2E Forgotten Realms Miscellaneous Modules - Calimport PDF
2E Forgotten Realms Miscellaneous Modules - Calimport PDF
2E Forgotten Realms Miscellaneous Modules - Calimport PDF
By Steven E. Schend
Credits
Design: Steven E. Schend
Editing: Dale Donovan
Design Consultant: Ed Greenwood
Brand Manager: David Wise
Cover Art: Fred Fields
Interior Art: Carol Lyon, David A. Roach
Cartography: Todd Gamble
Graphic Design: Dee Barnett
Typography: Eric Haddock
Art Direction: Paul Hanchette
U.S., CANADA,
ASIA, PACIFIC, & LATIN AMERICA
Wizards of the Coast, Inc.
P.O. Box 707
Renton, WA 98057-0707
800-324-6496
EUROPEAN HEADQUARTERS
Wizards of the Coast, Belgium
P.B. 34
2300 Turnhout
Belgium
+32-14-44-30-44
9589XXX1501
ISBN 0-7869-1238-3
Table of Contents
First Impressions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-11
Calimport as a Whole . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
The Structure of the City . . . . . . . . . . . . . . . . . . . . . . . . . . .
The Look of the City.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
The Byways of the City . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Trade Roads In & Out.. . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
The Port of the City.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Subterranean Calimport . . . . . . . . . . . . . . . . . . . . . . . . . . . .
The Wards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
The Sabbans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
The Sabban Archetype . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
The Drudaches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
The Drudache Archetype . . . . . . . . . . . . . . . . . . . . . . . . . . .
Finding Ones Way . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Secret Byways. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Population........................................ll
History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12-24
The Ages of Calimshan
Recurring Events. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Fires...........................................12
Plagues.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2
Tradewars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Timeline..........................................13
The City at Large . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25-69
The Buildings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Building Class. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Building Generation . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
The City Ward Keys.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
The Elder Wall Remnants. . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Shackles Ward. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Astare Sabban . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Edijo Sabban . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 0
Minqa Sabban. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Qhibal Sabban . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Shackles Ward Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Faiths Ward. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
Bakkal Sabban . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Erehnir Sabban. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
Evyrtaan Sabban . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 3
Faiths Ward Key. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Trades Ward. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
Bajhit Sabban . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
Larau Sabban . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 5
Sahar Sabban . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Trades Ward Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
Emerald Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
Axash Sabban . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 8
Marekh Sabban . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 8
Otahl Sabban . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Emerald Ward Key. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
Khanduq Ward. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
Kaval Sabban . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Naiid Sabban . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Sholeh Sabban. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
Khanduq Ward Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
Hammer Ward. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
Amyran Sabban . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
Tyrbos Sabban . . . . . . . . . . . . . . . . . . . . . . . . . 43
Hammer Ward Key . . . . . . . . . . . . . . . .... . . 44
Crypt Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Adlel Sabban . . . . . . . . . . . . . . . . ........ . . . 45
Irataq Sabban . . . . . . . . . . . . . . . . ........ . . . 45
Kirruk Sabban . . . . . . . . . . . . . . . . . . . . . . . . . 45
Crypt Ward Key. . . . . . . . . . . . . . . . . ...... . . . 45
The Risen Sabbans . . . . . . . . . . . . . . . . . ...... . . . 46
Palace Ward. . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Darehj Sabban . . . . . . . . . . . . . . . . . . . . . . . 47
Khatrev Sabban . . . . . . . . . . . . . . . . . . . . . 47
Najlet Sabban . . . . . . . . . . . . . . . . . . . . . . . . . 47
Palace Ward Key . . . . . . . . . . . . . . . . . ..... . . . 47
The Pashas Sabban . . . . . . . . . . . . . . . . . . . . ...... . . . 49
Ways In and Out . . . . . . . . . . . . . . . . . . . . . . 49
Buildings and Details. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Sabban Defenses. . . . . . . . . . . . . . . . . ..... . . . 50
The Sabban Ward . . . . . . . . . . . . . . . . . ..... . . . 50
Jewel Ward. . . . . . . . . . . . . . . . . . . ............. . . . 51
Kalils Sabban . . . . . . . . . . . . . . . . . . ........ . . . 51
Mjm Sabban . . . . . . . . . . . . . . . . . . ........ . . . 51
Nadana Sabban . . . . . . . . . . . . . . . . . . . ...... . . . 52
Jewel Ward Key . . . . . . . . . . . . . . . . . . . . . . ...... . . . 52
Grand Ward. . . . . . . . . . . . . . . . . . . . . . . . . ........... . . . 53
Cajaan Sabban . . . . . . . . . . . . . . . . . . . . . . ....... . . . 53
Casajr Sabban. . . . . . . . . . . . . . . . . . . . . . ....... . . . 53
Makista Sabban . . . . . . . . . . . . . . . . . . . . ...... . . . 53
Vahlen Sabban. . . . . . . . . . . . . . . . . . . . ...... . . . 54
Grand Ward Key . . . . . . . . . . . . . . . . . . ...... . . . 54
Quill Ward. . . . . . . . . . . . . . . . . . . ............ . . . 55
Hapij Sabban . . . . . . . . . . . . . . . . . . ........ . . . 56
Jhaapir Sabban . . . . . . . . . . . . . . . . . . . . ....... . . . 56
Nasim Sabban . . . . . . . . . . . . . . . . . . . ....... . . . 56
Quill Ward Key . . . . . . . . . . . . . . . . . . . . . . ...... . . . 56
Wizard Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Etarad Sabban . . . . . . . . . . . . . . . . . . . . . . . 58
Najja Sabban . . . . . . . . . . . . . . . . ........ . . . 58
Tarshaj Sabban. . . . . . . . . . . . . . . . . ...... . . . 58
Wizard Ward Key. . . . . . . . . . . . . . . . . .... . . . 58
Makers Ward. . . . . . . . . . . . . . . . . . . . .......... . . . 60
Golnar Sabban . . . . . . . . . . . . . . . . . . . ....... . . . 60
Jaleh Sabban. . . . . . . . . . . . . . . . . . . ......... . . . 60
Sojrab Sabban . . . . . . . . . . . . . . . . . ....... . . . 60
Makers Ward Key . . . . . . . . . . . . . . . . . . . . . .... . . . 60
Armada Ward . . . . . . . . . . . . . . . . . . . . . . . .......... . . . 61
Tavihr Sabban . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Djenispool Sabban. . . . . . . . . . . . . . . . . . . . . . ... . . . 62
Armada Ward Key. . . . . . . . . . . . . . . . . . . . . . . ... . . . 62
Dock Ward. . . . . . . . . . . . . . . . . . . . . . . . ............ . . . 62
Aktorral Sabban. . . . . . . . . . . . . . . . . . . . ..... . . . 63
Jarz Sabban . . . . . . . . . . . . . . . . . ......... . . . 63
Ylar Sabban . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Dock Ward Key . . . . . . . . . . . . . . . . . . . . . . . ...... . . . 63
Hook Ward. . . . . . . . . . . . . . . . . ............ . . . 64
Ajvent Sabban . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . 64
Erar Sabban . . . . . . . . . . . . . . . . . . . . . ........ . . . 64
Osiir Sabban. . . . . . . . . . . . . . . . . . . . . . ........ . . . 64
Hook Ward Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ....... . . . 64
Caravans Ward . . . . . . . . . . . . . . . . . . . . . . . . . ......... . . . 65
Drakhon Sabban . . . . . . . . . . . . . . . . . . . . . . . ..... . . . 66
Introduction
ather than bore you with the trials and tribulations of attempting to fit enough details about a city three
times the size of Waterdeep into 96 pages, I thought Id present the many different views on Calimport
from the Realms most notable and notorious. As you can see (and will find in successive pages), Calimport
is a place hardly for the faint of heart.. . .
So many make so much about an alleged rivalry betwixt Calimport and Waterdeep, as if the cities themselves were juggernauts spoiling for a fight. I care about Calimport as much as I care not to step on a viper. It is a vile place of tangled intrigues miles thick that end up in the few profiting ever over the many. Folk such as a certain chronicler I hesitate to mention ask whether my fair home or the syl-pashas is the greatest port in the Realms. To them, I merely quote the Old Sage
himself: Judge ye only by their names and know the truth, for while one is the city of Slaves, the other the city of Splendors. Tis refreshing to agree with him from time to time. Khelben Blackstaff" Arunsun, Archmage of Waterdeep
Despite what the more fastidious might say, there are quite a few parallels between Calimport and Waterdeep, beyond
both being cities, of course. In short, those who rule are rarely those who seem to do so; survival in each city comes from
knowing which shadows to pierce and which to avoid; and as long as commerce brings all the factions together, the city will
exist, regardless of all else. Now, as Im sure Khelben pedantically represented Calimport as a vile place, Ill shock him and
agree to that. That said, it is a better place for business if one is more inclined to fear lost coin over a little danger or a few
limiting scruples. It was once my home and it proves to be both boon and bane on a daily basis.
Sammereza Sulphontis, secret Lord of Waterdeep and expatriate Calimpanni
Calimport? My purse is heavier each day for its existence and its commerce. Much of what passes hands in that city of
sin may not seem morally or ethically right to most, but anothers business is just that. Balduran taught us well with his example: Judge all things in life but not in business, for morals and ethics do not balance the scales when the deal must be
weighed up. Me, I hate slavery and everything to do with it, so I make certain to involve myself not in it.
Lord Aldeth Sashenstar, merchant lord of Baldurs Gate
Calimport? Its like a grand card game in which everyone holds aces in their sleeves, everyone knows everyone elses
hand, and yet the final throw-downs always up for grabs. In a lot of ways, its not who wins but how you play the game.
Heckuva place it is, guvnor, but only go there if youve got a golem watching your back.
Foxilon Cardluck, halfling bon vivant and first mate of the Realmsmaster
First
Impressions
qualor and splendor are the two sides of the coin that is Calimport. Depending
on who you are and how you first experience the largest city in the Realms, it is
either the City of Glory or the City of Slaves. Calimport was briefly examined
in the Empires of the Shining Sea boxed set (TSR 09561), but here were taking a
closer look at the infamous home of the pashas, peeling back the layers of intrigue and wealth to see Calimport as it truly is.
Calimport as a Whole
T
aken in its entirety, Calimport is a bustling mass of humanity, inhumanity, and history
both alive and dead. Nestled on the southern coast of Faern just east of the Calim
Deserts fringes, Calimport is one of the oldest still-functioning ports on the subcontinent.
The city boundaries have waxed and waned over the millennia, but since the time of the
Shoon Imperium nearly 1,000 years ago, the city has never shrunk smaller than the current size
of Waterdeep regardless of what changes have occurred. The city measures no less than three
miles from the coast to its northern outskirts and approximately six miles east to west along the
coast of the Shining Sea. The official boundaries delineate a city smaller than that (to avoid
having to wall in and protect the outer fringes of buildings and their people), but Calimports
leaders embrace the whole when claiming their superiority over other cities of the Realms.
For centuries beyond the entire lifespan of some northern cities, Calimport has not had an
outer defensive wall. Not since the time of the Mameluk rulers of the Seventh Age has this
been a fully walled city. The citys massive size and huge population defend it well enough from
conventional attack, as there are few forces that could be mustered to surround and hold
Calimport. Still, this surprises many visitors from the North, to whom defensive walls around
cities are an absolute necessity. Since he took the Calephs Throne, Syl-Pasha Pesarkhal has
had guilds, soldiers, and slaves working to restore the once-proud walls of Calimport, but it is
slow and hard work building sabban walls up to the status of effective defensive walls.
Subterranean Calimport
Beneath the city, deep wells and underground springs provide
the city with the fresh water it needs to survive. These wells
are monitored carefully by the amlakkar (the watch) and the
Guild Arcane, for the city has been brought low numerous
times in the past by poisons administered to the city wells. Poisoning or any serious tampering in any way with these water
sources is all punishable by death. The other sources of water
for the citizens of Calimport are the roof and cellar cisterns
that catch the infrequent rainwater.
The deep wells never connect with the other primary
links to the city above: the sewers. Built during the Seventh
Age of Calimshan, this massive labyrinth of pipes empties
the most base filth out of the city into the deep seawaters east
of the harbor proper. There are many levels to the sewers,
though only two levels are discussed below. The primary passages are 30 feet in diameter and there are 5-foot-wide walkways along either side of the passage; workers can cross the
sewage every 50 yards, where three 5-foot-square stepping
stones rise above the muck to allow them to reach the other
side. The secondary passages are only 15 feet wide, with alternating 5-foot-wide ledges along one side or another (stepping stones leading the path from one side to the other every
50 yards) There are smaller pipes ranging from 1 to 8 feet
wide that can be messily traversed by slim Medium-sized or
smaller creatures, but these are neither mapped nor recommended for travel.
Given the age of Calimport, it should come as no surprise
that there are secrets buried beneath its streets and the publics notice. While the city does not cover the monstrous
mazes and dungeons like Waterdeep tops the Dungeon of the
Crypt and Undermountain, Calimport covers an entire second city of sorts, with its own laws, struggles, and powers.
The area is called Muzhujaarnadah (loosely, the city of
shadow), by many that frequent it but its most common title
is Calimport Muzad, Calimport Below, Dark Calimport, or
simply the Muzad. In essence, with destruction of the city
over the centuries, rubble was rearranged and new constructions were built atop it rather than waste time clearing away
everything and starting completely anew. Over time, this left
partially ruined but intact chambers and even whole buildings beneath the level of the citys new streets. Much of
Calimports illegal activity is linked with Calimport Muzad,
but it is also home to many types of people, from simple outcasts to priests of dark gods and goddesses to monsters
aplenty. Like Undermountain in Waterdeep, everyone knows
of Calimport Muzad, but few know it by experience and thus
the rumors and tales are often far more the result of fears and
nightmares than truth. Enter the Muzad with caution, for
just as pashas do not walk beneath their station on the unexalted ground, one does not easily walk Below without sharing
the shadows in station, mind, and heart.
The Wards
The Sabbans
the outermost bazaars are the heavy items like metal goods and
weapons (which are always farthest from the gates of the khanduqs). Surrounding the bazaars (either above them in secondstory shop fronts or among the other services and goods) are
supplementary services, businesses, and people seeking work,
from mercenaries and sages seeking employment to scribes
looking for books to copy for fees.
The Drudachs
a central court or along a wide street. Richer drudachs substitute businesses within permanent buildings, like many
cities to the north.
Government Buildings: All drudachs contain at least two
administrative buildings for the drudach and greater sabban.
These include the houses and villas of the druzir and sabbalad, city-owned warehouses and granaries, public registrars
(for ownership of land and goods), public stables, and so on.
The sadidah or the amlakkhan do not count against these
minimums, as they are necessary regardless.
Amlakkhan: This is a garrison of amlakkar (the watch) or
soldiers, all sworn to watch over and defend their sabban.
The defenders quartered here number 13 to 25 persons, depending on the size of the drudache; all are 2nd-level fighters
with standard equipment of a scimitar, small shield, and two
throwing daggers. Where the minaret attached to it has four
or more stories, the amlakkhan average two or three floors for
garrisons, armories, and immediate access to the byways from
the second floor exits.
Row House/Living Quarters: Of course, there are numerous other buildings for use as living quarters for those
working in the drudach. There are other uses for the general
buildings, and many of them overlap with other sites noted
above or among the sabbans features (one persons apartments in a row house acting as an impromptu shrine to a god,
rooms or buildings owned by the syl-pasha for places to secret
spies and goods, etc.).
Drudachs from the Sabbans Perspective: Often, individual drudachs having competing businesses within one sabban
often leads to strife and street wars among those working to embrace the Calishite dream of opulence. Thus, many sabbalads
have stratified their drudachs toward providing particular services for the greater sabban. In other words, like bazaars which
only sell food or weapons or sage advice, some drudachs are limited to being a trade drudach, entertainment drudach, residential drudach, or government drudach. While more efficient and
organized for the sabbalad, only those drudachs destroyed by
fire or other disasters and rebuilt (and reorganized into this
scheme) have been able to stratify their people and sites in this
manner. Thus, many more of the citys eastern sabbans are
structured this way, as that area of the city seems more prone to
fires and destruction and to newer ways of life.
10
easily get turned around and cannot find where they need to
go. If the sabban and drudach walls werent difficult enough to
maneuver, the streets are often crammed full of carts and
bazaars, the indigent poor and destitute, animals, and the like,
all fighting and shoving to gain their rightful space. In addition to the buildings mapped, there are often rough hovels
and shacks or tents pitched against or atop or beside them
where people strive to live. All of these factors conspire
against being able to tell a newcomer where to go at a glance.
Always pay attention to highly visible landmarks such as
particularly decorated buildings or minarets or even places of
note such as the Pashas Palace. Learning the sabban marks
(and which sabbans intersect each other) is an important step
of being able to navigate Calimport. The sun is also one of the
few reliable ways to determine the direction of travel, as once
a person is turned around within the walls of the city, sometimes only the sun provides any bearing (especially when entering a building via one entrance and exiting another).
With all the security of multiple gates and overcrowded
streets and other ways of keeping anyone from swiftly escaping
from ones grasp, thieves and criminals are remarkably hard to
catch in this city. In effect, there are so many tiny alleys and
courtyards between buildings that if a pursuer turns a corner to
continue chasing a thief, he is faced with four choices the thief
could have used to flee. In essence, once someone drops out of
direct line-of-sight, there is a 25% cumulative chance per
round out of contact that the target will be able to escape his
pursuers scot-free via the crowded streets of the day.
Secret Byways
If the thief knows of the many secret trapdoors and doors that
allow one to quickly drop beneath or inside the sabban and
drudach walls, that chance rises to 50% cumulative per round.
While it is safer for each sabban to be locked up at night to
protect its citizens and assets from the usual miscreants active
at night, numerous secret passages beneath and within the
walls allow many (especially the druzirs and sabbalads) freer
access to the city. While many (and all of the amlakkar officers) know of the secret passages, the triggers and the exact locations of all the secret doors are known to no one, not even
the syl-pasha! Many apparent peasants hovels cover secret
doors, but one often learns of them only when necessary (or
when attacked by assailants who werent there a second before). If certain secret doors become too flagrantly and often
used, the amlakkar or other defenders will seal up the door to
prevent its use.
For those in the chambers below or within the walls, these
passages are only slightly slimmer than the byway above it,
and they allow a clearance of about six feet. Lit only by light
filtering through the seams of other secret doors or carried
light sources, the passages could be single rooms (bolt
holes) or passages stretching from 25 feet to over a mile in
Population
11
History
he saying goes, Calimport has seen more years than its pashas have coins. Its
history is long and colorful though not always well recorded, nor is its history
well represented in its architecture. As detailed below, Calimport has been destroyed and rebuilt on dozens of occasions, and this results in the loss of much
knowledge and history. Still, its continued existence speaks much for the importance of this city to its people, and any native of the southern Realms cannot envision life
without Calimport any more than a northerner could conceive of the Sword Coast without
Waterdeep.
hile not immediately applicable to the history of Calimport, this table provides readers
with a general overview of the major divisions in Calishite history since its founding.
Some of the terms herein are used within the timeline but often simply provide benchmarks to
match Calimports timeline with the broader histories in the Empires of the Shining Sea campaign expansion (TSR 9561).
- 7 8 0 0 to - 6 1 0 0 DR
Calim Empire
- 6 8 0 0 to - 6 1 0 0 DR
Memnonnar
- 6 2 0 0 to - 6 1 0 0 DR
Era of SkyFire
- 6 0 6 0 to - 5 3 0 0 DR
Coramshan
-5300 to -5000 DR
First Kingdom of Mir
- 5 3 0 0 to - 3 2 0 0 DR
First Age
- 3 2 0 0 to - 1 9 0 0 DR
Second Age
- 1 9 0 0 to - 9 0 0 DR
Third Age
- 9 0 0 to - 2 0 0 DR
Fourth Age
27 DR
- 2 0 0 to
Fifth Age
450 DR
27 to
Sixth Age
450 to 1018 DR
Seventh Age
1018 to 1235 DR
Eighth Age
1235 to 1358 DR
Ninth Age
Tenth Age
1358 DR to present
Recurring Events
alimport, as one of the oldest continuously settled cities of the Realms, has seen many of the
same ills that visit other cities of Faern. While Plagues, Fires, and trade wars are major
events for any city, Calimport has seen each of these on hundreds of occasions throughout its existence. Thus, unless other important events are tied to these standard disasters beyond their
immediate scope, these catastrophes receive only abbreviated notes with the following details.
Fires
Calimport has been built primarily out of mud bricks since the arrival of the genies of Calim,
which is flammable due to the straw used in fashioning the bricks. Many buildings and the everpresent tents and carts of its inhabitants are made of wood (not to mention slaves quarters,
stables, and mounds of flammable refuse in hundreds of alleyways). The city periodically encounters dry periods, and one spark will engulf whole drudachs and sabbans in flames. The standard
notes on a Fire in Calimport are the areas affected, whether by cardinal compass points or specific
sabbans mentioned; and any losses suffered, usually in terms of a percentage of the population. If
12
Plagues
Whenever huge numbers of people live together in one area,
the incidence of disease rises. This risk rises especially sharply
in places like Calimport, where corpses often line the streets
like so much common garbage due to whatever struggles in political or criminal arenas currently grip the city. The installation of large sewers removed much of the offal from the streets,
but these tunnels also provided new homes to rats and other
vermin, which were often (but not always) the origin of many
of the Plagues.
Standard notes on Plagues include a name (if given one);
which cities in Calimshan or its protectorates were infected
(and Calimport may not always be so, though its trade and
rulership of Calimshan is always affected); any extraordinary
details on the disease (such as what it did or how it was
spread, etc.); and the percentage of deaths among the general
populace (including a separate percentage of how many of
Calimports people suffered).
321 DR
Timeline
elow are many of the major events that affected Calimshan in general and Calimport in particular. The history of the city is presented in timeline format for ease of reference, though keep in mind that many more events have
occurred than merely those noted here. These events are
merely the major happenings that have been noted in Calishite histories (or at least those considered important in the
papers of sages, scribes, and the current Syl-Pasha Pesarkhal).
Also, since it is the capital of the country, many events that
encompass Calimshan beyond Calimport are noted as well;
generally, each expansion of Calimshans territory saw a resulting increase in the size and opulence of Calimport.
Trade wars
With an average frequency of every 20 years or so, wars break
out among those people who control the money of the city, or
at least those wish to do so. These street wars begin when one
group attempts to take control of a particular trade or business
over the objection of one or more powers; these powers could
be legitimate rulers and traders or criminal powers. While one
might expect the amlakkar (the watch) or the sadimmin (the
army) to quell any such disturbances, they are often some of
the forces engaged in such conflicts. In a city and country
where money and politics hold greater power than blood ties or
duty, the only constant history teaches Calimport is that
people move to stop others only when they profited by the action in some way. In the present day, this is changing slowly,
but it was a common event for more than 6,000 years.
Unlike the other disasters listed below, there are no standard notes for these conflicts, as each has a different impact
on the city and country. If nothing else, the conflicts will be
named or noted as Trade War and what effect it left on
Calimports business or power groups will be noted. Other information may be provided sometimes, varying from the
source of the conflict to who or what started and stopped it.
Note that the only trade wars that come to light in this man-
Deep Shanatar at its greatest expanse beneath southwestern Faern (Modem: Amn, Tethyr, Erlkazar,
Calimshan, Alimir Peninsula).
c.-6,800 Arrival of the Army of Fire led by the efreet, Memnon, and the establishment of Memnonnar.
c.-6,500 Era of SkyFire begins: Full-scale war erupts between
the Calim Empire and the Army of Fire.
13
c. -6, 100 Era of SkyFire ends: The rule of the genies ends and
the Calim Desert is created.
-6, 060
-5,960
than half of the Marekh ruling family. The ship captain Daud yn Khadil Marekh survives the plague
and maintains the dynasty for another 12 years,
though the loss of the capital weakens his grip on the
Bakkals throne. Calimport lies empty for nearly a
century, as many are afraid of the plague.
c.-2,600 End of the Shanatar Wars. Last known dwarves of
High Shanatar fall on the northern shores of the Sulduskoon River, sealing an entrance to Deep
Shanatar.
c.-2,400 Calimshan garrisons eastern Iltkazar in the vicinity of
the Omlarandin Mountains, south of the Wurlur
(River Ith).
-2381
c.-2 2 8 0
-1,931
The armies of Calimshan destroy the Idol of NomogGeaya and its hobgoblin worshipers. Henceforth, this
area is known as the Gorge of the Fallen Idol.
c.-5,000
c.-1,900 Calimshan rules as far north as the Snowflake Mountains and is composed of four separate kingdoms
within its empire: Calimshan (the original lands of
Coramshan and the Calim Empire), Mir, Tethyr, and
Iltkazar.
-1838
-1783
14
-1,726
-1153
-1,708
c.-1 1 5 0
-1428
-1403
-1402
-1280
The Alimir Peninsula erupts into war between Calimshans armies and the restored beholder nations.
Qyraaptir the Bloodeye now commands all the hives
surface armies, not just one legion.
-1202
-1161
Ali el Samesaj saves the daughter of a Drakhon sultan from kidnapers, and he comes to the notice of
Syl-Pasha Adjam Drakhon, her grandfather. As a reward, he becomes a fixture in the sultans court and
his unofficial court wizard.
-1156
-1,080
15
c.-1,050
-990
c.-870
After some decades of increased travel and colonization, Calimshan opens full, regular trade with Chult
and the Tashalar.
-790
-741
16
Tulan el Akada yi Calimport creates the aranea, a lycanthropic arachnid race with the ability to disguise
themselves as drow or giant spiders. Tulans magical
controls make the aranea the most effective soldiers
in the war against the drow.
-736
-733
Tulan el Akada releases over 100 aranea into the Forest of Mir both to propagate and to fight the drow
that had taken up residence therein.
-697
-691
-664
-649
-620
-446
-375
-374
Year of Shattering
With the city all but abandoned due to the plague
they framed on Jhaamdath, priests of Talona attempt
to conquer Calimport and plunder its riches to build
a temple to their goddess of poisons. Many of those
who remain in Calimport are rogues, escaped slaves,
and necromancers. For a time, the capital becomes
the Rogues City.
-373
17
18
-370
-200
Year of Stonerising
Syl-Pasha Kalil el Evyrtaan dies from thousands of
viper bites, a magical trap laid by some of his closest
advisors. Vizar Asraf el Majizar rules over the start of
the Fifth Age of Calimshan, and Calimport becomes
a more organized city with structured trade and
skilled-workers guilds.
-339
-188
-288
-255
c.-250
Calimshan, under Syl-Pasha Faud yn Orun el Evyrtaan, reclaims some small areas and towns among the
Arnaden lands of the Lake of Steam, now that
Jhaamdaths control on these lands has fallen along
with its primary cities.
-187
-182
-230
Year of Loss
Calimshan reconquers Ithmong and Myratma. Able
workers (more than a third of the population) of
both of these towns are enslaved and brought to
Calimport to work on the new Pashas Palace. The
1,480 warriors among the 5,500 new slaves are all
sentenced to the new Djen Arena, where many of
them fight to the death against monsters and each
other for the amusement of the masses.
-227
-167
-110
-94
-88
-78
-77
-75
-166
-161
-64
-150
Year of Recompense
Syl-Pasha Kamus yn Tasyn el Tarshaj of Calimport
grants Tethyr the region known as Ankaram, the
lands west of the Forest of Mir and north of the River
Memnon. While many in Tethyr believe this a reward for their aid in the Eye Tyrant Wars, it is a political move to depower Calishite nobles amassing
power against el Tarshaj.
-52
-16
-135
19
-5
Year of Feuds
Amahl Shoon, younger brother of the late Queen
Arhymeria, arrives within a month of Ithalyrs fall.
Calishite forces and advisors set him up as the reluctant king in the newly renamed city of Zazesspur.
-3
Year of Ruins
King Amahl I is poisoned and succeeded by his
nephew, King Amahl II, all at the direction of SylPasha Akkabar Shoon, his great-grandfather.
-2
-1
20
15
27
39
50
61
75
107
123
200
229
319
320
21
heightened color in hair, eyes, and skin (most assumed it was healthy color and that victims were in
best of health until sudden collapse and death), bodies combust upon death; 9% (4%).
The Plague Fires (Fire): Evyrtaan and Cajaan Sabbans; 6% population of Upper Calimport; both sabbans gutted and abandoned due to combusting
corpses during the plague-filled summer.
681
354
701
450
733
755
771
808
457
527
533
22
907
Year of Waiting
The upper city of Calimport is reclaimed and resettled by Mameluks who are shut out of the power circles of Manshaka. At the secret urgings of the
Twisted Rune, they seek to reclaim the ruined greater
city beyond the walls of the port. Rysellans primary
agent in this endeavor is Vizar Bollus el Kahdan, a
half-elf wizard and warrior.
911
1018
1019
1092
1331
1332
1333
1334
1346
23
24
1352
1357
1358
Year of Shadows
The Time of Troubles unleashes magical chaos
across the Realms.
Shond Tharovin unleashes the demilich Shoon
VII on Zallanora Argentresses, a young female
elf wizard, and the spirits of the undead Qysar
and the young elf switch bodies.
The Shadow Thieves lose the entire membership of the Shade Council and two-thirds of
their assassin members thanks to the machinations of the gods. In response, they undergo a
sweeping reorganization.
1360
1361
Year of Maidens
Word reaches Tethyr and Calimshan of the discovery of the western lands of Maztica.
1362
1364
1369
1370
The City at
Large
ith a metropolis the size of Calimport, detailing the entire city is simply impossible. The chapter below provides details, links, and hints on the basics
of the City of Glory, but leaves much open to allow Dungeon Masters to
customize Calimport. This chapter provides a way to randomly determine
the size, purpose, and general state of repair of sites not detailed here.
In addition to the random generation of buildings for campaign play, there is also the comprehensive City Key of over 100 buildings with notes for AD&D game play. Bear in mind that,
in order to avoid repetition and meet our space requirements, there are far fewer buildings detailed within the City Key than perhaps might normally be discussed. This chapter provides
only the broad overview of the city and the landmarks that are best known in each area.
The Buildings
alimport is a huge city with buildings with thousands of shapes, sizes, purposes, and details.
This allows DMs to adapt the sites herein, adding details so locales are better suited to individual campaigns and players (and their characters, of course). Basic building structures are
discussed below, along with examples. The structure and size of the buildings created by the
tables below allow DMs to quickly create new adventure locations during a game.
While every other building type has a table and can be randomly created, Class A buildings and specific buildings of the DMs invention should be designed and placed into the game
with planning, not via random generation. These are major landmarks or buildings important
to the immediate game, and they should be carefully prepared and mapped. For other, lesser
buildings, keeping every improvised detail perfect from game to game in a Calimport campaign
is not necessary. If players catch the DM contradicting herself on a buildings layout, the fact
that not a day passes in Calimport where a building doesnt collapse or a fire doesnt consume a
block within some drudach, can be noted.
Building Class
Buildings in Calimport are divided into five classes for ease of reference:
Class A Buildings: If the structure is a sight people stand and stare at or remember fondly
years later, it is a Class A building. Class A buildings are always unique landmarks on any scale,
and their distinct nature comes from stature, cost, or opulence. While these buildings may have
some wooden construction, most of any Class A building is stone or metal. Examples within
Calimport include the Calephs Khanduq, the Festhall of Eternal Delight, the Anhakhamarkha,
and the Palace of the Murabirs.
Class B Buildings: Class B buildings are the large, elaborate buildings within the city,
though they do not dominate the skyline as do Class A buildings. They generally have from
three to seven stories, though these floors dont count any of the two or more cellar levels common to Class B buildings (connected to the sewers or Calimport Muzad at times). Many khanduqs and opulent homes in Calimport fall into this class of buildings. Oddly enough,
khamarkhas (grand mausoleums and House crypts) also fall into this class. Other examples include mansions (great residences without walled gardens like a villa), large warehouses and public buildings, and the guildhalls.
Class C Buildings: The vast majority of buildings in Calimport are Class C: broad, mudbrick row houses that line the streets to varying heights of two to four stories. Like those in the
25
Building
Generation
26
E:
1
1
1
1
3 B: Business
C: Row house, apartments above ground-floor shop
D: Warehouse
E: Stables or slaves quarters
4
B: Business or khanduq
C: Row house, storage, or residences above groundand second-floor shops
D: Warehouse
E: Stables or slaves quarters
B: Boarding/Rooming house
C: Boarding/Rooming house
D: Residence, lesser merchant or laborer
E: Stables or slaves quarters
B:
C:
D:
E:
Boarding/Rooming house
Boarding/Rooming house
Boarding/Rooming house
Residence
7 B: Khanduq
C: Row house, offices and apartments above groundfloor business
D: Shop
E: Residence
8
10
B:
C:
D:
E:
The City
Ward Keys
27
The rest of the abbre viations within the map keys are in
the tables below.
Tags Ward Placement
A Armada Ward
C Caravans Ward
Cr Crypt Ward
D Dock Ward
E Emerald Ward
F Faiths Ward
G Grand Ward
H Hammer Ward
Hk Hook Ward
J Jewel Ward
K Khanduq Ward
M Makers Ward
P Palace Ward
Q Quill Ward
S Shackles Ward
T Trades Ward
W Wizard Ward
28
Definitions
Garrison and armory for amlakkar;
detention area
Place of business (many with apartBusiness
ments above)
City building
Place for governmental use
Place of entertainment (most with
Festhall
tavern facilities)
Barracks and armory for sadimmin
Garrison
(soldiers)
Guild headquarters (many also act as
Guildhall
Business)
Privately owned abode of
House
noted/wealthy person; often identified
just by family name or specific title for
villa
Inn
Tavern with beds and meals
Khanduq
Heavily fortified business (and residence?) with defenders (never less
than Class B)
Minaret
Tower of not fewer than three stories
with open balconies and dome or
parapet top (Never less than Class C)
Multi-story building with rented livRow house
ing space
Shrine
Minor, nonexclusive place of worship
within a larger site or in Class D or E
building
Stables
Minor buildings for sheltering animals, storage of animal feed (noted
also under Business).
Establishment for drinking with some
Tavern
food served in most cases
Temple
Singular place of worship or confined
complex
Enclosed structure for interring the
Tomb
dead
Villa
Complex of buildings owned by rich
clan or pasha
Storage for saleable/raw goods
Warehouse
Wizards domicile Home of wizard (minaret or other not
less than Class C)
Location Terms
Amlakkhan
Shackles Ward
[Outer Ward] This ward encompasses the western edge of the
city and is the traditional home of much of Calimports slave
(and slaver) populations. The entire eastern length of Shackles
Ward, where it abuts Armada and Palace Wards, remains in
shadow beneath the looming Pesarkhal Wall being built to protect the city center. While certainly the poorest sector of the
city, it is far from the most dangerous area to frequent. After all,
there are few thieves here since there is very little to plunder.
30
Astar Sabban
Other names: Slaver Sabban, the Flesh Market.
This sabban is the primary staging area for newly arrived
slaves coming up for sale. Of its four former drudachs, its central one was long a mere composting and rubbish heap that
was eventually filled in with mud. Thus, there is a large central
market in Astar Sabban even (at least visually) with the sabban byways, and pashas and the mercantile class can purchase
slaves without having to lowering themselves to ground level.
The bulk of the sabbans streets are filled by one- or two-room
tents and hovels, wherein hundreds of thousands of slaves live.
Sabban mark: A hand with a shackle and length of chain.
Edijo Sabban
Other names: Penitents Sabban.
This sabban is the housing sabban for the destitute, sick,
and poor as well as the secondary housing area for slaves.
This sabban looks out from atop a 30-foot-high cliff next to
the Armada Ward, and its isolation on the coast restricts
other city residents exposure to the illnesses rampant here.
Of course, when plagues begin, this is the first sabban blamed
(and burned to the ground).
Sabban mark: Two eyes, each with single tears beneath.
Minqa Sabban
Other names: Sadimmin Sabban
This sabban, the westernmost area of the ward and of
Calimport itself, is hardly a sabban as much as a military outpost. The military training grounds and garrisons here at least
hint to the slaves of this ward that even without chains, they
will not be allowed to flee from the city. This is the post for
raw recruits and aging soldiers, while others of the sadimmin
are stationed among the other city garrisons or elsewhere
across Calimshan.
Qhibal Sabban
Other names: Red Veil Sabban, Tall Tankards Sabban.
This sabban abuts the gate into Palace Ward and the Pesarkhal Wall. It is the most prosperous and clean of the
Shackles Ward sabbans, simply due to the number of merchants, nobles, and the like wandering in from the adjoining
sabbans to find entertainment among the many jhasinnar
courts and gaming halls. Its secondary sobriquet comes from
the numerous four-story taverns and inns closest to the gates
and sabban walls.
Sabban mark: The old Qhibal family crest: two oil lamps
sharing one flame above their adjacent spouts.
S1
S2
Guildhall: El Muzaddhishadah
3-story Class C building
Qhibal Sabban; Waga Drudach. Headqua rters of the
Guild of Plumbers and Sewer-Workers.
S3
House: El Niral
2-story Class C building
Qhibal Sabban; Terbas Drudach.
S4
S5
S6
S7
31
32
Faiths Ward
[Outer Ward] Many of Calimports oldest temples lie
within this ward, thus its name. In fact, while most of the city
has been destroyed in past centuries, this area has retained
most of its structure and architecture for more than 1,000
years. It has not been untouched by fires, plagues, or the constant street battles of both guilds and criminals, yet the buildings take strength from their devoted inhabitants and remain
standing, though streaked with the soot and grime of centuries (unless cleaned each day, as some temples are).
Ward Ruler: Uarel yn Petal el Waukeen, Sultan of Faith
Ward (N hm P11 of Waukeen) is a remote, distant man save
when he is performing his religions ceremonies. His duties as
Sultan, Master of the Counting House, and Pasha of the
Guild of Money Lenders, Coinsmiths, and Pawn Brokers do
not interfere with his ecclesiastical duties, though his considerable financial and spiritual influence has always been
threatened by the rival church of Waukeen, the Khanduq of
the Coinmother (K1), and his former assistant, Druzir Petal
el Saiduwm.
Bakkal
Sabban
Erehnir Sabban
Other names: The Statue Sabban.
There is no sabban mark for Erehnir Sabban, simply because the inner-facing walls of the sabban are so distinctive.
Similar to the Eight Erehnirs looming along the approach to
Volothamp, the brick walls of this sabban were either molded
or carved to have many statues along the sabban walls. Most
are merely stoic priest-kings, but some are posed with weapons and opponents. While the roll of time has worn much of
the detail away, the rough outlines of all figures are still
Evyrtaan Sabban
Other names: Fallen Grace Sabban, Dark Gods Sabban.
This sabban carries a reputation for being the most dangerous section of Faiths Ward, and with good reason. This
has long been the sector of Calimport where the greatest
concentration of the dark gods temples lie, and many folk
avoid this area. All within its dark, mud-brick walls is considered unholy ground by many, though the amount of money
and number of businesses within its boundaries make it attractive to others. Its naming for the dynasty that let Tethyr
escape from Calimshans control is deliberate, for the Evyrtaan pashas are now considered to be the ones responsible for
the loss.
Sabban mark: The Evyrtaan seal of a hawks head with a
coin in its mouth. It is often depicted in crude mosaics that
make it look a bit like concentric Cs around a small gold dot.
F1
F2
F3
F4
F5
F6
F7
33
gold tankard overflowing with ale and Lathanders rosepink disk set prominently on its front. The owner and
primary barkeep is the ebullient Jahras el Retaak (NG
hm F0), who acts far more dense than he truly is so
people underestimate him (thus making him perfect for
the Khamir family to use as an informant on news and
gossip in the sabban).
34
F8
F9
Trades Ward
[Outer Ward] As its name states, this ward is the elder
mercantile ward and still the primary area in terms of trade
with the northern shanates (outlying estate farms), since the
Trade Road enters the city directly into this area. The ward
attracts many visitors with the colloquially known Golden
Sands and Games Sabbans. It is also the ward with the highest concentration of taverns outside of the Port Wards.
Ward Ruler: The twelfth son of the syl-pasha, Faruk yn
Ralan el Pesarkhal, Sultan of Trades Ward (LE hm C4 of
Shar; Int 17) stands apart from his brothers due to his astonishing rise to power. A mere 18 years of age, Faruk has already
conquered two guilds, a large part of the illicit trade in the
Muzad, and sits as the sultan of one of the more profitable (if
not prestigious) wards of the city. His father notes his sons
abilities with pride, and he often pits this prodigy in courtly
battles of wits against his other sons to shame them into more
activity and loyalty. Faruk does not seek the syl-pashas
throne, but he does harbor some ambition of leading the
Temple of Old Night, of which he is an acolyte, to conquer
the Muzad.
Bajhit Sabban
Other names: The Tent Sabban.
The northern outskirts of the ward are Bajhit Sabban, a
disorganized cluster of tents and bazaars that surround the
still-standing Malikhan Gates. The sabban also dominates
the areas west of the Trade Way in this ward. Those entering
the city here get the impression of a slovenly, chaotic city
that does not protect its people. However, the infrastructure
of the sabban walls and amlakkhans keep the peace among
the poor (and the many pickpockets that swarm any foolish
enough to travel at ground level more than 30 yards away
from the Grand Gate). There are a number of other brick
buildings within this sabban, but their numbers are minimal
compared to the tents of the poor.
Sabban mark: Four slashes in the crude shape of a tent.
Larau
Sabban
35
living areas within this sabban, nearly all aspects of life and
business have some ties (no matter how small) to the arenas.
This northeasterrn sabban is always the busiest, no matter
what time of day, and the cheers of the crowds are loud anywhere in the sabban due to the arena games.
Sabban mark: An elongated oval reminiscent of the shape
of the Djen Arenas with a trident set at the center of the oval.
Sahar
Sabban
36
37
38
Emerald Ward
[Outer Ward] One of the first signs of opulence in the city
when approached from the northern trade road, Emerald
Ward is a home for the many rising mercantile powers in the
Outer Wards of the city. An address here indicates ones fortunes are on the rise and on the verge of reaching the pinnacle of the lesser classes. This ward is worlds apart from the
dirt and despair found in Trade Wards outer sabbans, as this
area was hardest hit in the last fires and disasters. Thus,
nearly everything in Emerald Ward is newer, cleaner, and
more opulent. This has made it the home of choice for much
of Calimports new money, and the social oneupsmanship
of the rising villas and businesses is blinding in the overabundance of brightly colored tiles and paints. Still, the recent
renovations allowed the expansions of some older bazaars
into the more wide-open marketplaces indigenous to northern cities.
Ward Ruler: Nasim yn Nasim el Pesarkhal, Sultan of
Emerald Ward (CN hm F0) is the favored nephew of the sylpasha by his youngest brother Nasim. The strikingly handsome young man is as brilliant as the prodigy Faruk of Trades
Ward, though his tastes remain close to business, not the intrigues of Calimport Below. Loyal to the syl-pasha to a fault,
Nasim the Youngers only failing is his weakness for gambling
(which has some of the criminal powers lining up to become
his creditors and gain them some leverage among the shining
spires of Emerald Ward).
Axash Sabban
Other names: Cloth Sabban, Sash Sabban.
This sabban is a constantly busy area and it is the largest
market area for clothing, from the most common to the most
expensive. Still, with all the business within this sabban,
many tailors and clothing sellers pack up their wares and
travel personally into Grand or Palace Ward to bring their
best wares directly to the pashas and sultans.
Sabban mark: Three parallel waving lines that represent
sashes.
Marekh Sabban
Other names: The Great Bazaar Sabban, Black Sabban.
Otahl Sabban
Other names: Tumahls Sabban.
This sabbans greatest notoriety rises from its being the
birthplace and home of one of Calimports most famous adventurers and rogues. The Pirate Tumahl was a laughing, adventurous figure of the late Eighth Age, and tales of his exploits still resonate through nurseries and taverns alike. In
fact, at the center of the sabbans largest bazaar, a great white
marble statue of the Rogue Son of El Otahl stands proudly, its
sculpted scimitar pointed southwest, toward the Pashas Sabban or toward the Armada docks, the figures Tumahl
thwarted the most in his short lifetime.
Sabban mark: The signature dagger of Tumahl el Otahl
A slim unguarded dagger with a hole at the daggers seat.
E1
39
E5
E6
40
and under the ground. The First Trader created the first
slippers so the dao could appear as prosperous as the
other genies. Thus, shoes and slippers are seen as social
climbing tools more than practical footwear (though
both have developed).
E13 Temple: The Halls of Fortune
Two 5-story Class A buildings
Otahl Sabban; Farix Drudach. Temple to Tymora.
E 14 Villa: Pasha Baalaed
2- and 4-story Class A buildings
Otahl Sabban; Khumil Drudach.
E 15 Villa: Pasha Rasla
2- and 4-story Class A buildings
Axash Sabban; Wahir Drudach.
E16 Villa: Pasha Shaal
2-story Class A buildings
Otahl Sabban; Mabul Drudach.
E 17 Villa: Pasha Awadabh
3- and 4-story Class A buildings
Otahl Sabban; Mabul Drudach.
E18 Festhall: The Sultry Siren
4-story Class B building
Axash Sabban; Gagi Drudach. This opulent festhall has
such a reputation as the primary festhall under the complete control of the Jhasinnar Sodality that few look any
further than its most obvious services. This serves the
guild and its pasha well, for Ralahn el Matyr (LN hm
F0) uses this as a front for fielding black market goods,
especially stolen jewelry. The cellars have secret links to
the Muzad, and many a pasha and sultan owes Ralahn
and his jhasinnar their lives (or at least political reputations) by using these secret tunnels to escape traps set
by rival houses and pashas. Ralahn is a quiet and contemplative guildmaster, and he has yet to use any favors
beyond those needed to repair this building within a
month after the Conflagration.
Khanduq Ward
[Outer Ward] This ward gained its name from its preponderance of marketplaces and khanduqs, even though much of
the business and trade has moved further west into Emerald
Ward. This ward contains numerous sites of notoriety, including the palace and villa of the infamous Pasha Pook, a
former guildmaster of thieves. As much of its western quarter
fell victim to the Trades Conflagration of 1369 DR, Naiid
Sabban has also seen a flurry of activity in real estate as bidders fight over prime sales and living space near Emerald
Ward. Unlike much of that neighboring ward, the fires here
left the shells of older khanduqs and other buildings, allowing people to purchase partially built homes and businesses,
their only true costs in renovations, not building anew.
Ward Ruler: Daud yn Daud el Vehmet, Sultan of Khanduq
Ward (N hem M3/C3 of Azuth) is among the youngest and
most inexperienced of the sultans of Calimport. Barely past 20
winters, Daud el Vehmet rules the Spicemonger Fellowship as
its pasha, and he is also a rising name among the apothecarists
around the city. Though young, he is a masterful manipulator
and his eidetic memory allows him to cover and control all details of a deal or a revenge plot all by himself. He has made
friends with the sultans of his adjacent wards, and that level of
comfort provides him with leverage to handle any troubles
that run within his sabbans that are older than he is. The only
conflict Sultan Daud openly has involves his lack of membership in the Guild Arcane, since he feels the control that pasha
would have over the exercise of his magical talents will diminish his effectiveness as sultan. For now, the syl-pasha turns a
blind eye to the troubles, but the guild wants to corral as many
influential members such as Daud as possible, and the sylpasha needs the guilds support far more than one sultan....
Kaval Sabban
Other names: Tuamirs Sabban, the Sabbazaar
Similarly to the drudach structures within a sabban,
Khanduq Ward has unofficially segregated its businesses and
entertainments among its sabbans such that each has a major
focus for the ward. Kaval Sabban is the trade center for the
ward, and more than half of the sabbans land is occupied by
khanduqs, the rest by their street bazaars. Kaval Sabban, or
the Sabbazaar, has no living quarters within its confines, and
is actually cleared at sundown and all gates leading into the
sabban are closed and locked. A full contingent of 12 amlakkar are posted along the sabban walls at night, and another roving patrol of 12 either replace the wall-guards or patrol the interior of the sabban against overnight thefts.
This sabban also carries the nickname of Tuamirs Sabban,
as the famous thief once operated his many-tentacled
Thieves Guild from the Muzad beneath the sabban. Having
relative freedom and run of the sabban at night, pasha Tuamir nearly became the syl-pasha before the rise of the
Djenispools due to his labyrinthine connections, money, and
influence over the Calishite underworld. The Djenispool
pashas destroyed much of Tuamirs power base by collapsing
parts of Kaval Sabban into the Muzad and destroying his hidden bases of operation. They then rebuilt the city atop the
sites, leaving Tuamirs fate not entirely known.
Sabban mark: Tuamirs mark of an eye with a vertical
arrow bisecting the eye, arrowhead down.
Naiid Sabban
Other names: Pomartals Sabban.
The segregated nature of Khanduq Ward impressed by the
sultan turned Naiid Sabban into the entertainment sabban
with its clusters of taverns, inns, festhalls, and gambling establishments. Pomartal was the archenemy of Tuamir during
their lifetimes, and the balak Pomartal died at the hands of
Tuamirs assassins. Since that bleak night in the Year of the
Restless (1099 DR), omartals
ghost has walked the sabban
P
walls at night where Naiid Sabban abuts Kaval Sabban, ensuring that Tuamir does not succeed in conquering his honest
sabban. For the lawful, Pomartal holds no threat, but criminals acting within sight of the ghost will be attacked with all
the power Pomartal holds, for he believes all thieves and
criminals still have their ties to his long-disappeared foe.
Sabban mark: Pomartals signet of the scales of justice balanced on the upper point of a lightning bolt. Many of these
marks are marred and covered in graffiti (except on Pomartals Walk) as the lawless nature of the entertainment industries and their clients seek to poke fun at the once-lawful nature of their home sabban.
Sholeh Sabban
Other names: Felins Sabban.
In short, this has become the residential sabban of Khanduq Ward, and as such, it is horribly overcrowded everywhere
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Hammer Ward
[Outer Ward] The Smiths Home is the ward for the
heavy labor of blacksmiths, armorers, weaponers, and the
like. The armorers and weapon-makers are all clustered
closer toward the heart of the city, so their wares can
quickly be used to defend the richer parts of the city
(rather than having their goods used against Calimport).
Everywhere throughout the daylight hours (and oft into
the night), the ringing of hammers on anvils fills the air of
the ward.
While the Pesarkhal Wall has not yet reached this wards
southern sabbans, the Skilled Smiths and Metalworkers
Guild has erected a fence of tall, barbed metal spears set
along the top of the sabban walls abutting Quill Ward to
mark its eventual placement. The spears do not restrict passage along the sabban wall byways, but they do prevent any
from vaulting across the walls into the Nasim Sabban.
Ward Ruler: Harel yn Rafam el Qardeen, Sultan of
Hammer Ward (NG hm F6; Str 17). This former blacksmith and inadvertent savior of Syl-Pasha Ralan el Pesarkhal, Harel simply interrupted an assassination attempt against Ralan during the Darkstalker Wars, throwing red-hot horseshoes and sword blades at the assassins
simply because he disliked the odds of seven-against-one.
While he is happy with his position and succeeded far beyond his wildest dreams, Harel and his ringing hammer
can still be heard behind the walls of his villa working in
his personal smithy.
Amyran Sabban
Other names: Hammer Sabban.
The rougher smithies and workshops of the common
blacksmiths dominate this sabban. While competition always runs fiercely, there is more than enough work in wheelrims and horseshoes and the common metalwork to keep
over 50 blacksmiths forges blazing at all times. Surprisingly
to some visitors, Amyran Sabban is among the safest of sabbans to live in. Its natives are no-nonsense hard workers almost in defiance of the normal Calishite work ethic, and they
want to keep their homes and businesses clear of the corruption so rampant elsewhere.
Sabban mark: A smiths claw hammer.
Sjl Sabban
Other names: Anvil Sabban.
The Alzhedo word for anvil announcing its primary attribute, Sjl Sabban is the weaponsmiths sector of Hammer
Ward. In accordance with the True and Skilled Guild of
Weapon-Makers, all weaponsmiths of Calimport must meet
minimum standards of quality in their work, and they are
only allowed to sell two types of weapons per shop, preventing any one weaponsmith from totally dominating the market. Thus, in this ward and mostly in this sabban, there are
more than 60 shops that sell swords, spears, scimitars, and
other weapons.
Sabban mark: An anvil on a circular field.
Tyrbos
Sabban
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Crypt Ward
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Adlel Sabban
Other names: Khamarkha Sabban, Pashas Rest Sabban.
The northern sector of the ward is opulent to an extreme,
as many khamarkhas and monuments to the rich and powerful dead of Calimport rise to the skies here. In this sabban,
there is no shame in walking on the marble-paved avenues
below the sabban byways, for the Adlel Sabban is considered
an elevated place in and of itself. The numerous palm tree
groves that are planted within the walled courtyards and the
many magically maintained fountains make this sabban a
peaceful area for contemplative walks during the day. At
night, its shadows hide many conspiracies.
Sabban mark: The Adlel house mark of a scimitar sinister
(pointing left) over a cluster of three palm trees.
Irataq Sabban
Other names: Markhout Sabban, Manycats Sabban.
This sabban seems by far the most orderly and structured
of the sabbans, with its individually walled markhout
tombs. While a few temple spires stab into the sky above
the one-level markhouts, only the greater markhouts stand
out, wherein the cremated remains of thousands of merchants and pashas and the middle class rest in peace. This
practice of mass interrment within brass lamps has only
been recently restored in the past 300 years, but more than
five of the public markhouts have been filled, and each
holds more than 500 bottles of ashen remains in the walls
and floor crypts.
Sabban mark: A cats head.
Kirruk Sabban
Other names: Mutar Sabban, Forgotten Sabban.
The drudachs of Kirruk Sabban uniquely have replaced
the drudach walls with metal spear fences, allowing a free
and unrestricted view of all the monuments and mass graves
of commoners. Despite its common ground and its status as
the Forgotten Sabban after all the forgotten dead buried
there, it is one of the most popular parks in the city.
Sabban mark: As this sabban is visually diverse enough
from any others with only a few buildings rising within its
walls, there is no sabban mark (thus also reinforcing its name
as the Forgotten Sabban).
Cr1 Tomb: The Anhakhamarkha
3-story Class A khamarkha with nine minarets.
Adlel Sabban; Shamisad Drudach. This khamarkha was
erected in the Sixth Age over the course of 16 years.
Finished in the Year of the Miscast Shadow (323 DR),
this opulent 100-long and 50-high white marble
khamarkha was erected in memory of Syl-Pasha Abon
III el Larau and his wife, Anha.
Cr2 Temple: Nualorminoalh
6-story Class B building
Adlel Sabban; Ovohl Drudach. Temple to Oghma.
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ver the past few centuries, the ground level has been
built up within the sabbans of the Central Wards.
Thus, the distinctions of drudachs and sabbans are blurred in
the areas of Palace Ward, Jewel Ward, and Grand Ward.
People reach the actual ground level by stairs leading beneath the elevated stone streets. The slightly vaulted
stonework streets provide solid avenues and courts rather
than the very directed movement of the normal byways. The
streets are braced by both stone and timber supports from
below, and the engineers guild built the streets to remain in
place even if half of the timber supports originally holding up
the stones fell away beneath the street. This whole buildup of
the streets allowed more direct movement for the upper
classes among where they lived. It also creates multiple sabban areas beneath their streets wherein their slaves can live
and move about in their business without being seen or
dirtying up the richest sabbans in the city above. This
move also allows numerous pashas and sultans and the like to
operate clandestine activities with the rogue powers out of
plain sight and within social strictures in the Upper Muzad,
as many now call the three-ward-wide area.
In the risen wards, the edges of the sabban-wall byways are
now curbs, and the glazed colors of the curbs determine the
sabban and drudach within which a person stands. However,
the older sabban marks still exist in the walls beneath the
streets, and are thus still noted.
Palace Ward
[Central Ward] This ward encompasses the richest and
most affluent of Calishite society, including much of the
leadership. The Pashas Sabban, while not officially part of
the Palace Ward, rests at its heart. The villas of the pashas
dominate this ward, broken up only by the row houses and
garrisons for hired guards and mercenaries and the obligatory
taverns.
Ward Ruler: Tomuk yn Jhiavor el Kahmir, Sultan of
Palace Ward (CE hm F0) is the second grandson of patriarch
Nur el Kahmir from Manshaka (and a well-known pasha
among the spies of Calimshan). While Sultan Tomuk is an ineffectual fop and a fool, he is paranoid and constantly keeps
his grandfather apprised of who says what to him merely to
find out what he should do about his enemies. Tomuk survives here only due to the threat his presence suggests to the
syl-pashas rivals about El Pesarkhals alliance with El Kahmir.
His grandfather and his contacts have profited greatly from
the amount of information provided by the easily panicked
Sultan Tomuk, and this avails pasha Nur el Kahmir well
enough to allow his grandson to be the bother that he is.
Darehj Sabban
Other names: Mosaic Sabban.
Darehj Sabban gained its nickname as the Mosaic Sabban
due to the inlaid mosaics in many of the upraised street sections
and on the sabbans many buildings. This sabban lies west and
south of the Pashas Sabhan, resting against Armada Ward and
the Pesarkhal Wall (and Shackles Ward), and the residents and
businesses here tie heavily into the sea and slave trades.
Sabban colors: Scarlet red with varying stripes of color at
the base of the gutter/street (white, black, and yellow) for the
drudach differentiations.
Sabban mark: Five chain links in a straight line.
Khatrev Sabban
Other names: Jhambiya Sabban.
The Jhambiya Sabban gains its name and reputation for
its still-too-common assassinations within its walls. The
northern sector of the ward, Khatrev Sabban also provides
the easiest approach to the Pashas Sabban through its southern walls. Like Darehj Sabban, it is bordered by the muchhigher Pesarkhal Wall, though the gatehouses between the
outer wall and the inner sabban are not as heavily guarded
since much traffic comes in from Faiths Ward to its north.
Sabban colors: Black with varying stripes of color at the
base of the gutter/street (green, sky blue, and turquoise) for
the drudach differentiations.
Sabban mark: A curled slash with a perpendicular slash
across its upper end, forming a crude jhambiya mark.
Najlet Sabban
Other names: The Martyrs Sabban, Demonshadow Sabban.
Nearly 300 years ago during the Eighth Age of Calimshan,
a rogue tanarri rampaged through the streets of Calimport,
summoned by one of the many who sought the Calephs
Throne. It slaughtered any that crossed its path, and more
than 200 people lay dead by its hands. One herothe pashas
second son Ikham yn Herak el Najletstood his ground and
fought the demon to a standstill. Amid the rubble of two
buildings and a courtyard, the warrior Ikham and the tanarri
Chanaavokh slew each other, their final blows tying each to
the other in death in the Year of the Prancing Korred (1082
DR). Where they fell, the stones became dark red with their
blood mingling together. Ever since then, the street remains
dark with the silhouette of the dying hero and villain. Even
after the raising of the streets and the original site of the fall
more than 15 feet below, the dark outlines stained the stone
street directly overhead of the actual site (P16).
Sabban colors: Royal blue with varying stripes of color at
the base of the gutter/street (kelly green, ivory, and goldenrod yellow) for the drudach differentiations.
Sabban mark: A silhouetted head with greatly exaggerated
horns on the sides of its head.
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minor temple practices from personal prayers to funerals, weddings, and prayers for specific purposes. Only
two of the shrines are kept exclusively for prayers to
Bhaelros, so other faiths without nearby temples or
shrines do have temporary places of worship (for a price
paid to the temple, of course). Clerics remain on call in
the Initiates Plaza to collect shrine donations and attend to the faithful of whatever gods they serve.
Beyond the Inner gate lies a massive 40-foot-high
wall about 20 feet in from its exit from the plaza. It
blocks the sight of nonbelievers from gazing upon the
glory of the Great Idol of Bhaelros in the main temple.
This wall also makes the roofed temple easier to defend,
as invaders must bisect their force and move through
smaller avenues around the wall. This cathedral of sorts
is open only to Bhaelros clergy and worshipers of long
standing (or munificence). The Great Idol is a 30-foothigh statue of gold plate inlaid with precious gems.
Some say the idols adornments alone equal the treasury
of the city of Waterdeep itself! The temple and Chosen
Plaza covers its walls with fine tapestries, paintings, gold
detailing and reliquary, and awesome sculptures, all of
which venerate the raging god of storms. The faithful
believe that Bhaelros inhabits the idol and if something
desecrates the temple grounds in any way, Bhaelros and
a great dragon emerge from the ruined idol to exact revenge most foul.
P9 Villa: Pasha Synnabat
4-story Class A building and 5-story minaret
Darehj Sabban; Adhaef Drudach.
P10 Villa: Pasha Haraf
5- and 6-story Class A buildings
Najlet Sabban; Tistad Drudach.
P11 Guildhall: The Circles Ovens
3-story Class C building
Khatrev Sabban; Sraala Drudach. Headquarters of the
Most Skilled Circle of Cooks and Tasters.
P12 Villa: Pasha Kahmir
5- and 6-story Class A buildings
Khatrev Sabban; Qadeem Drudach.
P13 Guildhall: House of the Veil Gizara
3-story Class C building
Darehj Sabban; Dehk Drudach. Headquarters of the
Aromatic Order of Perfumists, Apothecarists, and
Soap-Makers.
The Pashas
Sabban
T
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Sabban
Defenses
The
Qysagghani
Fortress
Jewel Ward
[Central Ward] This ward is the home of many of the
citys whitesmiths and gemcutters, but as a place of labor (no
matter how delicate or exclusive), it is seen as a lesser place
than the equally rich but noble Grand and Palace Wards.
Curiously enough, the understreets of the Upper Muzad beneath Jewel Ward are the site of more than 60% of
Calimports illegal weapons and magic trade. The lower levels of legitimate businesses deal in like trades with equal skill,
but are less particular about their customers or the goods they
sell, disguise, or alter.
Ward Ruler: Janar yn Janar el Vyrsatyr (NE hem P8 of
Shar) is many things, including sultan of Jewel Ward, druzir
of the Octel Drudach, and the third-highest-ranked member
of the Kindly Order of Silversmiths. Most importantly to
him, he is Darklord of the Temple of Old Night and is one of
three who sits at the side of Irtemara, the Dancer before
Kalils Sabban
Other names: Butchers Sabban, Sholehfall Sabban, Vihad
Sabban.
Another of the sabbans whose name strays from convention, this one gets its name directly from the Fourth Age
Pasha Kalil Vihad, the brutal warrior pasha who personally
slaughtered the weak Sholeh dynasty to its last child. He is
yet known as the Butcher Vihad or Kalil the Bloody to the
present day, and thus the sabbans aliases. In keeping with its
mark, Kalils Sabban contains the majority of the finework
artists who create ornate weapons and hilts. While not advertised heavily, this is also the place to come if you want
jewelry or items with hidden weapons and the like.
Sabban colors: Deep purple with varying stripes of color at
the base of the gutter/street (white, black, and gray) for the
drudach differentiations.
Sabban mark: A pair of scimitars crossed beneath a skull.
Mjm Sabban
Other names: The Marriage Sabban.
The dominant traders in this sabban are silk importers and
jewelry makers and sellers. As both of the primary trades link
with marriage ceremonies, that partially provides the sabbans
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Nadana
J3
Guildhall/Minaret: Lupalidah
3-story Class C minaret
Nadana Sabban; Tiagar Drudach. Headquarters of the
Jewellers Guild.
J4
J5
J6
J7
Guildhall: Aratabarh
3-story Class C building
Mjm Sabban; Ginayna Drudach. Headquarters of the
Lock and Finesmiths Guild.
J8
J9
Sabban
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J2
Grand Ward
[Central Ward] Like other areas of the city, Grand Ward
fell victim to the Trades Conflagrations of recent years, and
much of its real estate was cleared and only recently rebuilt.
Like Emerald Ward, some areas were left cleared and Grand
Ward now encompasses the largest market area of the city.
Grand Ward is the second richest ward in Calimport outside
Palace Ward. In terms of sheer status, an address in this ward
at the heart of the city suggests one has reached the goal of
the idle life of the rich. Of course, those of Palace Ward
consider Grand Wards denizens new money and hold them
with some disdain.
Ward Ruler: Perat el Zastar, Sultan of Grand Ward (LE
hm M13) is one of the new money upstarts recently immigrated into Grand Ward from Wizard Ward. One of his greatest weapons is his vizars status within the syl-pashas court;
Perat came from Manshaka with el Pesarkhal, and aided him
greatly during the Darkstalker Wars. Now with many more
intrigues afoot, the syl-pasha may live to regret bringing this
viper into the fold, though el Zastars word is his bond, and it
will never be his hand that brings the Pesarkhal clan down.
Cajaan Sabban
Other names: Market Sabban.
This sabban fell victim to the Trades Conflagration and
less than 20 of its former buildings survived the disaster.
Where the Cajaan Bazaar once stood among four gleaming
white marble khanduqs from the Third Age, the area is now
totally wiped clear. The Cajaan Market now provides a wideopen marketplace for bazaar carts and stands to sell their
wares. Among the greatest losses were not the Cajaan Khanduqs but the gold they containedThe Conflagration turned
more than 10,000 gold pieces and 2,500 trade bars into
molten gold, and it flowed down into the Muzad where it was
eagerly claimed by the many shadowy denizens. While pasha
Nur yn Kalil el Wariq (NE hm T4) lost an inordinate amount
of money in the fires, he has recouped his losses by the fees he
charges for day (and night) staging of markets in the market.
Sabban colors: Vibrant green with varying stripes of color
at the base of the gutter/street (midnight blue, crimson red,
and wheat yellow) for the drudach differentiations.
Sabban mark: The Cajaans former signet of a fiery sun
pierced from behind by three arrows pointing southwest.
Casajr Sabban
Other names: Stars Sabban.
This area is dominated by the entertainment and some
scholarly trades. While none of the citys libraries burned in
the latest fires, the warehouses here held much of the stock
ink, parchment, and vellum used by both the Masterful
Order of Clerks, Scribes, and Scriveners and the Dutiful Circle of Binders and Printers. These items helped fuel the fires
and saw nearly a third of the sabban aflame.
Sabban colors: Slate gray with varying stripes of color at
the base of the gutter/street (tan, ivory, and sky blue) for the
drudach differentiations.
Sabban mark: A book with a five-pointed star on its outer
cover (prominent point up).
Makista Sabban
Other names: Golden Maidens Sabban.
One of two sabbans to escape much of the Trades Conflagration, this sabban seems much like the typical jumble of
shops and row houses that one would find in any city of
Faern. The only differences are that the goods are expensive
luxury items, the buildings are glazed mud-brick or carved
stone, and the winding jumble of streets have been set in
place for longer than dragons measure a long lifetime. The
Makista Sabbans bazaars, while temporary tents and carts in
most other sabbans, have become permanent additions and
sub-streets winding precariously around the khanduqs and
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other buildings. While still up on the elevated streets, Makista Sabban has always been a favorite site for thieves and
pickpockets, as the jumbled streets deter pursuers, especially
now with the ability to duck into the Upper Muzad beneath
the street and lose any amlakkar even easier.
Sabban colors: Yellow with varying stripes of color at the
base of the gutter/street (black, sea green, and ash gray) for
the drudach differentiations.
Sabban mark: The sabbans nickname and mark are derived from a 4-centuries-old festhall in the sabbanthe
Golden Maidens (see G13). The mark are outlines of four female figures set in a cross-pattern, their feet pointing together and merging.
Vahlen Sabban
Other names: Meal Sabban.
The other sabban that escaped the Trades Conflagration,
Vahlen Sabban prides itself on its many inns and restaurants
that cater to the rich and powerful. The banquet halls provide an alternate dining experience with a wide variety of
foods, cooking styles, and the like. Dining Vahlen raises a
persons status for as long as the stories of the extravagant and
expensive meals continue to interest a persons companions.
Like Makista Sabban, these buildings have been in place for
quite some time, and the lavish nature of building decorations are the only thing more enticing to social climbers than
the aromas of roast cockatrice or leg of basilisk.
Sabban colors: Scarlet red with varying stripes of color at
the base of the gutter/street (white, black, and yellow) for the
drudach differentiations.
Sabban mark: A small dagger sunk into a wedge of cheese.
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Quill Ward
[Central Ward] Just north of Wizard Ward is the area
where scholars, scribes, and learned sages congregate. Much
of the citys actual administrative work gets done here, and it
is also the ward with the largest concentration of libraries
(though most are private collections only). As it is also one
of the quieter areas of the city, it is the home for many peaceful inns and rooming houses favored by travelers.
Quill Ward, while not a recent addition to the city, has
one special feature shared only by the Pashas Sabban and adjoining Wizard Ward: It is surrounded by a ward. This field of
magic provides a number of effects for the people of Jhaapir,
Hapij, and Nasim Sabbans, though they know only of its
most basic reward: No fire larger than a hearth fire can sustain itself long under the ward, thus preventing these areas
from succumbing to the fires that periodically ravage
Calimport. The wizard Nureh yr Catahra el Namor, also
known as the Emerald Enchantress, created the ward in the
Year of the Enigmatic Smile (693 DR), to better protect her
Emerald Archives from destruction. The wards other powers
remain elusive to all but those who study the first female
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Jhaapir Sabban
Other names: Arch Sabban.
Tucked in the southeastern third of the ward and abutting
both Wizard Ward and Makers Ward, Jhaapir Sabban is the
place for the supplies and raw material traders. Thus, the
smell of ink, pressed parchment, and treated vellum wafts
through the air here. Many of the inns and lesser wizards
domiciles cluster here, glad for the quiet not found in the rest
of the city. One architectural feature in this sabban not shared
in many other sectors of the city are the arched bridges and
ramps that link the wall byways with many minarets. The
minarets, once established amlakkar or sadimmin posts, are
now public buildings where lovers stroll up to the open parapets around the domes to gaze out over the peaceful sabban.
Sabban mark: Three vertical stripes linked by two arches
near their top ends.
Hapij Sabban
Other names: Scribe Sabban.
This squat sabban is the entire western sector of Quill
Ward, and it contains the largest concentration of scriptoria,
libraries, and places of learning in the city. Despite the din of
the rest of the city, this area tends to be eerily quiet at all
times. The street level of most buildings is either personal
quarters or storage; all building entrances either have bridges
built to the byways or there are stairs to the second floor entrances of nearly all buildings. Most trade buildings herein
are row houses with living space above and below the work
spaces. Interestingly, the former gateway through the sabban
walls from Khanduq Ward has been sealed thoroughly, preventing any access into this sabban save by the byways, from
inside the other Quill Ward sabbans, or from Vahlen Sabban
in Grand Ward.
The only other claim to fame of this sabban is its illustrious former ruler. In thanks for saving a sultans life, Ali el
Samesaj gained the titles of Sultans Vizar and Druzir of the
Seven Sages Drudach. He would later inherit greater titles
and notoriety as the Grand Vizar of Calimport, but his most
immediate impression on the sabbans people was the destruction. Nearly half the buildings in the sabban fell under
the spells of Ali el Samesaj or his foes as the druzir apprehended the sultans attempted assassins.
Sabban mark: A quill with a black ink drop at the tip.
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Nasim Sabban
This sabban covers the entire northeastern quadrant of the
ward, as its purpose is to provide a buffer between Hammer
Ward and the quietude of Quill Ward. Thus, many of the lesser
businesses and laborers living quarters are found in this poor
sabban. Along the northern sabban byways is the barbed metal
spear fence that demarcates where the Pesarkhal Wall will
grow in the future.
Sabban mark: A small flame surrounding a trio of stacked
coins. The mark has been in use for more than 150 years, and
yet no one (not even sages of Calimport) can recall the origin or significance of the mark.
Q1 Business/Row House: The Halruaan Scrivenora
4-story Class B building
Hapij Sabban; Hikaya Drudach. This nonreligious
scriptorium and scriveners service provides good work
at moderate prices. The top two floors are combined living areas and offices for seven sages who no longer work
in the scriptoria downstairs.
Q2 City Building/Library: The Imperium Archives
4-story Class B Building with one cellar level.
Hapij Sabban; Naadil Drudach.
Q3 Temple: The Spell-Lords House
6-story Class A building
Hapij Sabban; Fikra Drudach. Temple to Azuth. The
greatest feature of this monument to the god of wizardry is its eastern rose window50 feet across and
made not of stained glass but permanent illusory colors
constantly aswirl only by the whims of our great god of
wizardry. Originally built during the latter years of the
Sixth Age and rebuilt more than four times since then,
this cathedral to Azuth is one of the oldest of Azuths
monasteries. The cathedral houses one of the best libraries in Calimport that is not privately owned by a
single family.
Q4 Guildhall: The Graven Word
4-story Class B building
Hapij Sabban; Naadil Drudach. Headquarters of the
Masterful Order of Clerks, Scribes, and Scriveners.
Q5 City Building: The Sultans Library
3-story Class A building.
Nasim Sabban; Eggaeda Drudach.
Q6 Temple: The Gallery Majesta
3-story Class B building
Jhaapir Sabban; Jemil Drudach. Temple to Deneir. The
first floor is the actual temple to Deneir and all who
Wizard Ward
[Central Ward] Obviously, the bulk of the citys (and the
countrys) magical might rests herein. There are many
strange sights in this ward, from the many wizards minarets
to the permanent illusions and colored wards over many a
villa. Like the Pashas Sabban and Quill Ward, the fields of
magic have been in place for some time, though unlike those
previous areas, Wizard Ward has no one overarching ward
providing benefits for all. The wards about the Etarad, Najja,
and Tarshaj Sabbans are all placed by private individuals for
their own ends. With more than 1,000 buildings within the
ward and more than a third of them the homes of wizards and
sages, one can barely presume to guess at the variety of
magical effects bound in nearly 400 wards.
Many assume this ward to be among the richest in the city,
but to look at it from the byways, it seems half-deserted and
less extravagant and magical than expected. In truth, while
there are many unique and amazing sights to see here due to
the extroverted nature of illusionists and enchanters, most
wizards keep to themselves, remain indoors in study and
seclusion, and do not seek to impress their neighbors any
more than is necessary to ensure their own privacy. The sultan
of this ward, however, does exact vows from every wizard living in his sabbansGuild Arcane membership is mandatory
for all who emigrate here, and guild rules are as strictly enforced by the guards on the streets as they are in the guildhall.
The only other distinction about Wizard Ward, which
comes as no surprise to most, is the presence of wizards
among the amlakkar. Often among the officers, there are at
least two wizards to every 10 amlakkar warriors here, and
they are armed with rods of absorption and other defensive
measures to effectively neutralize rogue wizards swiftly. Given
the amount of magic loosed in the city streets each day, this
ward is strangely safe from much of the chaos, as magical
problems are expected and ended more quickly here.
Ward Ruler: Eli yn Adnan el Beza, as Sultan of Wizard
Ward (N hm M19) and Caleph Arcane of Calimport, controls the most powerful guild and the most powerful real estate
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Najja Sabban
Other names: The Auret Sabban.
Named for one of its greatest practitioners of magic and
colloquially acknowledging its greatest landmark, Najja Sabban is the upper caste neighborhood within Wizard Ward.
Herein are the homes of the archwizards of Calimport, the
Headquarters of the Guild Arcane, and buildings of such
shapes and sizes and construction that all should be marked
as Class A landmarks were they not the norm here. Accurate
details on Najja Sabban do not do it justice, for while buildings generally remain in the same places (though not necessarily true in all cases), their external facades and shapes
might change with a whim of their magical owners.
Sabban mark: Three wands, their tips surrounded by
seven-pointed stars.
Tarzshaj Sabban
in all of Calimport (and perhaps all of Calimshan). Long bald
by choice, the sultan is tattooed heavily with magical sigils
(from trips to Thay) and other tattoos; he has a rather striking
red wyvem arcing from above his left brow around his left ear
and its tail running down his neck. The tattoos unnerve some,
but the affable sultan makes others comfortable easilyunless
youve proven yourself an enemy. His easy smiles becomes
brittle and sharp, the light in his eyes dulls to an icy glare, and
folk learn both how he came to power in Calimports Guild
Arcane and how he gained the old sobriquet of Spidermaw.
He has a unique spell that turns a silver piece into a massive
spider egg, and they either choke to death on hundreds of spiders or die of virulent poison from their bites.
Etarad
Sabban
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Makers Ward
[Central Ward] Makers Ward contains many of the
skilled trade guilds and some of the newest khanduqs in the
city. While not a socially prestigious address, Makers Ward is
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Golnar Sabban
Other names: The Builders Sabban.
In short, this southeastern sabban encompasses much of
the dirty, noisy, and thoroughly necessary builders trades of
carpentry, masonry, and the like. Tucked away against the
walls of Caravans Ward, the shipyards of Hook Ward, and
Crypt Ward, the Builders Sabban always seems full of work
and activity, providing fresh building materials for the city
that never seems to run out of demand for them.
Sabban mark: A crossed hammer and chisel.
Jaleh Sabban
Other names: Saamark Sabban.
This trade sabban adopted both the first and surname of
an incredibly indulgent and lazy pasha as its namesake, as
Saamark II of the House Jaleh spent lavishly with no sense of
the use of an item purchased or any care as to the effects of
his lifestyle. (Saamark was slain by his own guards, whose
pay had been cut to cover debts owed the Rundeen.) The
bulk of the businesses trade in luxuries, amenities to soften
life, and rare items to indulge anything from a taste for sweets
to a passion for antiquities. Not all trades or goods here are
trinkets, as many of the softer items that need creators are
created hererugs, clothing, tapestries, etc.
Sabban mark: A lions head.
home to many tradesmen on the rise, and their close proximity to Caravans Ward aids them in their businesses. Unlike
Hammer Ward, though, the variable businesses do not work
together to improve their community; rather, they work
against each other in near-constant vendettas and street
brawls (if not full guild wars) in order for one guild or family
to dominate particular trades, costers, or business deals. The
other distinguishing factor of Makers Ward is its surprising
lack of slaves. Nearly all inhabitants are free people (at least
in the strictist sense, if not in the eyes of their guilds), and
slaves, while a social necessity, are still a luxury for more than
half of those found here.
Ward Ruler: Zelmazzar el Fiqra (NG hm dual M3/F7),
Sultan of Makers Ward, is among the oldest of any government official across all of Calimshan, as he remains loyal not
to any one person but to the Calephs Throne. His many sons
work in Makers Ward or Hammer Ward, though one son
the youngest, Kholof yn Zelmazzar el Fiqrawent north
looking for adventure more than 10 years ago. (Waterdeep
has been his home for nearly all that time, where he goes by
the name Olophin and is an officer of the watch.) Sultan Zelmazzar has stayed alive and influential simply by knowing his
acquaintances motivations and desires and catering to them.
While many rivals still wish him removed, they recognize
that the syl-pasha has respect for the old man and they do
not dare act against that for fear of retaliation.
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Sojrab Sabban
Other names: Hearts Joy Sabban.
This sabban carries the name of a dynasty of pashas remembered fondly for their support of art and culture (though they
are hardly remembered for much else among the general populace). With many artists operating and competing within this
sabban, courtyards become impromptu sculpting competitions,
walls become inadvertent canvasses of the latest masterpiece
(designed only to outdo a rival, less so for arts sake), and
around it all wander the romantics, the poets, and the lovers of
Calimport. In the northeastern comer of the ward, Sojrab Sabban benefits from the quiet of Crypt and Quill Wards, and
many temperamental artists, creators, and bards flock to this
neighborhood looking for and often finding kindred souls and
old friends.
Sabban mark: A harp against a triangular field, both tapering to points on the bottom of the mark.
M1 Business/Row House: The Brothers Humuz
Armada Ward
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Tavhir Sabban
Other names: Hammock Sabban.
This sabban, named after one of the more militaristic of
the bakkal dynasties of Old Calimshan, is the barracks and
armory for the syl-pashas naval armada. The garrisons for the
Nallojal are far more unique than most military barracks
the bunks are all hammocks strung up two stories high
among ceiling beams and pillars, and climbing ropes and rigging replace floors and stairs. Within this sector, one finds
nearly any type of maritime support trade or service, and
many of them belong to retired Nallojall seamen.
Sabban mark: A black anchor.
Djenispool Sabban
Other names: Wharf Sabban, The Wharf.
The only remnant of the previous dynastys rule, the Djenispool Sabban retains its name in official documents only since
Syl-Pasha Rashid Djenispool commissioned much of the work
on expanding the docks of Armada Ward. As most sailors and
officers understand the political winds of Calimport, they all
take great care to refer to this only as Wharf Sabban, or the
Wharf. While there are a few buildings for the collection of
dock fees and minor businesses or equipment warehouses for
the League of Harbormasters, there is really little more to this
entire sabban than the docks and the ships lashed to them.
Sabban mark: The Djenispool seal of a genies lamp pouring water out of its spout, a black six-pointed star prominent
on the lamp.
A1 Garrison: The Nallojal Billets
3- and 4-story Class C buildings
Tavihr Sabban; Hikal Drudach.
A2 Villa: The Sabbalad Bartoq
2- and 3-story Class A buildings
Tavihr Sabban; Seahrm Drudach.
A3 House: Druzir and Rysal Aban el Sirsi
3-story Class B buildings
Tavihr Sabban; Khadra Drudach.
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Dock Ward
[Port Ward] Just ask anybodytheyll tell ya Dock Ward as
the most oeverything ! Such testimonials are common among
the seamen of this ward, as this ward contains many mosts for
Calimport. As the western half of the central trading and public docks, it does have the most berths for ships, including Armada Ward. It contains the most warehouses for many trade
guilds shipping their products by sea, though it does not contain many guildhalls (most preferring to be stationed farther in
the city). It also has the notoriety of having the highest concentration of festhalls and taverns for any ward in Calimport. If
folk are looking for trouble or just a rowdy time, Dock Ward is
their destination. And while all hold numerous taverns, inns,
and festhalls, the three sabbans are nicknamed according to
which place is most numerous within their walls.
Ward Ruler: Batras yn Faruk el Tuladim, Sultan of Dock
Ward (CN hm T5; Str 17, Dex 16) began his rise a dozen
years ago as the young 19-year-old druzir of Gamil Drudach.
Learning never to draw attention to himself, he played the
sniveling sycophant to his sabbalad until he could kill him
and divert suspicions elsewhere. While word of enough murders fell onto his shoulders, the vizar and sabbalad Tuladim
used his influence with the Harbormasters guild and the
shipwrights guilds to financially ruin those who plotted his
downfall. Batras, seeing the political winds shift, aided the
upstart Ralan el Pesarkhal by secretly slaying a number of the
Djenispool pashas and sultans during the Darkstalker Wars.
While he doesnt trust Batras, the syl-pasha rewarded him
with the sultans crown over Dock Ward. This alone gave
Batras far more influence within the maritime guilds that operate in his ward, though he seems content to leave the actual business of the guilds to their present pashas. Batras still
goes down to Dock Wards taverns and initiates bar brawls
that threaten to destroy whole taprooms, and the syl-pasha
and many of Batras enemies merely wait for this liability of
sorts to meet a well-deserved end that they can all then manipulate to frame other enemies. Of all the sultans, Batras has
no designated heirs or family, and many line up to be his
friend and vizar until they can kill him for his crown.
Aktorral
Sabban
Jarz Sabban
Other names: Festhall Sabban.
Sabban mark: A pair of dice (or simply cubes, where the
dice are worn smooth by people touching them for luck).
Ylar
Sabban
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spies guilds, but the Darkstalker Wars and the pressures from
the Four Families either subjugated the halflings or absorbed
them into their own ranks.
D11 Guildhall: Shelamardah
3-story Class C building
Ylar Sabban; Affar Drudach. Headquarters of the Loyal
Order of Fishmongers.
D12 Villa: Pasha Badayin
5-story Class A buildings
Ylar Sabban; Bitait Drudach.
D13 Villa: Pasha Ydarit
5-story Class A buildings with minarets
Ylar Sabban; Bitait Drudach.
Hook Ward
[Port Ward] This ward takes in the remainder of the public docks (the eastern third) and actually contains the shipyards that service the port. Many of the seafarers guilds place
their guildhalls within its borders. While many of the monied
classes make little distinction among the Port Wards, Hook
Ward stands out as an area equally balanced between commercial and military influences. It has a far more subdued
military presence than Armada Ward, and it is far cleaner
and more organized than the rowdy Dock Ward.
One of the factors that also separates this ward from its adjoining Port Wards is the predominance of maritime temples.
All of the major and minor gods of the seas have temples or
shrines within this ward, though very few stand out as sites of
excess as the temples of the upper city can be. With these
temples close by, many of the other temples sent proselytes
and new acolytes down to the markets and dock areas to
drum up attention both for their god and their temples. Hook
Ward often becomes a flare point between the faithful of opposing churches as their streetside sermons attempt to draw
new arrivals in the city to their houses of worship and more
often lead to proselytes tussling in the streets and leading to
the maxim often heard that Hook Ward has a holy war at
least twice a day!
Ward Ruler: Tahyr yn Ralan el Pesarkhal, Sultan of Hook
Ward (CC hm F8) also answers to the title of Ralbahr of the
Nallojal, the commander of the navy with only his elder
brother and father to answer above him. A decent, hardworking seaman and officer, Ralbahr Tahyr controls both his
navy and the docks of Hook Ward for three reasons: loyalty
to his father; an consuming hatred of Rundeen pirates (ever
since the death of two beloved brothers and his young wife at
their hands); and despite a distaste for politics and intrigues,
Tahyr as the second son did not wish to hand some of his
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Ajvent Sabban
Other names: Shipwrights Sabban, Sails Sabban.
This sabban exists only as a marked division from the
other sabbans of the ward. In truth, it is the entire shipyards
of Calimport under the shared control of the sultan and ralbahr Tahyr el Pesarkhal, the sabbalad Saibh el Daafib, and
the pasha of shipwrights. Of course, the sultan has the ultimate authority, but he allows his underlings to manage the
day-to-day operations with the understanding that his ships
and their maintenance or repairs take precedence over all
other customers, including visiting allies ships.
Sabban mark: A leaping dolphin atop a curling wave.
Erar
Sabban
Osiir Sabban
Other names: Harbor Sabban.
As this is the sabban wherein the captains of all incoming
ships must register their ships and pay docking fees to the
city, Osiir Sabban has become Harbor Sabban for many. Even
those who docked elsewhere along the port consider this sabban the entrance to the city, as no more than five people can
exit any ship until docking fees are cleared with the harbormasters, and thus this sabban controls entry into the city in
its own way.
Sabban mark: The silhouette of a single-masted ship with
full sails seen from the side.
Hk1 House: Druzir Kemmel
4-story Class A building
Osiir Sabban; Biguh Drudach.
Hk2 Guildhall: Kealzas Home
3-story Class C building
Osiir Sabban; Biguh Drudach. Headquarters of the Sailand Rope-Makers League.
Hk3 Temple: Lighthouse of the Moon
5-story Class B building with 6-story minaret
Osiir Sabban; Piqaz Drudach. Temple to Selne. The
unofficial lighthouse inside of the harbor walls, the
Lighthouses mirror atop its central minaret coalesces
moonlight on all nights (except the one night of the
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Caravans Ward
Drakhon Sabban
Other names: Stallions Sabban.
By its alias, this sabban is easily identified as the stables
area, the markets for the buying and selling of horses (and
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Pahlemm Sabban
Other names: Oxen Sabban.
The noise and dust of the cattle drives echoes throughout
the artificial canyons of row houses in Pahlemm Sabban.
This sabban is home to the cattle yards, some slaughter
houses, additional tanneries, manure pits, and other assorted
businesses tied to the cattle industries of the northern
shanates. In order to disturb the fewest people, the slaughterhouses rest toward the outer reaches of the city against the
walls of Crypt Ward, and the cattle yards are farther toward
the southern end of the sabban. Given the lesser defenses of
the eastern city, the Cattlemens House makes frequent use
of mercenaries to protect the penned cattle from wolves and
other predators (especially those attracted by the smell of the
slaughterhouses).
Sabban mark: A steers head with enormous horns
Thytos
Sabban
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Calimport Muzad
K
nown by a multitude of names from the Muzhahajaarnadah to Calimport Below, Dark Calimport, and most
often just the Muzad, the deeper city beneath the streets of
Calimport is just as exciting and lively and dangerous as the
sunlit metropolis above its stony ceilings. The Undercity of
Calimport is more than just a series of sewers and waterways-there are whole streets, buildings, courtyards and
great halls, and other areas long buried and forgotten. With
the many series of disasters to strike the city over the centuries, it is not hard to believe the rubble was often simply
built over after great destruction and whatever fell beneath
the rubble was considered gone.
Since it encompasses the sewers and areas beneath, the
Undercity ranges from 20 feet beneath the raised streets of
Palace, Grand, and Emerald Wards to nearly a half-mile beneath Calimports sewers. There are so many mysteries hidden
in the depths and the darkness of Calimport Muzad that they
compare equally to the ruined wonders of Shoonach and
Myth Drannor and the horrors of Undermountain beneath
Waterdeep. There are a number of regions defined among the
shadows, and what little there is to know is far more than
most are willing to learn of the darkness beneath them.
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The Sewers
The sewers, as described earlier, are 15-foot- and 30-foot-wide
sewage-filled tunnels with sluice gates and some flowing water.
Access paths alongside the main tunnels allow a slightly more
sanitary passage through them, but these paths are far from
being safe walkways. And the sewers are not simply filled with
waste and refuse....
There are at least two separate sewer systems in
Calimport, one of which was nearly destroyed centuries ago
and replaced by the newer sewers as discussed above. The
abandoned tunnels, while partially collapsed and destroyed
or blocked in places, provide homes and byways for other
creatures capable of maneuvering the tight spaces and reaching long forgotten cellars of buildings buried into the Muzad.
These Lost Sewers have been conquered in most areas by a
number of wererat consortiums which number no less than
500 wererats in total throughout the Muzad, in at least seven
separate collectives. Their leaders, more cunning than previous wererats, have linked their Lost Sewers with the current
sewers, and they use these to attempt to usurp the surfacecontrolled thieves guilds from here in Calimport Below.
Other lycanthropes have joined with the wererats, and the
Wererats Guild (as they call themselves) have their enforcers in six wereboars.
items. The most common form of secrets and lore traded are
tales told to one anothertheir truth or their falsehood are
up to the DMs.
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The Erar
Campaign
his chapter has a far sharper focus than the previous one in that it examines
only one sabban and only one drudach within that sabban. Thus, this area easily becomes a major campaign area for PCs within Calimport, where the PCs
know the most people and can recognize sites easily. From the DMs perspective, this sabban and drudach give details and examples that can be used as
models for the rest of the city as well as being adopted as is for a campaign based in this sabban.
After all, the previous chapter gave but a brief overview of the city, pointing out only the notable
sites and details. Now, with the Erar Campaign, everyone gets a better look at Calimport and
helps make it come alive.
Below are overviews of Erar Sabban and its drudachs, broken down as in the previous chapter. Following that are a number of personalities important to the sabban as a whole, including
a number of villainous groups and some of their plans for mayhem and murder both in the sabban and the city at large. Next comes the close-up analysis of Taorahl Drudach, again followed
by important NPCs.
Erar Sabban
rar Sabban is the central sabban of the trio that comprises Hook Ward. While Ajvent
Sabban encloses the massive shipyards of the city and Osiir Sabban to the west handles
the management of the docks and harbor, Erar Sabban acts as a receiving area for newly arrived dignitaries, an embassy area for many foreign powers, an unofficial meeting place for many
adventurers arriving in Calimport, and the least dangerous section of any of the Port Wards.
The three drudachs of this sabban divide their defining traits by their services; one provides
most of the lodgings, the others, the commerce and the merriment.
While also known as Wyvern Sabban due to its mark (see below), this sabbans most common alias is Wraith Sabban. This name comes from a short-lived dynasty of the Eighth Age,
roughly 200 years ago. It ties to that dynastys tragic end; the fourth son of the last Erar pasha
was an evil necromancer imprisoned alive within an unmarked tomb in the Muzad. During the
Time of Troubles, the magic that sealed the wrathful creature inside his tomb failed and the
Erar Wraith prowled the shadowed streets of Calimport for years. While many believe the
wraith was destroyed by Javir yn Zamar el Hosaan (see TD32) in the Year of the Gauntlet (1369
DR), mysterious deaths from time to time are still attributed to the Erar Wraith.
Sabban Mark: The sabbans sigil originally was a war hammer with the silhouette of a
wyvern in flight behind it; while some walls retain the original seal, most people recognize
the rough shape of a wyvern volant and consider that the sabban mark.
Bajit
Drudach
As stated above, the drudachs divide their priorities in what they offer the sabban, and this
method does help maintain order by isolating pockets of trouble where more amlakkar can be
brought to bear. Badjit Drudach is the entertainment drudach, where the majority of the sabbans
taverns and festhalls can be found. Directly on the waterfront, this is the most famous of Hook
Wards drudachs due to the presence of Sharess great temple: The Festhall of Eternal Delight.
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Taorahl
Drudach
Tynars
Drudach
The Garrisons
Given this sabbans importance to the syl-pashas long-term
plans of expanding Calimshans foreign trade, it demands additional security. While each sabhan normally has a sadidah
(army garrison) and at least two amlakkhan (watch barracks/HQ for each drudach), Erar Sabban has two minarets
dedicated to its defenses, two sadidah, three amlakkhan, and
an additional garrison of troops specifically assigned to the embassies. The following are the breakdowns of what to expect
out of a standard sadidah, amlakkhan, and amlakkhan minaret.
Amlakkhan: On average, Amlakkhans stand two levels
tall with entrances at street, byway, and rooftop levels (with
parapets atop the building). Externally, the second level has
balconies from which archers can fire down upon troublemakers or leap to a lower rooftop nearby to take up the chase.
In general, there are at least five rooms per level, two of
which are never accessible from outside (for dangerous prisoners or weapon storage). The lowest floor contains cells for
prisoners and a barracks for 12-16 amlakkar; the second floor
provides the offices and living quarters for the amlak commander (often a yuzas or captain), three other officers and senior amlakkar, and the armories. One armory contains nonmagical weapons, and the other has the magical weapons.
When fully equipped, an amlakkhan armory contains 20
scimitars, 24 spears, 12 long bows and 180 arrows, 40 daggers,
and 16 nets for capturing animals or miscreants of all sorts.
The magical armories tend to have six to eight magical weapons such as scimitars +1, longbows +1, or wands of some
type wands of paralyzation or wands of lightning are the most
common for the amlakkar. There are remote possibilities of
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he key below takes a broad look at the sites within Badjit and Tynars Drudachs. Like the City Ward Key from
the previous chapter, the key lists buildings and sites from
west to east and from north to south.
ES1
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74
Taorahl Drudach
T
The Embassies
These beautiful houses or villas provide free living space for visiting dignitaries and officials of various foreign powers. Visitors soon
learn that local pashas and businessmen spend great sums of
money to endear themselves to new business, and the use of these
embassies allows some measure of safety and control over these
meetings. As so many are eager to please the guests of the city, the
local businesspeople provide most of the food and drink, having it
brought it from surrounding taverns and inns. It is an understood
social rule, however, that any who occupy one of the embassy
houses must sponsor a gala at the residence a night or two before
departing. Everyone settles any final business then, and the local
pashas and social climbers get one last chance to endear themselves (or slander their political enemies) to other powers.
In general, visiting officials bring their own guards and
servants, but the mercenaries guild always insists on no less
than 25 guards per embassy for his eminences safety, of
course, and provide more than enough warriors to fill these
guard contingents. While the current method has trusted servants traveling with and providing for their masters upon arrival here, more binding and successful relations may set up
permanent ambassadors and their support staffs herein. All
parties agree this step is at least a year off, but visits from the
Thayvian and Cormyrean trade delegates occur with greater
frequency each month.
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business, Nur plans to take the matter up with the sabbalad. Until that time, Majaan Silvers still delivers
quality silverwork at reasonable prices.
Fadilas Slippers and Boots (In TD14): Fadila el
Voexil (NE hf F0) is the aging widow whose name
adorns the khanduq shop, though she has little to do
with the making or sale of these wares. Her fraternaltwin grandchildren Harun (N hm C1 of Sharess) and
Oma (NG hf B1) make and sell the shoes capably, but
their hearts are not in their work. Fadilas reputation of
being able to create a copy of any footwear brought into
her store comes to mind only among those old enough
to remember Fadilas long-lost youth.
The Yuadarzah Scimitars (TD11): While Nadim el
Tuvok (CE hm T5) rarely wears a pleasant face or
speaks a kind word, his scimitars and jambiyas are of a
quality with which few argue. His prices, however, reflect both his understanding of his work and his ugly
temper, and those who argue with him (beyond the
simple haggling expected throughout Calimshan) about
his prices sometimes find themselves on the business
end of the products they wish to purchase.
Wandas Silken Fineries (TD12): Wanda Sildenmar
(NE hef M6) runs this shop, often wearing some of her
products to heighten interest in her raw silk scarves,
veils, and curtains (if not bolts of silk, which take some
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78
wall (once used to hide contraband before Tomeds arrival). Tomed (N hm F0) knows of this, but he does not
share this information with anyone, for one of the three
chambers has a clairaudience effect that relays all the
talk within the taproom of Chedlaras Kisses (TD36),
no matter how softly whispered. Tomed has learned
many secrets by sitting in this room and listening intently, but he does not sell any information for fear of
the spies guild forcing him to join and reveal his secrets. He acts on gossip only to help friends and to upset
his rivals.
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of that line died out seven years ago and the villa came
into the hands of the syl-pasha. Most notably, it is the
final resting place of the wizard and lich Kadiva the Jade
Jhasina (LE hef M16), who was destroyed in the Year of
the Shrike (1196 DR) though her phylactery was never
found. Her ashen remains lie sealed in a platinum genie
lamp inside a floor crypt within the khamarkha.
TD35 Villa: Ralbahr Tahyr el Pesarkhal
3-story Class A buildings
Erar Sabban; Taorahl Drudach. The Sultans Palace, as
this compact and spartan villa has become, gleams
brightly in the sun. Its solid, squat construction only attracts the eye due to the ornate mosaics covering the
granite-block walls. Of the three villas Tahyr controls in
this sabban alone (of nine in all throughout Hook
Ward), this is the simplest, which is why he chooses
here to live. A former vizars villa directly attached to
the villa of Sabbalad Khomaya, this palace suits the
sultan well when he is in town, rather than off at sea.
This spartan attitude is understood by few in the sultans
family, least of all his sister.
Sabbalad
Khomaya
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need a place to stay, and he helps out when her patrons get
too rowdy. Secretly, the pair brew their own ale rather than
pay for Golden Sands products, and Taors heavy bribes keep
this hidden for now.
Meriel el Gaaran (TD8): Widowed owner of the Blue
Wyrm, the lovely Meriel (N hf C2 of Sharess) once danced
among the clergy of the Festhall of Eternal Delight before she
became Tomed el Gaarans wife. Tomed died in what all
knew to be a staged knife fight a few days after he threw a
pashas drunk son out into mud far beneath his station, and
only the sultans swift intervention kept Pasha Baadilhaela
from either claiming or destroying the Blue Wyrm. Meriel is
a bitter, brittle woman aging faster than her years, and only
the kindness of her daughter, neighbors, and Taor keep her
spirits up.
Hala (TD8): M eriel and Tomeds daughter, Hala (NG hf
F0) is a spritely young girl of 16 years who can hold her own
against the adventurers that frequent the Blue Wyrms taproom. Her most striking feature is her brilliant red hair,
which she wears in a waist-length ponytail (weighted within
by lead, to be swung as a club against any overzealous hands).
She and Jabal have a series of hand signals to identify
troublemakers.
Jabal (TD8): M eriels oldest friend is the hunchbacked
Jabal (LN hm F3; Str 18(35)), whom she found in the streets
and took in out of pity. The lad grew strong, though his
misshapen back never allowed him to stand upright. Still,
with biceps as large as most peoples heads, Jabal has been
Meriels and Halas most loyal (and effective) defender for
more than 20 years. He likes Taor Adhalan of the Silver
Circles immensely, though the innkeeper still flinches when
he looks at the hulking Jabal.
Butrys the Blind (TD8): One of the regulars at the Blue
Wyrm is Butrys (CN hm F0), a blind drunkard who was once
a sage and longtime friend of Tomed. Though Pasha Baadil-
haela had him blinded and his library destroyed more than
10 years ago, Butrys still retains much of his knowledge due
to an eidetic memory and a once-magnificent library on elves
and their history in the Empires of the Shining Sea. Where
he once commanded princely sums for his lore, all it costs
now is a night of ale.
Melek el Veryn (TD2, 8): A young man just beginning
his career among the amlakkar. Melek (CC hm F2) already
grows tired of the soldiers life and the expectations his moneyed family has for him once his rank rises to a point where
he can be of more use to them. When off duty, Melek avoids
most of his amlakkar associates and gravitates to the Blue
Wyrm to hear tales of dungeons and dangers. Melek would
abandon the amlakkar to venture to the exciting North . . . if
only he had the courage to begin.
Musar Maryn el Eramor (TD2, 8): Maryn (LE hem
F3/M3) Melek's immediate superior and (as he sees it) his
mentor. The arrogant but still affable musar (sergeant) constantly seeks the spotlight and brazenly shows off his half-elf
ears and talents, much to the chagrin of Yuzas Fadaffed.
While a bit hard-hearted at times, Maryn honestly likes
Melek and some of his friends at the Blue Wyrm, and both
have begun thinking life might be better out from under the
oppressive amlak yuzas they both serve.
Tasyn (ES5): A person of the shadows and the streets, no
one knows if Tasyn (NE hm T3) ever had another name or
title. Now, he works for Pasha Tehibi and he wanders all of
Erar Sabban spying on people and places for his master.
Tasyn is a weakling and he covers away from physical confrontations, but he gains his revenge by planting rumors in the
right peoples ears about anyone who crosses him. Thus
weasel in human form has even betrayed his own master by
reporting much about his activities to the alluring Voraya in
Calimport Muzad.
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The Armory
Arcane
agic and corruption flow equally thick through the streets of Calimport, and
there are more unique magical items in this city than in any other, excluding
perhaps Silverymoon and Waterdeep. Below are a variety of items and artifacts, all with histories as impressive as their powers. Their appearances are
detailed, and those appearances are some of the reasons many items are lost to
those who seek them. The importance of tale-telling has often changed the legendary appearance of an item for a story, and folk sometimes forget what the item in question actually looks
like or exactly what it truly does. Thus, given the elaborate nature of Calishite legends and
myths, many folk are often disappointed when they find Maryns Maul, an item with alleged
world-shattering powers, only to discover it to be a common hammer of thunderbolts.
Battlecloak of Vycaena
hile appearing as a common but voluminous cloak of emerald-green silk trimmed with
gold thread, the Battlecloak of Vycaena is notable only by its clasps. Made of thick gold
with a tiny emerald set at the center of each, the clasps are large disks engraved with the swordand-shield seal of House Asada, a long-extinct Memnonite clan of Calimshans Seventh Age. A
small but strong gold chain that hooks behind the left disk links the disks.
History has lost the origin of the blood feud between House Asada and House Najjar of Almraiven. All that can be uncovered is that the hatred began during the early decades of the Sixth
Century Dalereckoning, when both houses created items of power to aid their sons in the feud,
and that both houses were extinct by the end of the Seventh Age. Since their falls, the items either have been destroyed or claimed by others; of them all, only the Battlecloak of Vycaena and
Najjars Cloak of Weaponry remain known to the modern Realms. Since the fall of El Asada, the
battlecloak has been worn by more than 200 warriors and priests, and it has traveled to such faraway places as Luskan, Damara, and the Dragon Wall of Shou Lung.
The battlecloak magically provides an AC5 and a +1 saving throw bonus vs. spell. These benefits are negated if any physical armor is worn beneath it. Its primary purpose, however, lies in
its golden clasps, which can magically store one sword (up to bastard sword size) and shield (up
to large, round shields) inside the clasps, hidden from view. All the wearer needs to do is touch
the clasps (often by crossing his arms across his torso, right hand grabbing sword and left arm
taking the shield) to release the stored items. The sword and shield instantly materialize in the
wielders hands and can be summoned and used in the same round with only a +1 penalty to the
users initiative. While the stored items can be magical, they cannot exceed the size limits noted
above, nor can the disks store anything but one sword and one shield. Characters can place
their own weapons in the battlecloak, or it may be empty when found.
Last Known Location: The last confirmed sighting of the battlecloak was in the Battle for Kzelter. Adanh yi Almraiven, a previously unremarkable Calishite mercenary with the Tethyrian
garrison, used his martial skills and the battlecloaks magic to great effect in holding the helmed
horrors and their priestly masters in the town square, allowing many other soldiers to flee their
fallen post. As Adanh did not survive the fall of Kzelter, the battlecloak is in the hands of Teldorn Darkhope. Given his foreign birth and lack of historical knowledge, he likely does not
know realize the power of the item he holds and may simply be using it as a decorative cloak.
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Codex
Thealnakkar
T
themselves. There are seven separate enchantment procedures involved in the creation of mosaics, and all must be cast
under specific conditions and preparations. They are not
listed as individual spells, as they mimic many of the Wizard
Item Enchantment Spells listed in Volos Guide to All Things
Magical, and they are more adaptations of those spells than individual spells of their own. Within Thealnaks tome, they
have informal names scribbled in the margins. These were
made more formal in the Pagina under the names below. The
process of creating Calishite mosaics follows these enchantments in this order:
Savilars Sanctifying Touch: The first stage purifies all the
components of the mosaic.
Savilars Atunement: This stage readies the materials to store
enchantments.
Savilars Imbuement: This stage allows materials to absorb
spells cast upon them without having the spells activated during their castings. This is by far the longest of the stages, taking days to cast (both Savilars enchantments and the actual
spells involved).
Savilars Ineffable Augmentation: The next step in the enchantment process magnifies the spell effects stored within
materials.
Savilars Arcane Colors: This illusion enchantment sets a visual field that shows where the mosaics are to be set and what
they will appear as when complete. This enchantment lasts
for two days or until the final stages, whichever occurs first; if
the Arcane Colors dissipate before the mosaics are set, it ruins
all previous enchantments as well as the materials, and the
whole process must be started anew.
Savilars Shattering: This crucial stage takes the large pieces of
stone or metal and magically shatters them into the mosaic
shards needed for the artwork. The largest pieces formed during this stage are the size of a mouses eye (a component of the
spell) and each piece contains the full magic set during the
early stages. There is always a release of magic with the shattering, primarily as a rainbow of light, and this purifies the
area wherein the mosaic is to be set.
Savilars Communion: With the caster now having all the raw
materials enchanted and ready for the final artworks creation,
this stage weaves the component materials & spells into a
beautiful, floating dance of magic and mosaic chips. While
some speculate this was a stage made to amuse the exhausted
casters as the chips whirl and dance among winking lights and
sparkling webworks of magic, it is an important stage of balancing all the disparate materials and magic so they will not
disrupt each other.
Savilars Stonedance: The final magic then weave the actual
mosaic, drawing the materials out of the air (placed and hovering there during the Communion) and placing them within
the Arcane Colors enchantment. This stage can be undertaken as swiftly as one turn after the Communion is complete,
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Calishite mosaics
An almost unheard-of magical construct outside of the Empires of
the Shining Sea, the ancient mages of the Shoon Imperium devised ways to embed magic into mosaic stoneworks, allowing magical effects to be placed on floors or within walls. Calishite mosaics
are a delicate but beautiful blending of magic and stonework that
often are static sites of magic almost like dead- or wild-magic
zones, yet they function as normal spells and Items. Saving throws
against the mosaic effects are at -1 if a person is in physical contact with the mosaic (-2 if touching by bare skin) and +1 if only
one extremity is in contact. Unless otherwise noted, the duration
of mosaic effects is generally 1d10 rounds (the effect sometimes
continuing after contact with the mosaic has ended). Many offensive effects (flame strikes, magic missiles, forcecage, etc.) are instantaneous and erupt upon contact (with an initiative rating of 2).
In general, Calishite mosaics mimic spells and effects just as
magical wands and rings do. In other words, if an enchantment or magic can be used in rings or wands, it can be embedded with slight modifications into mosaic patterns. Examples of mosaics from the Shoon Imperium include:
l mosaics of scrying: Contact with a particular formation within
the mosaic allows the caster to mentally scry the true thoughts
of others in contact with the other parts of a room mosaic
(such as a mosaic laid into the floor of an audience chamber).
l mosaics of sending: When casters touch these, an illusion of the
caster arrives at any of the mentally-chosen other mosaics of
sending linked to it (or at least those that were known to the
user). The illusion acts as a project image in terms of communication, allowing the illusion to act as eyes and ears but not
allowing spellcasting at the sending site. In effect, this is
merely a substitute for crystal ball scrying.
l mosaics of shielding: Similar to the shield spell but larger than
one person and acting in a radius, these mosaics still lie beneath the beds of royalty in Tethyr and Calimshan. The shield
can be activated either verbally after turning in to provide a
field of AC2 against attack, or it automatically can react to
missiles or certain magic spells from slaying the sleepers. This
shield can also be set to protect rulers on thrones.
l mosaics of spell-storing: If the person standing upon one of
these mosaic knows the command words, she can merely walk
to the mosaic, touch or step on it, and activate the spell as if
she wore a ring of spell-storing. These mosaics are rare, as one
use often revealed their location and spells, thus negating
their surprise use; still, the gold-and-garnet patterns are
among the most powerful of mosaics.
l mosaics of teleportation: Found only on the Imperial Mount of
Shoonach, these mosaics allowed the qysar to move almost
instantaneously from one mosaic to another, allowing quick
escapes and instant access to remote sites otherwise sealed off
from normal entry. (In other words, Shoon VIIs hidden spell
libraries, caches of healing and other magic, etc.). Since the
fall of the Shoon, the secrets on how to link and create two-
way teleport mosaics have been lost; it is possible today to enchant mosaics for set locations but this travel is only one-way.
More than a dozen agents of the syl-pasha (who wants these
mosaics to allow swift travel from his Court to other places of
power) have been sent to Shoonach to investigate the old
mosaics, and all of them fall to return.
mosaic of truth: These were secretly set in the dais before the
Qysari Throne, and courtly propriety demanded that the person stand, kneel, or grovel there before the qysar. Enspelled
just as a ring of truth, the Shoon ruler thus guaranteed he always heard the truth from underlings.
mosaic of warmth: As expected, these were placed within the
decorations in the baths and kept surfaces, bathers, and waters warm.
Halasahrs
Slippers
T
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Harness of
Defense
T
Armor Class
8
7
6
5
4
3
2
1
0
Janyras Rings
T
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that she tried to end the rule of Shoon IV and restore both
Tethyr and Calimshan to freedom under their own rulers. As
the beautiful and magically skilled first wife of a high-ranking
Shoonite nazir (prefect), the Tethyrian-born Janyra had access to the Imperial Mount in Shoonach and worked her way
into the confidence of other wizards in Shoon IVs court. She
created a number of powerful items, but her greatest works
were these three rings and the great Tome of Secrets (which is
now known simply as Janyras Tome). For more on the rings
and the tomes history, see Artifacts below.
The rings scattered after Janyras fall (as designed to do),
and they have since served many masters without ever fulfilling their true powers. While they all bear other names and
other powers (noted below), their primary purpose was to
protect their wearers from the effects of the Tome of Secrets.
Thus shielded from the mind-draining magic of the artifact,
the wearers of these rings alone could open and read the tome
and gain the knowledge stolen from so many others. Janyra
never got the chance to glean knowledge from her own tome
other than during its development. Of all who have ever
learned of the hidden powers of Janyras rings, only Shoon VII
and Shangalar the Black of the Twisted Rune have ever perused Janyras Tome safely.
All Rings: A hidden enchantment on all these rings
makes them permanently bond with the wearers finger, and
will not be removed until the death of the wearer or the severing of said finger or hand. When such an event occurs, all
of Janyras rings teleport unerringly to their designated heirs
(chosen at some time while the ring is first worn). If no ringheir exists or one was not chosen (by someone not knowing
what ring he was wearing), it will teleport 2d100 miles away
from the location of its previous wearers death.
Janyras Ring of the Forest (Emerald): This ring provides animal friendship at all times, and entangle can be cast
three times a day.
Last Known Location: This ring resides on the left hand of
Phaara Quickbow (NG hef F8), an adventurer from Mosstone and a caravan guide through the Forest of Tethir. Her
elf paramour found the ring at the bottom of a spring-fed pool
in the forest and gave it to her as a betrothal ring. She knows
the ring wont come off but has not made an effort to learn
any more of it.
Janyras Ring of the Night (Jet): This ring provides a
base (or bonus) 65% chance to hide in shadows at all times. It
also can cast darkness 15 radius three times a day.
Last Known Location: This ring once rested on the finger
of Shangalar the Black while he lived, but upon his death
and metamorphosis into the lich he remains today, the ring of
the night vanished from his hand. It was last seen in the Year
of the Gauntlet (1369 DR) among a pile of wagers for a highstakes card game in the Yawning Portal in Waterdeep. A
brawl broke out and after the fracas settled down, more than
half the money and the ring had vanished.
Janyras Ring of the Sea (Sapphire): Janyras personal
ring provides constant powers identical to a pearl of the sirines.
Three times per day, the wearer can also cast create water as a
5th-level priest.
Last Known Location: This ring currently rests on the finger of the wizard Jakal (CG hm M16), a tutor at the Mystics
Academy in Llorbauth on the Deepwash. As he discovered
the ring in the tidal pools of the Deepwash, he assumes that
Janyras Tome is somewhere under the seas surface as well and
has spent years seeking it. He knows the power of the ring he
bears and wants to gain the tome to share the knowledge in it
with his students at the Mystics Academy.
Najjars Cloak of
Weaponry
T
Saarkanlyths
Antaglass
A
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son until within 30 feet of the other. They will then recognize each other immediately for what they are and must
make Intelligence and Wisdom checks (-3 penalty) to resist
immediately attempting to kill their "other.
Last Known Location: The mystical mirror was last seen in
the cellars beneath the main villa building of the lady Lanciya Dinahar of Westgate in the Year of the Bow (1354 DR).
A friend of the family, a sage of mystical items by trade, told
the lady what she had bought as a gift for her daughter, and
the antaglass was covered by burlap (so as not to draw attention to it) and placed within a former dungeon cell behind
the wine cellars. While the sage insisted that Saarkanlyths
antaglass should be studied and kept safe by such groups as the
Harpers or the War Wizards of Cormyr, the ever-paranoid Dinahar clan members prefer to hold on to the mirror, for fear
an enemy of theirs might get hold of it. No one has checked
on whether the mirror is still there for more than a dozen
years, for fear it might be activated, and it is up to the DM as
to whether or not it remains dust-choked in a cellar or stolen
long ago by ambitious and crafty thieves.
Akkabar Shoon before the full rise of the empire, this battleblade
ring was among the items of power he used to destroy the previous ruler and place himself on the throne of Calimshan.
Annulus Conflagros: This ring has the powers of a ring of fire
resistance plus a wand of fires abilities with more application:
burning hands three/day, pyrotechnics at will, fireball (6-dice
2/day), wall of fire l/day. This item was the ring of Shoon III
and the second of the Qysari Rings.
Annulus Qysarus Major and Minor: Shoon IVs major ring
alone acted as a ring of spell turning; the minor ring functioned
singly as a ring of spell storing. But when worn together, the rings
combined these two powers with that of a ring of vampiric regeneration. This power absorbs spell energy and transfers into
hit points for the wearer of both rings. Likewise, the wearer can
give up his own hit points to increase damage of spells stored in
the minor ring. For example, a stored fireball and the sacrifice
of 1d10hp, each damage die adds +1 point of damage (a 6d6
fireball would therefore gain a +6 bonus to damage).
The Dual Ring of Velsharoons Bindings: Formerly a dualring worn on little finger and index finger, a small chain connecting the two, this unique item provides both a constant
protection vs. undead (as the scroll) and a +3 saving-throw
bonus vs. necromantic spells. Empress Shoon Vs phobia regarding undead saw this item made.
Qysarus Secretus: Shoon VIIs primary ring cancels all scrying
and detection (by alignment, ESP, life force, psionic, or any
other form) attempts.
Unicorns Bane: Another of Shoon VIIs rings, this one is a
specialized ring of teleportation that allows the wearer to name
a race, species, or even a particular person known to the
wearer and to teleport to within 1d20+10 feet of that target.
The items only limit is that it only works within a two-mile
radius. This ring is how Shoon VII managed to find and slay
so many unicorns so easily.
Xamars Baldric
A leather baldric tanned from a black dragons hide and
cured in spiders venom, it fuses with the wearer once put on,
becoming like a black-scale tattoo across the chest of the
wearer. It grants the following powers:
l
Spider climb at will
l
Immunity to all poisons
l
+4 AC bonus (AC 6 minimum)
l
Strength +1
l
Poisonous claws that inflict 1d4 damage per strike,
plus Poison Type A 2/day
Curse: After 2d6 years of wearing the baldric (and removing after it is donned requires at least a limited wish), the fate of
the items original owner catches up to the wearer. A greedy
Calishite thief forced a mage to create this for him but did not
understand the items curse, and after building up his name
and that of his item for nearly a decade, he transformed fully
into a giant spider. This same fate awaits anyone who is cursed
to wear the baldric, whether the powers are used or not. Legends that goes along with the item mentions that all of its
wearers disappear after about 10 years or so, but theres never
a mention as to how or to where. The item returns to its material state once the transformation into a giant spider is completed. Methods to remove the curse, if any, are left to DMs to
determine but they should be extraordinarily difficult.
Artifacts
M
History
Janyra was the wife of a high-ranking court nazir and had created a number of magical items for the qysars court in the past.
Unknown to her husband, Janyra in truth worked against
Shoon rule as a Tethyrian rebel, and in that work the Tome of
Secrets was born.
Janyras Tome was created in concert by Janyra, a priest
of Deneir, and an elf from Shilmista. Created over the
course of 21 years along with Janyras rings (see above), the
Tome of Secrets was originally planned to be a way of quickly
and completely sharing information between mages, priests,
and all those allied in the cause of bringing down the rule of
the Shoon over Tethyr and the other lands of the Empires
of the Shining Sea. Due to problems during the enchantment process (born of attempts to mix elven spellcasting
with human wizardry and priestly magic), the Tome of
Secrets came into being, its power far less controlled and far
more malevolent than planned. Still, with their great artifact in existence, the plot to bring low Qysar Shoon IV
moved on.
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In the Year of the Magethunder (255 DR), the Tethyrianborn Janyra put her decades-long plan into action. Presenting Qysar Shoon IV with her book, the Tome of Secrets immediately began draining the qysar of knowledge and kept
him from spellcasting as well. Janyra immediately launched
into spell battle while he remained magically locked to the
book. Had no others been in attendance that day, Janyra
might have become the greatest Tethyrian heroine as the
Slayer of the Shoon. Instead, the court erupted in chaos, and
just as Janyra was to incinerate the qysar with fire, she died at
the end of her husbands own scimitar. Others pried the tome
free from the qysars magic-frozen hands and died as their
minds entered the tome.
The Tome of Secrets remained in Shoon hands for most of
the remaining Imperium era. Shoon VII gained one of Janyras
rings, as did Shangalar the Black, and they used the tome to
great effect during their days to interrogate stubborn spies or
to steal the secrets (and the lives) of wizardly enemies. The
Tome of Secrets was one of the few artifacts not to fall into the
claws of Iryklagathra the dragon after the Shoonach Conflagration. With the fall of the Mameluks in the Seventh Age,
Janyras Tome became lost for many centuries.
Campaign Use
This book, while created for a noble cause, is a flawed creation
and is nearly uncontrollable. Wizards with any morals whatsoever seek the tome merely to lock it away from those less
scrupulous. Across its history, the Tome of Secrets has slain numerous people but exposed few secrets as very few who wear
one of Janyras rings have encountered the tome.
The greatest danger of the Tome of Secrets is its misuse by
those who deal in secrets, magic, and power. All it takes is a
telekinesis spell to hide the book among a wizards other
books, and one needs only to wait until the hapless mage
touches the tome, and it feeds on all of his knowledge. As no
amount of mental shielding prevents the tome from stealing
ones innermost thoughts, its use on prominent figures such
as King Azoun IV or Vangerdahast of Cormyr or Piergeiron
or Khelben Arunsun of Waterdeep could be disastrous (especially to those for whom they keep their secrets).
Powers
The Tome of Secrets can be moved by telekinesis or merely by
picking up the table or other surface on which it rests and
moving that. Draping cloth over it to pick it up in a bundle
does not protect the carrier from the tomes effects. However,
covering the tome with an open chest and tipping its previous
setting over so the tome falls into the chest has been used several times to steal Janyras Tome. No magic, psionics, or physical force can open the tomes covers. Only a wearer of one of
Janyras rings can touch the tome without invoking its powers.
Constant: The instant an unshielded living person
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touches the tome, it begins absorbing memories and experience points from that person (no saving throw). The victims
fingers immediately clamp tightly around the tome and the
victim is paralyzed. Visually, victims of the Tome of Secrets
have coruscating energy within their eyes and fingernails as
the artifact drains them of knowledge and life.
The absorption/recording process starts with the victims
most recent memories and experiences, erasing them from
the persons mind at a rate of 500 XP per round. It causes an
initial shock for 1d6 points of damage and takes an additional 2 hit points of damage per turn. The victim permanently loses the memory of the previous 24-hour period each
round. Once each turn, immediately after sustaining damage,
the victim has a chance to attempt a successful Bend Bars roll
at a -25% penalty. This is the only way a lone character can
be free of the tome; others can pry it out of the victims fingers
but unless they wear one of Janyras rings, they too become
the tomes victims.
During this time, the Tome of Secrets is inscribing the
characters every thought, memory, and experience down for
the tomes master to read. No matter how much information
is recorded in the tome, its size never changes. Pages just magically peel off the inside covers if more information exists, beyond what could be inscribed on 100 vellum sheets, until the
recorded information has been read.
Invoked: If the viewer of the Tome of Secrets should happen to be wearing one of Janyras rings, she can touch the artifact without fear of its constant powers. She can also glean
the knowledge of the tome and gain its greatest benefits:
Any thoughts of the previous victim or victims are fully ascribed within the pages in a language the reader understands.
The initial pages are the earliest experiences recorded. If a
person dies while in contact with the tome, the persons entire
life and sum total of knowledge is in the tome, and the coruscating energy within their eyes and hands becomes a blast at
the point of death, filling the tome with the final essence of
the victim.
The reader finds out any magic or information held by said
character, including any uncast spells inside the victims mind.
The magic of the Tome of Secrets is powerful enough to inscribe spells as if it were a wizards spellbook. In fact, while
other knowledge and writing fades immediately after reading it
once, magical spells remain within the book for 10d20 years.
At present, there are no spells within the tome. As priest spells
rely on the attentions of their gods, the reader only gains insight into temple prayers and rituals and the words (but not the
true connections to the divine and thus the spell).
Reading the life experiences and knowledge and thoughts of a
character will educate the reader in many ways. After a minimum of three months (480 hours) of absorbing the information gleaned and twice as much time in practice and exercise
of said skills, the reader can gain 1d10% of the experience
The tome must be burned within a fire that also contains all
three of Janyras rings.
The tome must be delivered into the hands of an avatar of
Deneir, whose all-consuming knowledge should cause the
tome to dissolve.
The silver fire of four Chosen of Mystra can destroy the tome,
but only with the cost of their lives as well.
Staff of Shoon
This 8-foot-long staff appears from afar as a long, slim quarterstaff carved from knobby white birch. Upon closer inspection,
it is easily identified as something closer to ivory, and those
who have seen it before recognize the staff as a fused cluster of
12 unicorns horns. The widest part of the staff is five horns at
the top, which taper down to two clusters of three horns (all
points down), and the final point of the staff is a lone horn
arranged point-up.
In the past, Shoon VII disguised the staffs true construction with an illusion that made this appear as a slim crystal
staff topped by a sapphire. During the nine centuries it has
rested in Sharpfangs lair, the illusion wore off and the staff
now appears as it really is.
History
Many over the years have postulated that the Necroqysar
Shoon VII planned all along to slaughter the unicorn herds of
Shilmista in the Year of the Mourning Horns (355 DR), simply
because their purity annoyed him. To be frank, Shoon could
not have cared less about unicorns (or elves for that matter).
All he focused on was the control of his empire and his magic.
When his plans demanded the sacrifice and blood of a dozen
unicorns, he singlemindedly slew the unicorns (and the elves
who tried to save them) merely to prepare the components of
his greatest magical book for enchantments.
Still, Shoons intellect saw the power of these unicorns
beyond his immediate need for their blood. Collecting their
carcasses in his sanctum deep within the Imperial Mount of
Shoonach, Shoon VII also created the Staff of Shoon from
waste matter and flesh frail in its morality. Thus, while it is
an artifact of some power, it was hardly a major project in
Shoons eyes, rather just an attempt not to waste useful
magic. While he rarely considered it an item of great import,
his loss of the staff to his draconic nemesis, Sharpfangs,
brought his pride to bear. For the remaining years of his reign,
Shoon sought the staff less for its power than for the restoration of his pride.
Since the Year of the Battle Talons (358 DR), the Staff of
Shoon has been in the control of Iryklagathra Sharpfangs the
blue dragon. As none have entered her lair and left again (save
as spirits wending toward their final rewards), no one knows
whether she holds it today. The Staff of Shoon is remembered
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Campaign Use
Among the greatest of evils visited upon the world by the
Shoon qysars, the slaughter of over two dozen unicorns to create the Tome of the Unicorn and the Staff of Shoon still rankles
in the minds of many who hold the noble creatures sacred.
Anyone bearing this staff evokes immediate emotional responses from many folk, and thus numerous enemies of
Mielikkis or Lurues church seek this staff merely to wield its
maddening influence and make their enemies careless.
The staff has rested for the long centuries in the treasure
hoard of Iryklagathra Sharpfangs the blue dragon, ever since
she stole it from the grasp of Qysar Shoon VII himself. She has
little interest in using the staff, nor does she wish to sell
it. While other dragons feel the need for information or
manipulation, Iryklagathra hoards all her magic and all her
coin. She has long known of Sapphiraktar, the blue dracolich,
and she wishes to use her magical treasures and her power to
gain entry to his circles of power. Barring that, she continues
to marshal her own might, expecting an eventual showdown
against Balagos the Flying Flame and Charvekkanathor the
Scarlet, the two red wyrms of the region who stand in the way
of her deserved title as the Dragon-Ruler of southern Faern.
Shoon VII, in his current guise as Zallanora Argentresses
of Amns Cowled Wizards, also seeks to restore his power and
he wishes to reclaim all that was once his. This, of course, includes the staff. He bides his time in facing Iryklagathra, as he
wants his revenge to be without flaw (nor does he wish to repeat the near-defeat of their last encounter more than nine
centuries past).
Powers
The Staff of Shoon is a +2 magical staff (bonuses for attack
and damage rolls). Major powers are noted below.
Constant: There are a number of powers that are automatic and ever-present for the wielder of the staff.
l As long as the bearer holds onto the staff for at least one turn
a day, the artifact confers immunity to aging and all aging attacks.
l While held, the staff provides immunity to all poisons and
death spells, and a +6 saving throw bonus against sleep, charm
and hold spells.
l Any magic missiles targeted on the staffs wielder are absorbed
into the artifact.
Invoked: The wielder of the Stuff of Shoon can invoke the
following powers:
l heal once per day;
l teleport without error once per day (1-mile maximum distance
in any direction).
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Curse: Given the power of this artifact and the great evils
performed in its creation, there are a number of curses incurred upon the wielder that remain for as many days (or
months or years) as the character wielded the Staff of Shoon.
l All fresh water that the wielder contacts is immediately fouled
and turns a murky black. Thus, the wielder of the Staff of
Shoon is cursed to only drink wine, ale, or milk.
l Any sentient creatures faithful to Lurue, Mielikki, and Silvanuslspecially unicornscan sense the corrupted presence of the unicorns horns and their bearer. While they may
not fully understand why, any of the above creatures or people
within 100 yards of the bearer of the Staff of Shoon can unerringly locate the person (no matter what attempts to hide are
made, including normally inscrutable magic) and wish them
great harm (Morale: 17 Fanatic).
l Any use of the Horn Swarm may reassert the long-dead unicorn spirits within the horns (5% cumulative chance per each
successful hit with the horns). Once restored as the staff, the
unicorn spirits can attempt to conquer the will of the bearer
with a Personality Score (PS) of 60. The unicorn spirits wish
to be freed of this corrupted artifact and will force the bearer
to carry the staff to the headwaters of the Unicorn Run in the
hopes that the purity of that place of power can cleanse their
horns and shatter the malefic power that holds them in this
terrible thrall. The PS decreases by five points every 24 hours,
allowing the wielder to possibly break free of the spirits control. (While the unicorns might seek a weaker-willed host to
dominate and take them to their rest, they wish to force
someone who would abuse their power-in other words, the
wielder-to restore and free them.)
Rumors &
Rumblings
hroughout Calimport and the Empires of the Shining Sea products, the authors
warned DMs and players alike not to upset the status quo, not to rock the delicately
balanced structures of social and criminal and magical power, or dire consequences
could fall on the hapless heroes. Well, how do you adventure in Calimshan and its
capital city if such great worry exists about upsetting the apple cart, as it were? Despite the warnings, this is a game about heroes and heroism. Let the PC heroes be heroes and face the
challenges presented in these products here head on. This section gives DMs a few places to start
doing just that.
Scenario Starts
T
his section provides a number of story elements that link both to NPCs and places within the
Erar Sabban (and beyond); these "story books provide the main adventure catalyst and some
of the backstory, as well as hints of some of the potential consequences for campaign play.
Genies Unbound
One of the PCs, while traveling about the city, accidentally bumps into a woman and causes her to
drop a number of packages. As she stoops to pick up her parcels, a curious necklace falls out of her
posed, she quickly tucks it away, gathers the packages into her arms, and curtly walks off. If asked for
her name, she will reply with Nara and do her best to put distance between herself and the PC. Later
l
The long-standing hunt for Sayednara the Fiery Lady has taken on more urgent tones of late. The
Guild Arcane, which has kept some bound genies bottles and rings of djinni summoning for emergency
purposes, reports their mysterious theft from the Auret despite magical wards and guardians.
The syl-pasha himself wants the rogue wizard Sayednara dead for her recent theft of 25 slaves marked
for his household and jhasinar. He has placed a bounty of 1,000 bicenta (gp) for her capture, 1,500 if
brought before him alive, and 3,000 if she and her genie ally are both captured alive. The amount
climbs by 100 gp for each of the syl-pashas slaves also returned to him.
Unbound genies were recently seen disrupting the first harvest of the season among the plantations
north of Keltar. Folk talk of two djinni in flight, heading for the Marching Mountains and a marid disrupting the fountains and canals in Keltar, before heading further up the Calim River.
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Adventures at
Random
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