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| #1Mr_MiscellanyApr 18, 2015 23:45:05 | The following are locations I've created and set in Cormyr.
The inspiration for them comes, as so much else does, from Volo's Guide to Cormyr, but also the first two novels in the most recent Elminster Trilogy (Elminster Must Die and Bury Elminster Deep--Elminster Enraged will be the third) because these books reveal a ton of information about Cormyr.
I hope you find these of use, or at least as a brief, (and hopefully) entertaining read.
Oh, and you'll need a map.
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Wizard's Run
Spellcatch Ruin
Ambershield's Folly
Trollbreeders Rest
The Spawnkeeper Hanged
NOTE: This work was orignally done over at the Candlekeep forums, so some of the links in the write ups will take you to Candlekeep if you click on them. But don't worry, it's worth the trip. |
| #2Mr_MiscellanyApr 18, 2015 23:46:17 | Wizard's Run
Wizard’s Run is the current name for a small, rebuilt keep with extensive underground cellars and a single tower rising up from its center that stands twice as high as the keep’s walls. The knowledge of who built the keep, as well as its true name if ever it had one, has been lost to the passage of time.
The keep and surrounding lands takes its current name from the last days of a rarely seen wizard, known locally as Gardragath, who some time ago claimed the dilapidated, tumbledown keep for himself and soon after rebuilt and fortified its walls, adding a tower in its center. |
| #3Mr_MiscellanyApr 18, 2015 23:48:21 | Spellcatch Ruin
Situated just south of the Way of the Manticore as one travels west from Wheloon to Hilp, Spellcatch Ruin is a recent discovery that has slain a score or more of curious wizards and their companions. The location is not properly a ruin, as the thus far revealed portions are in pristine, if piecemeal, condition.
Certain high level spells briefly reveal more of the ruin. Interior buildings made of stone with arching bridges have been sighted. Some claim to have seen unmoving people standing on those bridges, as if they were frozen in time.
The revealed portions of wall glow in iridescent blue-white on the night of the first full moon of each month, otherwise they shed no light and can be easily blundered into if one moves off the road to try and reach the woods beyond Spellcatch. Some claim that by the light of the moon a pair of large, ghostly stone towers can be seen hovering in the air beyond the revealed portions of wall. Others say the moonlight reveals the full extent of the ruin; something massive, wide and roughly square in shape. Still more rumors claim arcane magical writings appear on the interior of the walls that reveal magical secrets, but only to those who have not yet cast spells at the wall.
Various independent mages have successfully “turned the corner” that was first revealed by the now dead hiremage and have extended it into Hermit's Wood. Others have managed to expose the first interior structure: a single level of a stone tower, with an intact floor and roof of stone, featuring one lone window made of wrought iron and colored glass that faces south, all hovering in midair over the trees south of the wall, though none have as yet dared to try reaching the window or breaking through to see what lay beyond. |
| #4Mr_MiscellanyApr 18, 2015 23:56:46 | Ambershields Folly
Less well known are the numerous abandoned mines that sit just below the high peaks of Urlspur, carved into the face of the mountains by man and dwarf alike, ere hobgoblins drove them off and sent their bodies tumbling down the high mountain passes into the valleys below, where flights of hippogriffs feasted on their corpses.
The hippogriffs yet remain, but in the decades since the last miner’s dreams of riches were extinguished no hobgoblins have been sighted by travelers on the Moonsea Ride, nor has word of hobgoblins made its way to nearby Hillmarch.
Much further inland, Cormyrean nobles sit in their tallhouses and mansions, plotting how best to expand their influence and capitalize on untapped resources, by increasing Cormyr's reach and influence while raking in coins for their efforts.
No less than the august personage of Lord Ambershields sensed opportunity in the faraway Twin Peaks and, under the guise of funding an exploratory party to determine the exact source and location of the Immerflow, outfitted and dispatched a caravan from Arabel to find and map the locations of the lost mines.
The caravan passed safely through the Hullack and broke off from the East Way when they sighted Urlspur’s distant peaks to the north. Three days later they set a base camp at the Falls of Tumbling Stars. Teams of eight men were sent into the hills and valleys, and within a tenday word arrived at camp that several mine shafts had been found.
But this was not all. At each entry point were trail markers carved into the stone: warnings left by hobgoblins that danger and death lurked in the darkness beyond.
The explorers tread carefully, forming teams of twenty before entering the first of the mines. They found that the hobgoblins had expanded and reinforced some mine shafts, turning them into living spaces. Other sections had been dug out and opened up (from where dwarves had unleashed rockfalls to hamper and slay hobgoblin invaders) and the mining renewed.
Yet there were no signs of the hobgoblins. They truly seemed to have vanished.
A second and third mine were explored, with similar findings. At the same time rough gemstones were discovered in the first mine. Not long after, rich veins of copper were found in the second. The third mine yielded up a trove of dwarf-made shortswords and daggers, mining tools and armors, and one hundred ingots of pure copper.
Heady with success, a ride of ten men was dispatched from the campsite, a senior Ambershields factor leading them, to deliver samples of their findings to Arabel along with a request for more men and supplies with which to further fortify the mines and secure the claim before Auril’s cold grasp took hold.
In a month’s time the riders returned to the base camp with an additional forty men.
They found the campsite empty of habitation and the mines bereft of explorers, though recent signs of their work were visible for all to see. After setting camp and establishing a perimeter, the senior factor left with four men to Arabel to report his findings.
By the time word came to Lord Ambershields in Arabel of the loss of his first party, most of the second party had disappeared as well. Lord Ambershields did not learn their fate until a hiremage was employed to farscry the base camp and confirmed there was no sign of activity from either contingent of men.
Lord Ambershields felt the loss keenly, having invested ample coin and some of his best men in the expeditions. The winter months prevented him from pursuing the matter, but as soon as the trails thawed he dispatched a chartered adventuring company[2] along with the road-weary factor who’d returned the year before.
That same man returned one and a half months later claiming the base camp was still uninhabited. Worse, he reported that the adventurers made their way into the first of mines and never came back out. Despite Lord Ambershields best efforts at secrecy, word spread that the mines of Urlspur are open and awaiting any bold enough to claim them and the riches they hold. Rumor has circulated within noble circles that the riches of the lost mines are so great that the otherwise reliable agents of Ambershields made off with fortunes grand enough to fund their retirement in nearby Sembia.
Some claim, however, that death itself stalks the lost mines and only fools would dare venture to what has become widely known (in Cormyr and parts of the Dales and Sembia) as Ambershields Folly.[3]
Lord Ambershields bristles at this name and sees the mines as a stain on his reputation. He is lobbying the Crown to send a contingent of Purple Dragons backed by War Wizards to secure the mines, after which he plans to further lobby for the rights to them.
His efforts have not gone unnoticed and have spurred interest by rival nobles and explorers to be the first to reach the lost mines and claim the riches within.
[1] You downloaded the map of Cormyr, right?
[2] The Men of the Moon Door. A chartered adventuring company consisting of far traveled veteran fighters and rogues hailing from Silverymoon and the savage north. When not adventuring, the "Men of the Moon" specialized in the discrete, secure delivery of small parcels and packages up and down the Sword Coast, particularly in the winter months. Calamity befell them on one such delivery, resulting in the loss of their two wizards and cleric, and with it their easy (read: magical) means of winter travel. They relocated further inland to Cormyr where they found quick employment with Lord Ambershields.
[3] This last rumor is not far from the truth. Lord Ambershield’s man will not return a third time to the mines. He is plagued by nightmares: visions of his fellows being slain, one at a time, by a hooded figure, their deaths a preamble to the man revealing a flat medallion from within his robes that he raises to his lips and bestows a smiling kiss upon. The nightmares end as the face of the medallion fills the man’s vision, revealing a skull surrounded by blazing red tears. |
| #5Mr_MiscellanyApr 18, 2015 23:58:52 | Trollbreeder's Rest
The inn takes its name after the activities of several unscrupulous Cormyreans, who bred trolls in the southern reaches of the Hullack Forest and met to plan acts of brigandry and share breeding techniques in a stone tower surrounded by a large wooden palisade.[1]
The tower, situated just east of Hultail along the banks of the Thunderflow, was owned by Ulskan of Hultail (later known to many as Ulskan Trollbreeder[2]).
War Wizards and Purple Dragons brought fire to bear against the guard trolls stationed outside the tower. The fight, and the fire, quickly found its way within. The tower’s upper levels collapsed and it is believed Ulskan and his fellows avoided the King’s justice by being crushed or burned to death. In any case their remains were never found.
The fire-blackened remains and surrounding lands were purchased from Ulskan’s creditors[3] by Tamphras Bloodcandle, who cleared away the wreckage and had three new levels erected on top of the still standing ground floor walls.
Today, Trollbreeder's Rest is a popular waystop and home for merchants and travelers wishing to avoid magic and those who use it.[4] Merchants desiring to make the journey into Sembia after the roads thaw (and be the first to find new goods and fashions to bring back to Cormyr) will oft make Trollbreeder's their winter home.
Several well-paid “readyblades” are kept on staff (no less than six on the ground floor at any time), who prevent fights and bloodletting in Tamphras' establishment.
Troll parts can still be found around (and sometimes inside) Trollbreeder's. Tamphras pays 1 cp for any “troll bits” (fingers, toes, ears, chunks of flesh), 5 sp for mostly intact parts (hands fetch 10 sp) and 10 gp for mostly intact parts that show signs of life.
All of these are tossed into a wide, deep fire pit that sits between the tower and the banks of the Thunderflow, and is tended day and night—regardless of weather—by children from Hultail.
[2] See the Eye on the Realms article Thormil’s Secret in Dungeon 194.
[3] Ulskan was an inveterate gambler, his riches gained from waylaying caravans and unwary nobles traveling on the Thunder Way all wiped out on a nightly basis at any of several gambling establishments that have sprung up in Hultail in the last decade.
[4] Individuals with a skill at Art avoid Trollbreeder's, as the ground level is effectively a dead magic zone (one that extends an irregular distance from the inn, but never less than ten feet) and the upper levels are inhospitable to spellcasters of all types. The first magically gifted guests to stay there experienced nightmares, and in one case madness. Memorizing spells is impossible within Trollbreeder's and spells targeting the inn or those within it have an equal chance (DMs choice) of having either no effect, rebounding on their caster, or rebounding and going wild (see your nearest handy Wand of Wonder description for a list of possible effects). |
| #6Mr_MiscellanyApr 19, 2015 0:04:41 | The Spawnkeeper Hanged
A half century ago, Lady Nalestra Thawnfaer was known throughout southeastern Cormyr for her beauty and grace and her willingness to treat all equally, and was courted by the sons of old blood noble families looking to cement their influence in the eastern part of the realm.
Her visit to Hultail was seen as an effort to further increase her profile, and thus her marriage prospects.
Nalestra’s beauty was not lost on the Master of Spawnhall[1] as he led her and her entourage on a tour of Spawnhall’s cavernous interior. Delighted at the sight of the Deepspawn kept within, Nalestra asked to be present when it “birthed” more of the fish that to this day feed so many in Suzail and wider Cormyr. The Master agreed and arranged for a private evening viewing.
That night the Master plunged Lady Nalestra head first into the water, bade the deepspawn to consume her and to produce a duplicate of the noblewoman. This it did and the Master politely sent “Nalestra” on her way from Spawnhall.[2]
In the days that followed the Master had more duplicates made. These he smuggled to an isolated homestead somewhere outside of Hultail where he lived alone, and put them to use as servants, pleasure slaves, cooks, gardeners and even guards patrolling the grounds.
The Master was eventually found out, but not until over thirty copies had been made. A mob of locals, led by the patriarch of the Thawnfaers, abducted the Master of Spawnhall before the Purple Dragons could apprehend him. A gallows was built on the docks where the mob had him surrounded, and the Master hanged.
News of the events traveled throughout Cormyr, bringing with it the attention of the crown, a doubled force of Purple Dragons, war wizards and angry nobles, as well as curious individuals come to see what all the fuss was about. Despite repeated inquiries (many layered with coin), the locals, the Purple Dragons, the war wizards and city officials all refused to discuss the location of the Master’s home with anyone.[3]
The gallows were never taken down[4] and the people of Hultail took to discussing in its shadow what they knew of the Master of Spawnhall, many wondering aloud who else might be a copy.[5] In the half century that followed the gallows served as a rallying point for dockhands, laborers and locals to share news of the day’s events and to discuss rumors and happenings in wider Cormyr. Someone came up with the idea to sell simple food and drink to all those gathered, and in time the dock was reinforced and a restaurant constructed. It was called the Spawnkeeper Hanged (or simply "the Hanged" in local parlance).
Inside the Hanged, from behind the long bar whose seats are filled every night with chattering locals, a shuttered window opens out to the gallows and a view of the Thunderflow where it joins with the eastern arm of the Wyvernwater. A bell with a rope attached runs from the end of the gallows through the window, and whenever good news or a reason to celebrate is heard, the barkeep gives the rope a tug.
[2] What, exactly, happened to the spawnkeeper’s corpse is a mystery. Most believe the rope was cut and his body was allowed to fall in the water. Others say the body was left hanging for days, until the smell was enough to force its removal and burial in an unmarked grave. One rumor has it the corpse of the spawnkeeper was fed to his pet Deepspawn.
[3] Rumor filled in the gaps, of course, and now a dozen stories, each revealing the "true" location, number of traps, general layout and the treasures to be found within the Master's home, can be heard for the price of asking from anyone in Hultail old enough to speak and listen.
[4] The first copy of Nalestra proved an unsuitable bride to the many suitors who courted her. Once news of the discovery of her murder spread and the flower of House Thawnfaer deemed a fake, the family were shunned by their noble peers and fell on hard times. In the years that passed the copies of Nalestra all died off, and each was buried one right next to the other at Thawngard, home of the now reclusive House Thawnfaer. (See Dungeon #194, page 2.)
[5] Astute individuals questioned whether the crown would allow the deepspawn inside Spawnhall to live. It's widely believed the crown chose economic prosperity over justice, because the remaining spawnkeepers, under the watchful eye of a contingent of twelve veteran Wizards of War, coaxed the deepspawn under their control into producing every last form it had ever consumed, a process that took almost three months. The results of that effort, both physical and written, were largely hidden away. A record of the effort is kept with other Dark Documents by the Wizards of War.
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