ocean to Elfwood Pond. The Elfwood Pond has a small tree clad island in the center; Culton's Creek feeds the Elfwood and Sword's Edge stream runs off of it to the south.\n\nAbout a mile south and a little west of Elfwood Pond is Shield Hill, a large mound set like a round shield among the trees.\n\nMany of the residents have tilled their own gardens of varying sizes. The harvests of which are shared openly amongst all of Sanctuary. Similarly the hunters share their bounty as well. The folk here, though many are racial enemies, are kind and accepting. If a helping hand is needed it is usually offered without hesitation. There are shrines of many of the gods worshipped by the residents scattered throughout the woods. There are no shops or mercantile exchange within Sanctuary. Every couple of months or so a trader will bring supplies, many of which will be bartered with meat, vegetables or furs. As the residents are free to come and go as they please, trade and news of the realms is never wanting. Visitors are welcomed with open arms. As news of Sanctuary's hospitality grows, more and more travelers through the Misty Wood try to stop at there. Guests are often invited to stay for two to three days exchanging song, stories or some other contribution for food and shelter.\n\n In case of attack a dozen priestesses of the goddess of good Drow offer ample protection. In addition many of the residents are powerful individuals in their own right. 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Over the centuries, several bridges have stood here, the most recent built after the Time of Troubles. For most of those years, a \"temporary\" tent trading city has stood hard by the river crossing.\nTravellers in the Fields of the Dead are warned not to drink the waters of the Winding Water downstream of the Bridge or for about half a day's travel upstream. They were poisoned during the Time of Troubles in a battle between Cyric and Bhaal.\nThe present Bridge commemorates this event. Statues to the two gods stand at either end of the stone span, which is wide enough for two large wagons to pass each other and has waist-high rampart walls as thick as three adult human males standing together. By tradition, no toll can be charged for crossing the bridge, and no buildings can be erected on it or so as to block a clear road on and off it. \n\nToday, Boareskyr Bridge numbers about 70 tents and wagons in summer (plus those of visiting caravans), and about half that number in winter. 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"StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "it_bardscroll" }, "TemplateResRef": { "type": "resref", "value": "it_bardscroll021" }, "xModelPart1": { "type": "word", "value": 50 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 21, "AddCost": { "type": "dword", "value": 1797 }, "BaseItem": { "type": "int", "value": 29 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 1800 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Caster Level(s): Bard 1\nDescriptor(s):\nComponent(s): Verbal\nRange: Personal\nArea of Effect / Target: Large\nDuration: 10\nAdditional Counter Spells:\nSave: None\nSpell Resistance: No\n\nThis unholy verse will fill the enemies mind with fiendish vissages and the promise of unspeakable acts within the deepest depths of the Nine Hells. These unsettling images will leave listeners with an increased weakness to negative energy attacks." } }, "Description": { "type": "cexolocstring", "value": { "0": "" } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Curse Song: Fouling Chant" } }, "ModelPart1": { "type": "byte", "value": 50 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [ { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 3 }, "CostValue": { "type": "word", "value": 13 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 15 }, "Subtype": { "type": "word", "value": 335 } }, { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 0 }, "CostValue": { "type": "word", "value": 0 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 63 }, "Subtype": { "type": "word", "value": 1 } } ] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 8 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "it_bardscroll" }, "TemplateResRef": { "type": "resref", "value": "it_bardscroll032" }, "xModelPart1": { "type": "word", "value": 50 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 22, "AddCost": { "type": "dword", "value": 797 }, "BaseItem": { "type": "int", "value": 29 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 800 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Caster Level(s): Bard 1\nDescriptor(s):\nComponent(s): Verbal\nRange: Personal\nArea of Effect / Target: Large\nDuration: 10\nAdditional Counter Spells:\nSave: None\nSpell Resistance: No\n\nThe chilly lyrics of this song will fill the air with an unsettling breeze, increasing cold sensitivity in enemies." } }, "Description": { "type": "cexolocstring", "value": { "0": "" } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Curse Song: Freezing Ayre" } }, "ModelPart1": { "type": "byte", "value": 50 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [ { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 3 }, "CostValue": { "type": "word", "value": 13 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 15 }, "Subtype": { "type": "word", "value": 335 } }, { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 0 }, "CostValue": { "type": "word", "value": 0 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 63 }, "Subtype": { "type": "word", "value": 1 } } ] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 8 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "it_bardscroll" }, "TemplateResRef": { "type": "resref", "value": "it_bardscroll028" }, "xModelPart1": { "type": "word", "value": 50 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 23, "AddCost": { "type": "dword", "value": 797 }, "BaseItem": { "type": "int", "value": 29 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 800 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Caster Level(s): Bard 1\nDescriptor(s):\nComponent(s): Verbal\nRange: Personal\nArea of Effect / Target: Large\nDuration: 10\nAdditional Counter Spells:\nSave: None\nSpell Resistance: No\n\nThe lyrics of this song will cause enemies to feel their skin becomming uncomfortably warm. The increased sensitivity to heat increases damage from fire based attacks." } }, "Description": { "type": "cexolocstring", "value": { "0": "" } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Curse Song: Immolating Libretto" } }, "ModelPart1": { "type": "byte", "value": 50 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [ { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 3 }, "CostValue": { "type": "word", "value": 13 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 15 }, "Subtype": { "type": "word", "value": 335 } }, { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 0 }, "CostValue": { "type": "word", "value": 0 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 63 }, "Subtype": { "type": "word", "value": 1 } } ] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 8 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "it_bardscroll" }, "TemplateResRef": { "type": "resref", "value": "it_bardscroll027" }, "xModelPart1": { "type": "word", "value": 50 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 24, "AddCost": { "type": "dword", "value": 1647 }, "BaseItem": { "type": "int", "value": 29 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 1650 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Caster Level(s): Bard 1\nDescriptor(s):\nComponent(s): Verbal\nRange: Personal\nArea of Effect / Target: Large\nDuration: 10\nAdditional Counter Spells:\nSave: Concentration\nSpell Resistance: No\n\nA catchy, incessant tune that will play over and over in the minds of enemy spell casters. Those failing their concentration checks will suffer spell failure for the duration of the song's magic." } }, "Description": { "type": "cexolocstring", "value": { "0": "" } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Curse Song: Insidious Rhythm" } }, "ModelPart1": { "type": "byte", "value": 15 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [ { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 3 }, "CostValue": { "type": "word", "value": 13 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 15 }, "Subtype": { "type": "word", "value": 335 } }, { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 0 }, "CostValue": { "type": "word", "value": 0 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 63 }, "Subtype": { "type": "word", "value": 1 } } ] }, "Repos_PosX": { "type": "word", "value": 8 }, "Repos_Posy": { "type": "word", "value": 8 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "it_bardscroll" }, "TemplateResRef": { "type": "resref", "value": "it_bardscroll024" }, "xModelPart1": { "type": "word", "value": 15 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 25, "AddCost": { "type": "dword", "value": 1497 }, "BaseItem": { "type": "int", "value": 29 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 1500 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Caster Level(s): Bard 1\nDescriptor(s):\nComponent(s): Verbal\nRange: Personal\nArea of Effect / Target: Large\nDuration: 1\nAdditional Counter Spells:\nSave: Concentration\nSpell Resistance: No\n\nA horrible, off-tune, chord which forces all creatures hearing it to make a concentration check or fail their spell." } }, "Description": { "type": "cexolocstring", "value": { "0": "" } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Curse Song: Jarring Tune" } }, "ModelPart1": { "type": "byte", "value": 15 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [ { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 3 }, "CostValue": { "type": "word", "value": 13 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 15 }, "Subtype": { "type": "word", "value": 335 } }, { "__struct_id": 0, "ChanceAppear": { "type": "byte", "value": 100 }, "CostTable": { "type": "byte", "value": 0 }, "CostValue": { "type": "word", "value": 0 }, "Param1": { "type": "byte", "value": 255 }, "Param1Value": { "type": "byte", "value": 0 }, "PropertyName": { "type": "word", "value": 63 }, "Subtype": { "type": "word", "value": 1 } } ] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 10 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "it_bardscroll" }, "TemplateResRef": { "type": "resref", "value": "it_bardscroll022" }, "xModelPart1": { "type": "word", "value": 15 }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 26, "AddCost": { "type": "dword", "value": 1797 }, "BaseItem": { "type": "int", "value": 29 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 1800 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Caster Level(s): Bard 1\nDescriptor(s):\nComponent(s): Verbal\nRange: Personal\nArea of Effect / Target: Large\nDuration: 10\nAdditional Counter Spells:\nSave: None\nSpell Resistance: No\n\nThis holy verse will fill the enemies mind with images of divine displeasure and retribution. 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