山比亚(无人问津的)
历史
The Overmaster
山比亚的思考方式
重要的场所
z-mac负责,不过现在他在高考。。。。。。。。。。。
月海(Moonsea)
===========
月海是坐落在谷地北部的天然湖,它与坠星海之间由里斯河(River Lis)连接。这是一片寒冷、清澈、稍带紫色的深湖,东边冰
冷的白河(White River)、从龙脊山脉(Dragonspine Mountains)流下的斯托亚诺河(River Stojanow)、泰辛河(River Tesh)都
流入此湖。据说在深深的湖底还存在着一个通往地下海的入口或连向水元素界的通道。
月海区域内的城市常常与南方——里斯河下游的山比亚和古老的帝国(the Old Kingdoms)进行商业贸易。铁器、矿石同珍奇的
皮毛,还有奴隶,沿着里斯河被一起交易到下游。
月海地区是冒险者们活动的最佳场所,因为在湖边遍布着古墓、失落的王国和长期无人问津的大庄园。另外,当地政府大多十
分残暴无情,可人们也没有起来反抗他们的意图,这些政府未受到道德的阻碍,于是提供了大量卓越的敌人。
月海对于那些松懈和蛮横的人来说最后只是死路一条,因为他们不知道该在何时去战斗。在散提尔堡内充满了众多以决斗家自
诩的人,他们向暗黑连络网中的成员发起挑战,穆尔玛斯特(穆尔玛斯特)城内的海港也混杂着那些曾经挑战该城高阶剑士(High
Blade)的人的尸骨。该地区战斗的口号可概括为:“挑战。……”
历史
-------
月海有着悠久的历史,它是精灵王国与南方国家和更为险恶的莱德(Ride)、泰尔(Thar)的分界线。而众多的龙、巨人和食人魔
部落同样也在莱德和泰尔安家。深不及底的湖水对于袭击者来说是天然的屏障,那些想要入侵的部落不得不从被耶拉色
(Yulash)、散提尔堡和希斯法尔(希斯法尔)占据的土地上千里迢迢绕道而行。
月海地区第一个真正的移居地是北地堡(Northkeep),它是文明的前哨站与了望塔,也是商人与北地(包括泰斯亚玛
(Tethyamar)和酷寒之地(Cold Lands)的部族)矮人进行贸易的起点,矮人们用他们金属制品和工艺换取所需要的魔法力量。最
后,北地堡被非人类种族破坏,它也沉到了月海冰冷的海水里,成为人类在这个地区遭受到的众多挫折之一。
北地堡的建立使得人类开始在这块区域定居。人类靠着纯粹的意志力和锋利的剑在此地繁盛了一段时期,但之后被地精、兽人
、龙、眼魔和巨人所驱离。菲兰城遭破坏后又重建。耶拉色在十年前曾是繁荣的城镇,现在却是一堆废墟。胡伯格(胡伯格)和
苏拉史普(苏拉史普)则也只留下两座空壳。月海区域的每一个城市似乎陷入消灭与复起的循环。
循环所带来的结果就是,只有最强大最残忍的族群才能在月海地区生存,甚至繁盛。最大的几个城市——希斯法尔、穆尔玛斯
特和高深莫测的散提尔堡,都是由邪恶者的铁血政策所统治。比较小的城,如精灵树(Elventree)、菲兰(Phlan)及坦提亚
(Thentia)相比较也许并不那么邪恶,但是也十分强大、独立,并且混乱。从很多方面来看,月海就像是一个先驱,具有先驱的
精神。
月海的思考方式
-------------------
生活在月海众城内的人们生来就是阴谋家、密探和间谍。他们大多都保有各自的秘密,几乎从不与对方谈及此事,特别是陌生
人。在月海各城内,不但隔墙有耳,而且对抗当地领主的人将被骂得狗血喷头。能在这样的环境下存活下来的无疑是那些能保
守自己秘密的人。让其他人承担过失比自己去承受要好得多,最好就是那个人处在一个遥远的地方,而且身边没有人保护他/她
。
散提尔堡、穆尔玛斯特、麦凡特(Melvaunt)和希斯法尔的人民早已习惯了残酷的统治者,因为那是一片残酷的土地。如果仁慈
能获得成功,他们早些时候就应这样做,那么城市的废墟也不会到处都是了。比起面对一个拥有强大的致命力量的生物,还不
如去帮助一个来自低层界的生物来得妥当。
月海各城的居民对其他地方,甚至是那些来自其他月海城市的的人大多都用猜忌的眼光看待。谷地居民住在白痴的乐园内,不
能过于信任他们握剑的能力。科米特人(Cormyte)和山比亚人都是群帝国建筑师,一个用剑,另一个镀银。 酷寒之地位于北方
,那里是侵袭月海的邪恶力量的发源地。而瀚土则是麻烦和冒险者们的滋生地。至于从月海其他城市来的人,他们显然都是群
间谍,除非他们得到大量的金子,要不他们是不会长期逗留在同一个城市中的。
对于外界来说,月海人是一群敌对、愠怒、意气消沉、诡计多端的家伙,而且他们中的大多数都十分危险。就象令人尊敬的谷
民对于南方人来说是善良的一样,月海人对于人们来说是邪恶的。但当我们在月海区域旅行是,这一点也是个不错的赌注。
有趣的特色
--------------------
在月海周围遍布着众多各色各样的城邦、市镇和场所。下面将详细介绍众多有趣的场所。(顺序按字母表)
深海警钟(The Bell in the Depths)
月海地区中最伟大也是最神秘的场所之一,就是深海警钟。它与传说中的北地堡有关联,北地堡是一个海岛王国,它是人类这
片寒地里建立起的第一座大要塞,它是个伟大神奇的古老城市,被强大的魔法所保护,人类当年正是依靠这些魔法首次驱逐兽
人部落的侵攻,并统治了这块海域。
北地堡的力量使得它成为兽人、巨人以及其他邪恶种族的侵袭目标。但这些生物并不习惯海上作战,所以北地堡能一直免受攻
击,直到(根据传说中的讲法)40,000名来自各邪恶种族的法师、巫僧、巫医及牧师一起聚集在月海北岸,开始对北地堡咏唱
,召唤他们的神对人类闯入者展开报复。这些神(至少有几个)降临并摧毁了吵到他们安宁的各族牧师,但也同时让北地堡沉
没于波涛之下。
北地堡的顶端,也就是它细长、现已遭毁坏的尖塔部份,在船上仍可以在浪花之下发现它,但传说这块区域有鬼魂出没:那些
北地堡原先的守卫者正找寻伙伴帮忙一起看守这块酷寒之地。在大雾迷漫的夜里,尽管沉浸在水中,北地堡高塔上的钟声仍然
清晰可闻,就算在希斯法尔也能听到,“深海警钟”因此得名。
乌鸦要塞(Citadel of Raven)
乌鸦要塞是一连串巨大、守卫森严并相互连接的堡垒,它们坐落于龙脊山脉西端。要塞的众多哨塔被散提尔堡的部队占据着,
并且受到散塔林会的控制。堡垒链的长度大约有10英里,可以进驻一支大军。
乌鸦要塞那些残破的堡垒过去属于一个早遭遗忘的王国。 在破碎城堡之年(1276 DR),月海城市耶拉色、散提尔堡、麦凡特、
坦提亚、希斯法尔和穆尔玛斯特联合起来重建了这座综合性要塞,以抵御来自北方的袭击。各城联合军在这里驻扎(其中也有
冒险者小队),在随后的80年内,这座要塞击退了食人魔们多次有组织的大进攻。
在1355DR,在贿赂、威胁、背叛和武力炫耀的合并下,散提尔堡获得了该要塞的全部掌控权,它驱逐出所有其他部队,把北地
乌鸦的旗号扯下,挂上了散塔林会的旗帜。
该要塞现在是散提尔堡军队主要的军事哨所,也是他们关押政治犯的监狱。要塞中的军队只拥有散塔林会少量的政权,地位在
这里只能说是一种惩罚。当前要塞由2,000名身穿锁子甲,手持轻型十字弓和剑的士兵,200名身披铠甲、手握长枪和长剑的骑
兵与五十个3级的战士指挥官所把守。散提尔堡的军队的领袖是领主坎达·米利奈 (Lord Kandar Milinal) (LE hm F10),他是
整个军队的司令官。另外,被散提尔堡雇佣的佣兵们常常把该城堡当作他们过冬的场所。
散塔林会中的几个成员会在任何时间出现于此,法师塞米墨恩(Sememmon the Wizard)曾经在要塞内安家,之后迁移到藏黑镇
(Darkhold)居住,该要塞还是曼雄大人(LE hm W19)的避难所。乌鸦要塞和藏黑镇一样都受益于坚固的防御系统,但要塞却不会
面临人口暴涨的危险。
乌鸦要塞的城垛面朝北方与东方,但西方与南方的防御同样也不薄弱。如果整个月海地区的城市都被外来部队侵占,该要塞就
会成为散塔林会和其他邪恶生物的庇护所。
榆林镇(Elmwood)
榆林镇位于月海的南岸,是一片小型的农业社区。这里很像一个谷地,而且在当地居民的血管中确实流有一点谷地人的血液。
榆林镇是一个宁静的地方,该地区唯一的统治者是一个治安官:索亚纳·约加多(Thoyana Jorgadaul)(NG df F8),他于几年前
由于健康原因在此退休。
榆林镇没有必要去保护它的中立状态,因为事实上没有太多人想去这么做。船只可以在里斯河中自由出入,但榆林镇的居民也
没有任何理由来保护商船上微薄的财产。直到最近,他们转而投向精灵王廷,对月精灵王们进行着绝对的保护。
榆林镇在国度中可以说是一件珍品,它只是一个供船只停泊,渔民和木雕师们安家的小城镇。这是一个充满安宁的地方。当你
来到此地,请尽情地享受这里的一切。
精灵树(Elventree)
精灵树坐落在科曼索森林的边缘,在迷斯卓诺陷落后的几个世纪里,它一直是精灵和人类会面的场所。长久以来,它就是游侠
、艺术家、半精灵和德鲁伊的避难所,据说竖琴手同盟也把此地作为他们的一个前哨站,精灵树的许多居民的日常习惯也极其
符合竖琴手们的哲学。
精灵树是以精灵的标准进行建造的。林间小道遍部此地,人们在小山洞和挖空了树中安家,高大的树上还点缀着发着微光的球
体。这里没有巨大的建筑和开阔的空地,这使得它在过去从未受到侵略者的袭击(也未受到精灵王廷的影响)。
精灵树没有领袖但法律森严,因为它遵循竖琴手、精灵和大自然之神:希凡纳斯(Silvanus,自然之神)、艾达丝(Eldath,
和平、水泉与安宁的女神)和梅莉凯(Mielikki,森林、游侠与动物的守护神)的生活方式。精灵树在必要时由它的人民起来
进行防御,其中包括几名强大的法师和梅莉凯与蜜斯特拉神庙的神职人员。
独角兽之厅(Halls of the Unicorn)是这里的梅莉凯神庙,它坐落在一根被挖空的倒在地上的巨大树干内。高阶祭司钱德拉·
哈莫斯布恩(High Priest Chandlar Hummerspoon)(NG hem P12)和五个忠实的信徒一起在此工作。蜜斯特拉神庙则是一个更大
的迷,因为这块巨大的漆黑石冢是中空的,内部藏有伟大的奇迹。神庙由一个神秘的蒙面法师(LG? hm W17+7)看护着。
希斯法尔(Hillsfar)
希斯法尔坐落于月海的南岸,它规模较小,但却和散提尔堡争夺着该地区的控制权。像月海地区的许多城市一样,希斯法尔蜷
缩在圆形环状的城墙之后,一扇巨大的城门在海面上方高处巍然矗立。只有经过当前政府认可的人才可以进入该城市。
希斯法尔曾是月海地区最开放的城市,但它的观点现在已有显著改变,这种改变与精灵们的消失有着直接的联系。它从前是精
灵和人类用来进行贸易和外交的集会地点,但现在却变成了一个野心勃勃的武装城市,它想向散提尔堡在该地区的经济霸主地
位发起挑战,而且它显然已经准备好面对任何军队的威胁。
直到最近为止,希斯法尔一直由一个人类、半精灵和精灵王廷的代表组成的议会(在10年前被推翻)所支配。城市现在的统治
者是马尔西尔(Maalthiir),希斯法尔第一任领主,他是一个精明、无情而独立的法师商人(N hm W15)。据传言说他计划吞并精
灵树(Elventree)和其他临近的城市,并让他的名气在月海海岸传开,最后在内海(Inner Sea)建立起一座海港。他的佣兵护卫
队(绰号为“红羽毛”(Red Plumes))在伤疤谷有着一个分队,其他人在科曼索森林(Cormanthor)与南方的伊杉贝拉
(Essembra)之间巡逻。在动荡之年后,马尔西尔向山比亚的使者保证他们仅仅是把这些路线作为商道而已。
马尔西尔的新政府事实上扩张主义的拥护人,但却遭到了散提尔堡的阻止。“红羽毛”和散塔尔军(Zhentilar)在他们公共边界
上时不时就会发生冲突,特别是在废墟城市耶拉色(Yulash)内。
在希斯法尔有三大神庙。其中最具势力的是剑冢(Vault of Swords),所敬奉的神是坦帕斯。它“最神圣的将军” 杜那里斯·
古夫(Dounalis Guff)(CN hm P18)同样也是“红羽毛”的正式牧师。幸福屋(House of Happiness)是欢乐女神黎拉(Lliira)的
神庙,它在人民中呼声很高,管理者是巴兰德·西司金(Barand Hithkin)(CG hm P15)。“最后的圣栎”是一座供奉查缇的小神
庙,它由高阶牧师波恩·拉斯特(High Priest Bonn Hlast)(N hm D13)掌控。 在那里也有敬拜海洋女神安博里(Umberlee)、兽
神玛拉(Malar)和勇气之神托姆(Torm)大型的公用神祠。
希斯法尔还有其他三个特色。第一个,马尔西尔操作并怂恿对希斯法尔斗技场(Hillsfar Arena)的使用。在斗技场内,角斗士
们互相决斗,该地点还用来处置那些与政府格格不入的家伙。第二个,国度中仅有的几个不售假货的魔法商店之一——希斯法
尔的魔法古玩店(Magic and Curios Shop of Hillsfar)(经营者:拉里斯(Laris))也坐落于此。拉里斯(LN hm F10)是一个脾
气暴躁的粗鲁男子,他十分了解他的顾客,他知道他们需要自己,他也愿意出售一些小型的魔法物品。两尊石魔像守卫着他所
有的宝物。
第三个特色,也是对于非人类冒险者们来说最危险的一个,那就是马尔西尔事实上极度憎恶除了人类之外的其他种族。精灵、
矮人、半身人,甚至是半精灵都禁止进入城市,如果被发现的话就会被送往斗技场进行展览(也就是和牛头人进行徒手搏斗)
。“红羽毛”和非人类地区所发生的暴行现在都成为了传说,而“红羽毛”遭到了整个月海地区各个阵营的非人种族的痛恨。
因此,希斯法尔对于冒险者们来说充满了机会和危险,而其中最为危险的就是与马尔西尔和他的走狗们发生冲突。这个法师商
人在秃鹫巢城堡(Castle Vultureroost)内展示出了成功统治该城市的能力,因为他从来不会轻视他潜在的敌人。
红羽毛(The Red Plumes)
希斯法尔的“红羽毛”开始只是一个佣兵团,他们佩戴着自己的团徽并炫耀由马尔西尔提供的带有红色羽毛的头盔,以显示他
们的忠诚。在马尔西尔多年的支配下,他把他们整合成了一个效忠于他的战队(只要提供他们所需的战利品)。
“红羽毛”内一共有10,000人,但其中大多数都处在城市之外。一个典型的城外分遣队包括20个骑着中型军马的2级战士,他们
的装备有连环片甲和长剑。他们由一个6级或更高级别的战士领导。“红羽毛”在希斯法尔城内的工作是国民军。 大多情况下
遇到的巡逻队由四个2级战士组成。在城内,“羽毛”是安全而有秩序的制度的拥护者;而在城外却是一群土匪,如果对城市没
有(长期)害处的话,他们掠夺一切自己想要的东西。
胡伯格&苏拉史普(Hulburg and Sulasspryn)
这两个城镇在它们的邻国、兽人部落和巨龙的蹂躏下,几乎成为一片废墟。昔日,它们与菲兰城相提并论,但现在只剩下一些
长满藤蔓的残破建筑。那些仍然居住在城内或附近的孤立部落对任何可能造成危险的陌生人和敌人都报有怀疑。
胡伯格和苏拉史普提醒着那些月海地区的国家:人类的前进,在南方更为温和的地区被认为是理所当然,并不像人类所想象的
那样毫无虑。
就像所有的被荒废的地区一样,传说在这里的地下埋藏着大量的财富。一些人去过之后就再也没有回来,但他们却激励着其他
人不断进行尝试,因为显然那些早期部队“发现了某些东西”(或者说是某些东西发现了他们)。
尖铁牙堡(Ironfang Keep)
这座可怕的黑色石堡坐落在白河(White River)河口之上的悬崖边,河水在那里汇聚成一条闪亮的瀑布注入月海。要塞表面粗糙
不平,四周没有窗户,令人生畏。没有人知道它建成的时间,因为它在谷民早期的传说中被视为远古与堕落之地。
据称尖铁牙堡内盘踞着一个拥有强大黑暗力量的法师家族/学校或团体,他们是如此强大,就算是长袍法师团(Cloaks)或红袍巫
师团(Red Wizards)都不敢去打扰他们。一些小国的国王和男爵大约每十年派遣一支冒险小队前往城堡——那些统治者们不久之
后便会在他的卧室中发现尸体像积木般堆在那里。就算是大型的巡逻队也遭遇了相似的命运,穆尔玛斯特过去派出的一支军队
只是激起当地豺狼人连续50年的掠夺和侵略。
尖铁牙堡法师团(The Wizards of Ironfang)的秘密只有他们自己知道,因为他们看上去更愿意把它们留给那些死去的人们。
Melvaunt
Melvaunt is a large, multiple walled community north of the Moonsea on
the southern borders of the lands of Thar. Melvaunt is a cold, austere
place, smoky from its continually worked forges and smelters. Its
populace tends to be both ruthless and unfriendly.
Melvaunt and Hillsfar have formed the eastern border to Zhentil Keep's
aggression on the Moonsea coast. Melvaunt and Zhentil Keep have
skirmished and battled since the Zhentarim took command of that
citadel, and a number of naval battles have bloodied the purple water
of the Moonsea. It is said that the three major families of Melvaunt
are unified only in their hatred of the Black Network.
Melvaunt is a city of intrigue, primarily between the three major noble
families: the Leiyraghons, the Nanthers, and the Bruils. Each seeks to
control the ruling Council of Lords and dominate the city's trade and
manufacturing. Small battles in the streets between bravos of various
factions are common. The Nanther family has a weak claim to the
rulership of Shadowdale, and one of their number, supported by agents
and armies of Zhentil Keep, attempted to take control of the Dale. For
dealing with the forces of Zhentil Keep, this branch of the family has
been banished (and supposedly the young lord destroyed when he failed
in his attempt).
Government is by a Council of Lords made up of wealthy merchants in the
city. One joins the Council by replacing an old lord or creating a new
seat at a cost of 2 million gp. There are 39 members of the Council
(eight of which are Leiyraghons, seven Nanthers, and six Bruils). The
titular ruler of the council is Lord Envoy Dundeld Nanther (LN hm F6),
who is getting old in years. The Council meets monthly and governs with
a very light touch, for the most part staying away from bothering the
businesses of most of its members.
The army of Melvaunt numbers 5,000 swords and is often supplemented by
hired mercenaries. The general of the armies is the d of Keys, a
phenomenally strong and cruel man named Halmuth Bruil (NE hm F11 - Str
18/32). Melvauntian forces r cloaks and armbands of purple, with the
badge of a silver rd transfixing a silver anchor.
The Melvauntian navy consists of a dozen ships, with the hulls of four
new Raven-class vessels being laid down at the moment.
Shipbuilding is a continual activity in Melvaunt, both for trade and
for protection. The admiral is the Lord of Waves, Meldonder Nuiran (LN
hm W11), who also oversees the inspection of every boat entering
Melvaunt's harbor.
Melvaunt has three large temples. The Purple Portals is the local
temple of Gond. High Artificer Hiessen Muragh (N hm P12) oversees eight
subordinate priests. The temple is very popular as it has been
researching new methods of waterproofing, insulation, and construction.
The Halls of Laughter is the temple of Lliira run by Sshandar Lyrindtar
(CG hf P9), formerly of the Hillsfar church. She is aided by seven
subpriests. The Resting Place of the Whip is a large and sprawling
temple of Loviatar, who has a special attraction here in the cold,
cruel North. Its matriarch is Suzildara Sharranen (LE hf P14), and she
is aided by 16 subpriests. In addition to these temples, there are
shrines to Tempus, Tymora, and the quasi-power Sharess.
Melvaunt is a merchant's town and a smith's heaven. The sky is dark
from continual forging, the air heavy with the continual blows of
construction, and the atmosphere foul from continual smoke. Trade
rules, mostly from the open market in the center of the city. All
commodities are available somewhere for some price, and it is
well-known that Melvauntians engage in the slave trade, shipping
suitable captives south to the Old Empires and the Pirate Isles.
Mulmaster
Mulmaster is a large city that is built upon the sides of mountains to
its south. The Moonsea protects its north side and a large keep the
southern road, making it a naturally protected fort and one of the
strongest such areas on the Moonsea, rivaling Zhentil Keep.
The highest spur of land in mountainous Mulmaster is the site of the
Towers of the Blade. Here the ruling families of the city abide, led by
the High Blade of Mulmaster, Selfaril Uoumdolphin (NE hm F20). Selfaril
is a wily, cagey individual trying to block the control that Zhentil
Keep is exerting over the eastern Moonsea. He seeks, by alliance and
military force, to become the dominant power in the region. This quest
for dominance has long been a tendency of Mulmasterites and their
rulers, despite several crushing defeats over the years.
Selfaril is a scheming, conniving, and dangerous ruler who secures his
command by killing or discrediting any who threaten it. Of late, a new
factor has entered into his rule. After a long courtship, the First
Princess of Thay, the tharchioness of the Tharch of Eltabbar, has
agreed to wed him. She retains her home and court in her homeland, but
visits her love three times a year, traveling through magical means to
his side. The tharchioness is a woman of no modest beauty and great
ability (LE hf W13). The activities of the Red Wizards have
dramatically increased in Mulmaster during the years of their
courtship.
Mulmaster has a permanent fighting force of 6,000 persons and 15 ships,
though most of these are old cogs and coasters used for hauling the
troops to set-piece battles.
More deadly are the Cloaks of Mulmaster, a collection of wizards sworn
to defend the throne of Mulmaster (if not always its occupant) in much
the same way as the War Wizards do Cormyr. Any mage of 4th level or
higher is "persuaded" to join the Cloaks or leave town. There are over
200 Cloaks, with 29 of them of 12th level or higher. The Senior Cloak
is Thurndan Tallwand (CE hm 17). All non-Cloak mages are forbidden to
practice within Mulmaster, on pain of torture, maiming, or death. This
limitation does not apply to diplomatic missions and royal courts, so
many of the Red Wizards have infiltrated the area as "advisors" to the
tharchioness.
The most powerful temple in Mulmaster is the Black Lord's Altar, ruled
with an iron hand by the High Imperceptor of Cyric, Szchulan Darkoon
(LE hm P19), formerly an orthodox Banite but now a devout and vigilant
follower of the Prince of Lies. He is served by 22 priests in his quest
for greater glory.
Mulmaster holds a plethora of other temples. The High House of Hurting,
dedicated to Loviatar, runs under the steady and firm grip of
Milauteera Argauthiir (LE hf P9) and 24 enthusiastic lesser priests.
The High Hall of Swords venerates Tempus and is occupied by High
Priest-Captain Ghallas "Foesmiter" Khenistar (CN hm P14) and 16
junior-grade priests. The Tower of Mysteries is the temple of Azuth,
and its high priest is Ghondomeir Hazathal (LN hm P11/W11(Dual class)).
Ghondomeir and his 16 lesser mages and priests cater almost exclusively
to the Cloaks, and are regarded as their eyes and ears for spotting new
mages in town. Lastly, the Gates of Good Fortune is dedicated to Tymora
and controlled by Naneetha Danchul (CG hf P11). It is the smallest
major temple, and Danchul has only nine priests and priestesses serving
her.
The House Built of Gold, the temple to Waukeen, has been abandoned
following the death of that deity. The tharchioness has petitioned the
High Blade that it be reopened as a shrine for Thayvian gods. The High
Blade, her husband, is taking the matter under advisement. Both the
High Imperceptor and the Cloaks oppose any additional Thayvian
influence in the city.
In addition to these temples, there are shrines in the city to
Lathander, Malar, Mask, Talos, and Umberlee.
Phlan
A city ruined but never fully destroyed by war, invasion, and dragon's
strike, Phlan is only now beginning to regain a semblance of its
once-great glory. The walled city has far to go to catch up with
Mulmaster, Zhentil Keep, or Hillsfar, but the past decade has seen a
rebuilding boom dedicated to recreating humanity's foothold on the
northern Moonsea.
Situated at the mouth of the Stojanow River, Phlan has become a
well-known stopover point for caravels and caravans across the north,
particularly now that Hillsfar has taken a more closed and
expansionistic policy. Gems and other treasures are coming down from
Thar and Glister, and Phlan is the jumping-off point for their further
transportation across the Moonsea. With trade come adventurers,
settlers, fanners, and most of all, gold.
Phlan is ruled by a rotating Council of Ten, all of whom are judges and
have full judicial power. The head of the council is Number One, who
acts as mayor. Elections are common, as votes of no confidence are
called for with every setback or charismatic new hero who appears.
Despite this growth, much of Phlan is still ruined and lies in
wreckage, and rebuilding is a major preoccupation. Arrested felons are
assigned to reconstruction tasks, and to this day new discoveries (and
the creatures protecting them) are made in the heart of the ruins.
Phlan's thieves' guild operates overtly, though not with the blessing
of the Number One. The Thieves of Phlan are noted for each having their
left ear lopped off as a sign of loyalty and identification. It is said
that a merchant with a ring of regeneration does a good business with
the former members of this group.
Phlan currently has one temple, the Waiting, dedicated to Tyr. Its
patriarch, Holondos Stimpiir (LN hm P12), is served by six subpriests
of varying levels. There is also an abandoned and despoiled temple of
Bane in the heart of the ruins that has not been reclaimed.
Teshwave
Once the most productive city of old Teshendale, Teshwave is used by
the Zhentarim and Zhentil Keep as a military base and launching point
for caravans and military expeditions into Daggerdale. It is here that
the Black Network and the Zhentil Keep forces encamp their mercenary
units and those nonhuman tribes at their disposal. The nonhuman units
are rarely paid, but instead allowed to pillage at wilt throughout the
vale.
Teshwave has no permanent government, only a military government run by
the commander of the strongest unit present. Usually this is a warrior
of 8th-12th level backed up by several mercenary units, a few priests
of Cyric, a wizard of 6th level or so, and a few tribes of ores,
gnolls, or ogres.
Thentia
Thentia is the most fiercely independent but militarily weak of the
cities on the Moonsea's northern coast. It is the most open city on the
Moonsea, even moreso than Hillsfar in its halcyon days.
Thentia is ruled by a watchlord, elected by the local nobility. The
current watchlord is Gelduth Blackturret (LN hm F9). The watchlord
controls with the lightest of hands, since his power is little more
than symbolic. The true power is in the hands of the local nobles, old
families in town with names like Swifthands, Khodoils, Mamarrathen,
Birneir and Casplardann. These nobles are in turn supported by a
collection of independent (and generally chaotic) mages,
Thentia has the largest collection of powerful, unorganized mages in
the Moonsea area. They live in (relative) peace, since many of them
came here to get away from the organizations of the Cloaks of Mulmaster
and the War Wizards of Cormyr. These worthies include Phourkyn One-Eye
(NG hm W21), Flammuldinath "Firefingers" Thuldoum (CG hm W18), Rilitar
Shadow-water (CG em W15), and the mysterious mage known only as
Scattercloak (CN? hm? W16?). It is these individuals that make
Melvauntian slavers, Zhentil Keep raiders, and Moonsea pirates think
twice before attacking Thentian ships and citizens.
Thentia has standard defenses of a sort: The Riders of Thentia are 60
in number, protected by scale mail, and are a force of mounted lancers.
They differ from most mounted units in that they ride mid-sized musk
oxen, called rothe, that are more surefooted in the rocky slopes around
the city. Thentia also has a force of warders (a police force) eight
strong.
The only major temple in Thentia is the House of the Moon, presided
over by Sureene Aumratha (CG hf P12) and six other priests. Sureene has
two deputies - sorceresses trained by Firefingers himself (a W10 and a
W9). There was a Temple of Waukeen in Melvaunt, but it blew up 12 years
ago (1345 DR).
Thentia is also the home of a cult venerating a magical weapon, the
Bright Sword, which is said to still fly about the dark underworld to
assault those who offend it. Many within town know that this item,
should it truly exist, must be only a manmade weapon, but belief is
strong nonetheless. The Bright Sword covets magic and will track down
those with unique magic and slay them. The existing mages are assumed
to have some form of abjuration that prevents it from detecting or
assaulting them, but newcomers to Thentia should be warned.
Voonlar
Voonlar is a large town north and east of Shadowdale. It is only
slightly larger than cosmopolitan Shadowdale itself, and is considered
that Dale's chief rival in the area. The North Ride, leading to
Shadowdale and Teshwave, and Shind Road, which goes to Teshwave, meet
in Voonlar in a "Y," with most of the important buildings, including
temples to Cyric and Chauntea, at the joining of that "Y."
Voonlar is nominally independent, ruled by an elected bron (sheriff),
who may direct up to six full-time deputies plus a militia ]f villagers
raised as needed. In theory, all villagers vote in the annual election
of the bron.
In reality, the town is ruled by Zhentil Keep, and its bron is a
longstanding puppet. The present bron's name is Buorstag Hiammythyl LE
hm F8), a burly fighter who worships Cyric and gained a formidable
reputation as a mercenary before his arrival in Voonlar. He is a direct
agent of Zhentil Keep and part of the Zhentarim.
Voonlar is a relatively peaceful town; its people are used to the foul
nature of their lord, and more willing to pay taxes for mercenary
assaults on Shadowdale than to go serve there themselves. Indeed, the
natives of the Dalelands are looked upon as disruptive agents and
rogues in the people of Voonlar's otherwise normal and placid lives.
The village is the headquarters of the Shield Trading Company, a minor
merchant trading house that serves both the Moonsea and the Dales
regions. Relatively reputable, the trading company is considered to be
independent of Zhentarim influence.
Voonlar has two temples in operation. The Temple of Cyric, renamed the
Dark God Reformed, is commanded by Gormstadd the Rerisen (LE hm P14),
who is served by 14 lesser priests of varying levels. Gormstadd also
maintains an elite temple guard of 16 4th-level warriors, as his temple
has been raided many times over the years, primarily by terrorists out
of Shadowdale. Indeed, a long-standing reward is offered by Gormstadd
(10,000 gp) for the leading terrorist and thug, Mourngrym Amcathra.
Voonlar is also home to the Bounty of the Goddess, a large temple of
Chauntea. Lady Shrae of the Goddess (CG hf L12) runs the temple with 14
lesser priests. She fields her own militia of 20 temple guards (all 2nd
level), primarily as protection from the Cyricists. Lady Shrae is on
good terms with her counterpart in Shadowdale, and good adventurers on
the run have been known to hide out in the temple complex, pretending
to be lay brethren. The temple to Chauntea is the more popular and
graceful of the two temples, with extensive gardens and outbuildings.
In addition, shrines to Lathander and Tempus lie on the out- skirts of
the village.
Yulash
Yulash was once a large, fortified city, but half the buildings have
been reduced to scattered piles of stone by the continual warfare that
has plagued this area. The city became a bone of contention between the
forces of Zhentil Keep (the Zhentilar) and those of Hillsfar (the Red
Plumes). In the war between them, much of the city was ruined. Both
sides fought on, and the natives of Yulash either fled to safer climes
or joined one side or the other. In addition to the violence brought by
the outsiders, the remaining citizenry is split into two rabid
factions.
What remains of the city has been clustered behind hastily constructed
stockades or sealed over to produce fortified buildings. The largest
of these stockades is set up about the ruins of the main citadel, which
flies the banner of Zhentil Keep. Zhentil Keep claims to be offering a
"protectorate" status to Yulash, much as Cormyr has done in Tilverton.
Hillsfar's troops claim to be leading a popular resistance to the
Zhentarim action.
Yulash's importance is not its people (feuding) or product
(negligible), but its location. It is seated on a wide plateau of stone
and earth that rises above the surrounding area like a shield laid
battleside up. This allows the occupier to command the region around
Yulash and its all-important trade. This terrain feature is why the
forces of these two Moonsea cities are fighting over Yulash.
The combination of internal factions, Zhentilar, Red Plumes, and the
occasional rogue deity has left Yulash a near ruins, with only the most
desperate and cunning natives remaining in the area. No inn remains
for travelers, no tavern that is not a faction headquarters, and no
church that is not controlled by occupying forces.
Yulash's mount is reputed to be tunneled with secret passages and
hidden lairs, and the caverns beneath the surface have extradimensional
gateways to other planes of existence. For this reason the ruins are
still an attraction for particularly gutsy adventurers. Both sides
execute looters (to be read as "looters not on our side") and the Red
Plumes are particularly brutal to captured nonhumans.
The Occupying Forces of Yulash
Zhentil Keep's current garrison consists of 120 fully armored mounted
men-at-arms (full plate and plate barding for the heavy horses, lances
and long swords), 320 lightly armored guards/skirmishers (banded armor,
long swords and staff slings), and 52 archers. The garrison has three
6th-level clerics of Cyric, and three mages of Zhentil Keep. The
foremost of these mages and present commander of Yulash is Szamaeril
(LE hm W10). His assistants are two mages (6th and 8th level).
The Hillsfar forces consist of 300 Red Plumes in 30 detachments. Each
detachment is led by a 6th-level warrior. All are on medium horse, with
splint mail and long swords. In addition, there are three 8th-level
mages in the pay of Maalthiir, and four 5th-level priests of Tempus are
present. The entire army is led by Haliator Mendara (LE hm F12), a
warrior who supplements the meager support from Hillsfar with
widespread looting.
In addition, most of the natives can be broken down into one of two
main factions, each with 20 or so smaller subfactions. The Yulash in
Rebellion faction is opposed to the Zhentil Keep occupation. The Purge
Yulash faction is opposed to the Hillsfarian-promoted rebellion. Both
sides have a motley band of militias that usually run in packs of 10 to
20 women and men, unmounted, dressed in the leather, and armed with
short swords. The various subfactions seem to hate each other as much
as they hate the occupying forces, and treachery and ambush is common
among them.
Zhentil Keep
Perched at the western end of the Moon Sea, Zhentil Keep is a large,
walled city of the size and population of Suzail in Cormyr. It is one
of the major ports of the Moonsea, and is dominated by a large temple
complex dedicated to Cyric.
Zhentil Keep is ruled in name only by Lord Chess, a foppish, vain, fat
overlord with a taste for gluttony (CN hm F3/W3/P3 (triple class,
currently fighter). Chess is a gossipy blunderer, and though the
Zhentarim have used him in the past as an ally, neither they nor anyone
else knowledgeable in such matters count him as a member of their
organization. He is under the constant protection of six 6th-level
warrior bodyguards.
Zhentil Keep is the home of the Zhentarim, though the city and its
populace are not completely under the thumb of the Black Network. The
Zhentarim are discussed in their own section in the "Secret Power
Groups" chapter in Running the Realms.
The Circle of Darkness, Cyric's temple complex in the Keep, is one of
the largest in the Moonsea area. Its patriarch is Xeno Mirrormane (NE
hm P18). Xeno was responsible for the Banedeath, a period when
followers of Cyric destroyed all outward signs of Bane worship in the
city, defiling and destroying the two rival Bane temples, the Black
Altar and the Dark Shrine. Xeno then killed his brother Maskul, former
leader of the church of Cyric, and took command. All low-level priests
of the dead god Bane were given the choice of converting officially or
posthumously. The bulk joined Xeno, and he is served by 40 priests of
1st-15th level. The former High Inquisitor of the formerly Orthodox
Banites, Ginali, is missing and presumed dead. The former leader of the
other Banite church, Fzoul Chembryl (LE hm P15) continues to live, due
to a "special relationship" with Cyric and his connections with the
Zhentarim. Fzoul operates on a short tether within Zhentil Keep. Cyric
rules, and if any in Zhentil Keep think otherwise, they keep this
information to themselves.
Zhentil Keep is also the home of a large temple of Malar, the High
House of the Hunt, run by Huntmaster Daerdeth Malagar (CE hm P16) and
11 subpriests. The Tower of Pain Exalted venerates Loviatar under the
stem eye of its patriarch Ulamyth Quantor (LE hm P17) and 14 attendant
priests. There are also shrines to Auril, Tempus, Tymora, and Umberlee
within the city walls.
Zhentil Keep is the birthplace of the Zhentarim, the Black Network that
today is the single most powerful evil force in the Heartlands. It has
concentrated on monopolizing trade, controlling small towns and cities,
and conspiring against an ever-growing list of enemies that includes,
but is not limited to, the Dalelands, Cormyr, Sembia, Waterdeep, the
Harpers, the Cult of the Dragon, various ore, ogre, and giant tribes,
and a growing number of adventuring groups. Surprisingly, it has lost
power in Zhentil Keep in the past decade, particularly with the
destruction of the more traditional Banites by the Cyricists. Zhentarim
operations have been relocating to more remote, defensible bases such
as Darkhold and the Citadel of the Raven.
Nighttime in Zhentil Keep is dangerous, in part because of press gangs,
groups of local thugs employed by the Zhentarim or other groups to get
cheap (as in "free") manpower. Such groups are armed with clubs, metal
staves, and brass knuckles, and tend to be of 1st-4th level. These
gangs use brawling tactics to knock out the unwary. Those so captured
may find themselves on a slave ship heading for Thay, at the oars of a
galley on the Moonsea, or in a work crew rebuilding sections of Yulash
or the Citadel of the Raven.
以下似乎无人问津,也没有译文。。。。。。。。
瀚土
历史
瀚土的思考方式
有趣的特色
巨龙海岸
历史
巨龙海岸的思考方式
有趣的特色
西哈特兰德
历史
西哈特兰德的思考方式
有趣的特色
诸国度的商人
深水城
历史
政府
防卫和正义
其他重要的派系
深水城的思考方式
深水城内的宗教
深水城内的盗贼工会
深水城的区域