The Bay of Dancing Dolphins: The Bay of Dancing Dolphins is almost 300 miles long and stretches along most of Dambrath's central coastline. It shelters many of the nations ports from the harsh weather of The Great Sea and contains many pear-bearing oysters and a variety of fish which feed the nations economy. The bay, with its unnaturally calm waters, hosts many merchant ships coming in and out of the various port cities. The bay gets its name from the thousands of dolphins who play and 'dance' each day at dusk. Dolphins are sacred within Dambrath as they have the uncanny ability to predict storms, have saved many a drowning sailor, and over the past hundreds of years have rid the bay of any predatory creatures. Legends say that there is a sunken city from an ancient civilization in the middle of the bay, as the tops of spires can sometimes be seen; but they are never in the same place. Other tales say that an evil civilization lives under the bay, allied with the dolphins, biding its time until it attacks the surface world.
The Forest of Amtar: The Forest of Amtar is a lush, semi-tropical tangle of woods. Very little sunlight reaches the forest floor and it is a hot and damp place thick with undergrowth. The forest is home to many species of birds, lizards, predatory animals, and some monstrous and very dangerous creatures. A tribe of wild elves is said to make their home in the south central area of the forest, occasionally attacking the settlement of Elveswatch. Many small groups of bandits use the edges of the forest as bases of operation and hideouts while they prey on the caravan traffic along the Dawn Way and the Trader's Way.
The Gnollwatch Mountains: The Gnollwatch Mountains is a range of mountains almost 300 miles long that turn into the Hills of the Dead Kings in the east. Not particularly tall, most peaks are around 9,000 feet, it is a striking change from the low plains of the rest of Dambrath. The mountains have been worn down by almost daily rainstorms and strong winds off the coast, and host scrub grass similar to the plains below; various types trees cover portions of the mountains below the timber line. True to their name, the Gnollwatch Mountains are home to many tribes of gnolls who make their lairs in caves scattered throughout the woodlands. Most of the gnoll tribes are an aggressive aggravation, but one gnoll leader has united a few tribes and has peaceful relations with the people of Dambrath. A couple hill giants dwell in parts of the mountains and there are rumors of a large silver dragon who resides in the highest peaks. The Dambrathan's have been mining silver from the mountains for years and it continues to be a lucrative business, despite the risks. A drow city also sits beneath the mountains and a large trade road runs from Herath into the Underdark and to the city.
The Hills of the Dead Kings: The gently sloping grass covered trees are relatively safe and home to a few copses of trees and many meandering streams. The eastern end of the hills are also home to a small tribe of strongheart halflings who migrated from Luiren; they enjoy peaceful trade relations from Dambrathan's to the south and anyone traveling on the Trader's Way that wants to make a slight detour. Ancient Arkaiun kings were burried in these hills centuries ago before the drow and Crinti took over. The Arkaiun's (now called Shebali by the Crinti) claim that none of the tombs have ever been found, but rumors exist of many of them being sacked.
Rethild, the Great Swamp: The Great Swamp of Rethild pools around the eastern edge of Halruaa's East Wall. The swamp is a sweltering place filled with tropical trees that gradually becomes wetter as it fades into the ocean. The Great Swamp is home to dangerous creatures and is a bug infested, hot, sticky, and foul-smelling place. Noxious vapors bubble up from the murky water and form clouds of pale yellow, brown, or green gas that carry diseases and float along the surface of the ground. The most numerous creatures are the lizardfolk tribes, but there are rumors of a black dragon living within the ruins of an ancient city in the swamp. It is said that companies of lizardfolk mercenaries from the kingdom of Kethid, the united lizardfolk tribes, have been spotted across Faerun and are known for their single-minded battle prowess.
The Swagdar (outlaw wastes): The area known as The Swagdar stretches between the East Wall and Herath, and the southern edge of the Forest of Amtar and the northern edge of Rethild. The area is home to semi-nomadi tribes of bandits, thieves, and escaped Shebali; anyone who doesn't want to live under the Crinti's rule. Mostly made up of criminals, or people claiming to be descendants of the original Arkaiuns, any attempts by the Crinti to crush them are met with marginal success as the people scatter and hide until the Crinti grow weary.
Cathyr is a metropolis of over 40,000 people. It is the capital city of Dambreth and the southern tip of the Trader's Way. Despite having almost three quarters human inhabitants, like in all of Dambrath they are second-class citizens and the Crinti nobles rule. The city is ruled over by Hasifir Hazm’cri, the high priestess of Loviatar, from her palace between temples to Lolth and Loviatar. The city is surrounded by great stone walls, and right outside them is a great open-air marketplace where the ranchers and other merchants sell their wares. The Crinti nobles live in lavish townhouses in the western parts of the city, while the commoners live packed in the western part near the docks.
The Brave Tankard: The Brave Tankard Inn and Pour House is a large three story establishment on Canal Street. Its first floor is nearly ten feet in height and made of flagstone, while its second two appear normal height; five eaves and a number of chimneys peak the roof. The front door is an over-sized solid wooden door with a sign above it depicting a mug of beer foaming over its sides.
Its proprietor and bartender is Turokk, a half-ogre former adventurer who settled down to open up The Brave Tankard. The building is quite large and the first floor is covered with a large taproom, kitchen and bar, while the two upper floors contain rooms. The rooms are in good shape and come with a bed, a basic dresser, desk, and chair, and a covered chamber pot, all for five silver a night.
Herath: Boasting a population of nearly 18,000, Herath is located at the head of the River Dambron and is Dambrath's third-largest city. Most of the nations Dwarves reside in Herath as the city makes its money from silver mining and smithing. The Baroness of Herath, Selanith L’baros is a shrewd half-drow with a taste for games and contests that end in death.
Maarlith: Another metropolis and busy trading port, Maarlith sports over 30,000 citizens. It is a hub for all trade goods bound for the interior of Dambrath, as no foreign ships can go past Cathyr. Like Cathyr, the city has bustling trade operations and a sprawling stockyard area where the ranchers sell their horses.
Eartheart is a metropolis of over 44,000 citizens, and is actually two cities (Eartheart proper and the tent-city of Hammer and Anvil). Eartheart proper is partially underground and extends from the edge of The Great Rift to its floor, and is the gold dwarves' main connection to the rest of Faerun. Great aviaries house the hippogriffs of the skyguard high is the city, and a large portion is taken over by the Steel Shield headquarters which boasts a fighting force of over 14,000 dwarves. The temples of Morndinsamman are a collection of temples in the city of Eartheart; a temple to Moradin is surrounded by temples to the other dwarven deities.
Hammer and Anvil is practically a small city of around 8,000 people in itself. It is a sprawling tent-city of movable workshop-huts and tents that is built against the outer western wall of Eartheart. Generally nondwarves are not welcome in Eartheart, but they welcome them to trade in Hammer and Anvil and about half of the people in the area at any given are nondwarves.
The Tall Traveler: A tent-based tavern and inn in Hammer and Anvil outside Eartheart. The establishment consists of a large central tent that contains the tavern and bar area as well as the kitchen. Inside are a number of picnic tables. Surrounding the main tent are about thirty smaller tents that look to be single-person tents. The inn is known for its security and there are rumors that not all is as it appears with some of the tents.
A large town of around 3,000 people, Three Swords occupies of one the easiest ways to cross the Landrise. Barely fifty feet at this point, an industrious group of gold dwarves and Shaarans established a trading town here. They carved out the rock to create a gently sloping ramp to The Eastern Shaar along The Dawn Way, a trading road that connects the southeastern countries to the west and north. The town and the surrounding area is considered neutral ground to the warring Shaaran tribes.
A trade-city located on the shores of Lake Ern, Channathgate is the largest community in The Channath Vale. It's the eastern gateway to the vale, the first bit of civilization a weary traveler encounters after crossing the The Shaar. Lady Yisel Bristeir is the titular ruler here, but in practice the city is governed by the Merchants Council - powerful oligarchs primarily concerned with keeping the city a good place to do business. Channathgate is also noteworthy for the dozens of temples, both minor and major, that dot its streets. The activities of these places are overseen by the Temple Council, made up of the highest-ranking clerics devoted to each of the deities the temples serve.
The Purple Pony: The Purple Pony is a small inn and tavern located on the eastern side of the city. Just within the proper city limits (within the guard posts), it is a common stopping place for travelers and merchants coming out of The Shaar. The proprietor is Melinden Dardragon, a female halfing fighter of some renown. From the outside, The Pony looks like a large two-story cottage with a peaked roof and a single chimney. It is painted white and has purple trim, along with a sign hanging above the door. Entering The Purple Pony, it looks more like a huntsmans lodge, with trophies all along the walls and a large hearth in the corner. Wooden tables dot the area and there is a bar area opposite the fire. Stairs lead up to what appears to be a loft area, presumably for sleeping. Accommodations: Common (a place on a raised, heated floor, blanket and pillow, amongst higher-class company) for 3 sp/day.
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Located in the shadow of the Channathwood. This small town thrives on woodcutting and catering to traders on the Dawn Way. In the hills nearby lie a number of the ancient barrows and stone circles of the long-vanished druidic folk who once dwelled in these lands. Chanthron is governed by Lord Erethal Rethrew, an old and miserly man who lays heavy taxes on the folk of his small domain.
One of the largest settlements in the vale, Rethmar is a prosperous farming community and caravan stopover located along the Dawn Way on the south bank of The River Channath. Orchards of apple and pear trees follow the river's winding shores, while broad grain fields and farmlands surround the town for miles in all directions. Rethmar is the home of Lord Kerden Jarmaath, and his small keep and the city walls are the only fortifications of note this side of Channathgate.
A small town west of Rethmar, Talar is governed by Lady Celiira Nesten, a high-spirited young woman who lately returned home to take up her father's title on old Lord Nesten's death. Her impulsive ideas are tempered by an old and conservative town council, whose members grew accustomed to running things during the old lord's long decline.
A tiny hamlet located at the place where the Dawn Way descends out of the Nimon Hills, Nimon Gap grew up around a large walled inn known as the Cross-Eyed Beholder. The folk of Nimon Gap grow apples, pears, and chestnuts in orchards sheltered below the hills, while shepherds and goatherds keep their livestock in the heights.
The western end of The Channath Vale is drier and more sparsely settled than the eastern end. Terrelton is a dusty town that gets by on the livestock and leather trades; several large, foul-smelling tanneries sit in the hills east of the town. The town is governed by a Merchants Council shot through with connections to various gangs of brigands and highwaymen, but a crusading cleric named Leille is working to clean up the council by exposing the misdeeds of the criminal members.
If Channathgate is the eastern gateway to The Channath Vale, then the small town of Drellin's Ferry is the western. Once a dwarf-made bridge spanned the River Talar here, but it was destroyed during an epic flood about a hundred years ago. Since that time, travelers on the Dawn Way have crossed by means of a ferry, from which the town gets its name.
1 - Watch Post: Watch posts have been set up on the major roads leading into town. A member of the town guard and a few members of the militia man each post. 2 - The Green: A large green at the center of town. During the day, it often contains farmers selling their wares to the townsfolk. 3 - Town Speaker's House: The home of Town Speaker Winston is one of the larger and more comfortable houses in the town. Winston owns a fair amount of land in the surrounding area, including several orchards and woodlots on which he collects rent. He lives here with his wife Tara, their five children, and three servants. Two guard members are standing watch nearby. 4 - The Green Apple Inn: The Green Apple caters to travelers that have somewhat less coin to spend than those who stay at the Old Bridge. Many of the locals prefer to do their drinking here. The proprietor is a dwarf named Tharrma, who possesses a great gift of expressing her opinion, regardless of whether it's asked for. The Green Apple is an inn of common quality (5 sp a day). 5 - Morlin's Smithy: This is the workshop of Morlin Coalhewer, the town smith. Morlin also happens to be a talented armorer and weaponsmith; he also takes on blacksmithing work to fill in between working on weapons and armor. He lives in a small cottage behind the workshop. 6 - Shrine of Lathandar: A small temple in the care of Brother Derny. He has two acolytes who help him tend the shrine and look after the folk of Drellin's Ferry. 7 - House of Sertieren the Wise: An old noble manor-house with a handsome view of the bluffs overlooking the river, this is the residence of the wizard Sertieren. Sertieren is somewhat reclusive and his house has a reputation for being haunted. 8 - Old Toll House: The largest and sturdiest building in Drellin's Ferry is the old dwarf-built toll house, which stands where the foot of the bridge once stood. The toll house now serves as the town hall, courtroom, jail, and town guard headquarters, housing some of the guard members. 9 - Armory: This small tower, about 30 feet tall, holds the arms and armor for the town militia. 10 - The Old Bridge Inn: Somewhat larger and busier than the Green Apple, the Old Bridge is favored by merchants traveling the Dawn Way. The inn is owned by the Shadowbanks family, a clan of halflings a dozen strong. Kellin Shadowbanks is the patriarch and proprietor of the inn. Guests and visitors can find a good game of three-dragon ante in the common room almost every night. The Old Bridge is an inn of good quality (2 gp a day). 11 - Jarett's Sundries: The town's general store, Jarett Nurth buys finished goods such as clothing, pewter goods, lamps, oil, rope, tools, wine, and toys from Rethmar and Channathgate. 12 - Delora's Livery Stable: Delora Zann is a retired adventurer who settled down in Drellin's Ferry 20 years ago. She stables horses and other mounts for a modest fee and buys and sells animals as the opportunity presents itself. Merchants making use of the Dawn Way have come to rely on her stable. 13 - Iormel's Warehouse: As the last town on the Dawn Way for 100 miles or more, Drellin's Ferry often serves as a place where out-of-town merchants temporarily store goods while waiting for the right time to set out for the west. Iormel is a miserly old man whose large and ill-tempered hounds are the terror of children throughout the town. 14 - The Ferry: Two enormously thick ropes span the River Talar here, affixed to a huge wooden capstan. A pair of draft horses harnessed to the capstan turns the device , drawing the ropes, to which a large flat-bottomed barge - the ferry - is secured. Another capstan and team on the far bank works a second ferryboat if needed. A stable by the riverbank houses the draft horses, and nearby worksheds hold spare ropes and various other materials for keeping the capstan, barges, and hawsers in good repair. The ferry is operated by Drathgar, a great-grandnephew of old Drellin himself. It costs 1 sp to cross on foot, or 3 sp with a mount. By long-standing tradition, Drathgar doesn't charge townsfolk for the first two crossings they make in a single day. 15 - The Dwarfbridge: The ruins of the old bridge consist of a set of stone pylons that stand ten to 20 feet above the water. 16 - Gausler's Brewhouse: Occupying the old barracks where a small garrison of Lhespian soldiers formerly guarded the bridge, the brewhouse is, of course, a brewery. A half-orc named Gausler runs the place. 17 - Jendar's Warehouse: Similar to Iomel's warehouse, this place serves merchants and traders moving goods along the Dawn Way. Jendar's rates are substantially lower than Iomel's, and the halfling is steadily eating into Iomel's business. 18 - Sterrel's Provisioning: Ben Sterrel caters to merchants and caravans passing along the Dawn Way, selling tack, harness, food, and other stores useful for folk traveling a long distance. 19 - The Old Ones: A small clearing in the woods on the west bank of the River Talar holds an old circle of small menheirs known as "the Old Ones" by the townsfolk. The circle has long served as a druidic sacred place, and the druid Avarthel now tends the Old Ones.
The Shaareach: Generally thought to be haunted by the restless spirits of the ancient human druidic folk who once dwelled here, the Shaareach is a lush, wet woodland interspersed with swampy stretches in the vicinity of the larger rivers.
River Talar: The major river of the region is the River Talar, a broad but slow-moving stream fed by a number of tributaries. For most of its length, the Talar averages 200 to 400 yards in width, reaching depths of 20 to 40 feet in the middle of its channel. The small town of Talarcross, about 150 miles upstream of Rethmar, is the first place where it can be forded, although a wooden bridge spans the river at Rethmar and ferries cross it at Talar and Drellin's Ferry.
The Dawn Way: This trade road cuts through the western portion of the Shaareach Forest for almost 40 miles. It is generally broad, level, and clear. Every few miles, rudimentary log shelters built by teamsters using the road stand in clearings nearby. A handful of old woodcutters' and trappers' cabins or long-abandoned homesteads lie scattered along the length of the road, about one every two or three miles.
The Dawn Way crosses several creeks and boggy spots on sturdy dwarf-made stone bridges that have stood for centuries.
Old Forest Road: This cart track was cut by the humans of Lhespen hundreds of years ago. To the east, it winds through the whole length of the forest all the way to Witchcross, generally following the course of the Witchstream. To the west, the track climbs up into the Wyrmbones.
The Witch Trail: This footpath leads from the fields north of Drellin's Ferry to the Old Forest Road, cutting several miles off the trip. The Shaareach Forest is crisscrossed by a handful of old trails, most cut years ago by hunters, woodcutters, trappers, or travelers bound for one or another of the various ruins or old mines in the forest and the foothills of the Wyrmbones.
Jorr's Cabin: The reclusive woodsman Jorr lives here, in a small cabin overlooking the Blackwater - a large swath of drowned forest and swampland in the middle of the Shaareach Forest.
Vraath Keep:
Formerly a fortress held and manned by a powerful family of soldiers known as the Vraaths, this keep survived the fall of Lhesper but later succumbed to a senseless feud with local forest giants. For many years the keep has stood in ruins.
Skull Gorge Bridge: An old dwarf-built bridge, Skull Gorge Bridge crosses high above Skull Creek.