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Designer: Thomas M. Reid
Developer: Michael Donais
Editors: Chris Sims, Chris Thomasson, Penny Williams
Managing Editor: Kim Mohan
Design Manager: Christopher Perkins
Development Manager: Andrew J. Finch
Director of RPG R&D : Bill Slavicsek
Production Managers: Joshua C.J. Fischer, Randall Crews
Art Director: Robert Raper
Cover Artist: Sam Wood
Interior Artists: Wayne England, Sam Wood, Richard Sardinha,
Carl Frank, Chris Hawkes, Jason Engle, Christopher Rush, Ralph Horsley,
Vince Locke, Mike Dubisch
Graphic Designers: Kate Irwin, Dee Barnett
Cartographer: Todd Gamble
Graphic Production Specialist: Angelika Lokotz
Image Technician: Jason Wiley
Special Thanks: Richard Baker, Eric L. Boyd, George Krashos, Thomas M. Costa
Sources include the Forgotten Realms Campaign Setting by Ed Greenwood, Sean K Reynolds, Skip Williams, and Rob Heinsoo, Counselors & Kings Trilogy by
Elaine Cunningham, Defenders of the Faith by Rich Redman and James Wyatt, Demihuman Deities by Eric L. Boyd, Dragon Magazine, Dwarves Deep by Ed
Greenwood, Faiths & Avatars by Julia Martin with Eric L. Boyd, Faiths and Pantheons by Eric L. Boyd and Erik Mona, Magic of Faerûn by Sean K Reynolds,
Duane Maxwell, and Angel McCoy, Masters of the Wild by David Eckelberry and Mike Selinker, Monster Compendium: Monsters of Faerûn by James Wyatt and
Rob Heinsoo, Monster Manual II by Ed Bonny, JeffGrubb,RichRedman,SkipWilliams,andSteveWinter, Old Empires by Scott Bennie, Pages From the Mages
by Ed Greenwood and Tim Beach, Pirates of the Fallen Stars by Curtis M. Scott, Player’s Guide to Faerûn by Richard Baker, Travis Stout, and James Wyatt, Powers
& Pantheons by Eric L. Boyd, Prayers from the Faithful by Ed Greenwood, Races of Faerûn by Sean K Reynolds, Matt Forbeck, James Jacobs and Eric L. Boyd,
The Shining South by Tom Prusa, Song and Silence by David Noonan and John D. Rateliff,Sword and Fist by Jason Carl, Tome and Blood by Bruce R. Cordell
and Skip Williams, and Volo’s Guide to All Things Magical by Ed Greenwood with Eric L. Boyd.
Based on the original Dungeons & Dragons® rules created by E. Gary Gygax and Dave Arneson and the new Dungeons & Dragons game designed by
Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This product uses updated material from the v.3.5 revision.
This Wizards of the Coast® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written
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Table of Contents
Introduction . . . . . . . . . . . . . . . . . 4
What You Need to Play . . . . . . 4
Chapter 1: Races and Regions 5
Human, Arkaiun . . . . . . . . . . . . 5
Human, Durpari . . . . . . . . . . . . . 8
Human, Halruaan . . . . . . . . . .10
Human, Shaaryan . . . . . . . . . .12
Loxo . . . . . . . . . . . . . . . . . . . . . . .14
Thri-Kreen . . . . . . . . . . . . . . . . .15
Age, Height, and Weight . . .17
Character Age . . . . . . . . . . . .17
Height and Weight . . . . . . .17
Character Regions . . . . . . . . .17
Reading the
Region Descriptions . . .18
Forest of Amtar Region . . .18
Loxo Region . . . . . . . . . . . . . .18
Misty Vale Region . . . . . . . .18
Rathgaunt Hills Region . . .18
Rethild Region . . . . . . . . . . .19
Swagdar Region . . . . . . . . . .19
Thri-Kreen Region . . . . . . . .19
New Feats . . . . . . . . . . . . . . . . .19
Allied Defense [General] . .19
Ankheg Tribe Ambush
[Regional] . . . . . . . . . . . . .19
Cheetah Tribe Sprint
[Regional] . . . . . . . . . . . . .19
Cover Your Tracks
[General] . . . . . . . . . . . . . .20
Eagle Tribe Vision
[Regional] . . . . . . . . . . . . .20
Halruaan Adept
[Regional] . . . . . . . . . . . . .20
Heat Tolerance [General] .20
Hold The Line [General] . .20
Hyena Tribe Hunter
[Regional] . . . . . . . . . . . . .20
Initiate of Loviatar
[Initiate] . . . . . . . . . . . . . . .20
Lion Tribe Warrior
[Regional] . . . . . . . . . . . . .20
Natural Scavenger
[General] . . . . . . . . . . . . . .21
Nomadic Trekker
[Regional] . . . . . . . . . . . . .21
Resist Disease [General] . .21
Rhinoceros Tribe Charge
[Regional] . . . . . . . . . . . . .21
Selective Spell [Metamagic] 21
Tall Mouther Hunter
[Regional] . . . . . . . . . . . . .21
Woodwise [Regional] . . . . .21
Chapter 2: Prestige Classes . .22
Crinti Shadow Marauder . . .23
Great Rift Deep Defender . .24
Halruaan Elder . . . . . . . . . . . . .27
Halruaan Magehound . . . . . .29
Hand of the Adama . . . . . . . .31
Jordain Vizier . . . . . . . . . . . . . .33
Luiren Marchwarden . . . . . . .35
Maquar Crusader . . . . . . . . . .38
Scourge Maiden . . . . . . . . . . .40
Secrets of the South . . . . . . . .42
Chapter 3: Magic and Spells .42
Rune Magic . . . . . . . . . . . . . . . .42
The Shadow Weave . . . . . . . .42
New Bard Spell . . . . . . . . . . . . .42
New Cleric Spells . . . . . . . . . . .43
New Druid Spells . . . . . . . . . . .43
New Hathran Spell . . . . . . . . .43
New Paladin Spells . . . . . . . . .43
New Ranger Spells . . . . . . . . .43
New Sorcerer/
Wizard Spells . . . . . . . . . . . .43
New Spells . . . . . . . . . . . . . . . . .44
Chapter 4: Magic Items . . . . . .52
Armor . . . . . . . . . . . . . . . . . . . . .52
Weapons . . . . . . . . . . . . . . . . . .54
Wondrous Items . . . . . . . . . . .55
Minor Artifacts . . . . . . . . . . . . .57
Major Artifacts . . . . . . . . . . . . .58
Beguiler . . . . . . . . . . . . . . . . . . .60
Chapter 5:
Monsters of the South . . . . . .60
Behir, Halruaan . . . . . . . . . . . .61
Dark Tree . . . . . . . . . . . . . . . . . .62
Dragon, Rattelyr . . . . . . . . . . .63
Giant, Cyclops . . . . . . . . . . . . . .64
Laraken . . . . . . . . . . . . . . . . . . . .66
Loxo . . . . . . . . . . . . . . . . . . . . . . .67
Mantimera . . . . . . . . . . . . . . . . .68
Starsnake . . . . . . . . . . . . . . . . . .69
Tall Mouther . . . . . . . . . . . . . . .70
Tasloi . . . . . . . . . . . . . . . . . . . . . .71
Thri-kreen . . . . . . . . . . . . . . . . .72
Chapter 6: Campaigns . . . . . .74
Organizations of the South .74
The Conclave . . . . . . . . . . . . .74
Church of Loviatar . . . . . . . .75
House Jordain . . . . . . . . . . . .75
The Maquar . . . . . . . . . . . . . .75
Quinix the Glabrezu . . . . . .75
Shadow Wizards . . . . . . . . .75
Others . . . . . . . . . . . . . . . . . . .76
Dungeons in the
Shining South . . . . . . . . . . .77
Wilderness
Encounter Tables . . . . . . . .78
Encounter Chance . . . . . . . .78
How to Use the
Encounter Tables . . . . . .79
Group Descriptions . . . . . . .79
Natural Hazards . . . . . . . . . . . .91
Random Weather . . . . . . . . . .92
Chapter 7: Dambrath . . . . . . . .94
Geographic Overview . . . . . .94
Major Geographic Features 94
The Bay of
Dancing Dolphins . . . . . .94
The Forest of Amtar . . . . . .96
The Gnollwatch Mountains 97
The Hills of the Dead Kings 98
Rethild, the Great Swamp .98
The Swagdar
(Outlaw Waste) . . . . . . 100
People of Dambrath . . . . . 100
Politics and Power . . . . . . . .103
Cities and Sites . . . . . . . . . . . .105
Cathyr (Metropolis) . . . . . 106
Herath (Large City) . . . . . .107
Maarlith (Metropolis) . . . 108
Purl (Village) . . . . . . . . . . . 108
T’lindhet (Small City) . . . .109
Heroes and Monsters . . . . .109
Chapter 8: Estagund and the
Shining Lands . . . . . . . . . . . . .109
Geographic Overview . . . . .109
Major Geographic Features 109
The Aerilpar Forest . . . . . .110
The Curna Mountains . . . .110
The Dustwall . . . . . . . . . . . .112
The Golden Water . . . . . . .112
Raurin, the Dust Desert . .113
People of the
Shining Lands . . . . . . . . . .114
Politics and Power . . . . . . . .116
Cities and Sites . . . . . . . . . . . .121
Assur (Large Town) . . . . . .121
Chavyondat (Metropolis) 121
Old Vaelen
(Large Town) . . . . . . . . . .123
Ormpé (Large Town) . . . .123
Pyratar (Metropolis) . . . . .124
Vaelan (Metropolis) . . . . . .124
Heroes and Monsters . . . . .124
Chapter 9: Halruaa . . . . . . . . .124
Geographic Overview . . . . .124
Major Geographic Features 124
The Akhlaur Swamp . . . . .124
The Bandit Wastes . . . . . . .126
Lake Halruaa . . . . . . . . . . . .126
The Nath . . . . . . . . . . . . . . . .127
The Rivers . . . . . . . . . . . . . . .127
The Walls . . . . . . . . . . . . . . . .128
People of Halruaa . . . . . . . . .128
Politics and Power . . . . . . . .131
Cities and Sites . . . . . . . . . . . .134
Aluarim (Small Town) . . . .134
Chasolné . . . . . . . . . . . . . . . .134
Galdel (Large Town) . . . . .135
Halagard (Small City) . . . .135
Halarahh (Small City) . . . .136
House Jordain . . . . . . . . . . .138
Khaerbaal (Small City) . . .138
Maeruhal (Village) . . . . . . .139
Mount Talath
(Small Town) . . . . . . . . . .139
Talathgard . . . . . . . . . . . . . .140
Yaulazna (Bay of Pirates)
(Hamlet) . . . . . . . . . . . . . .140
Zalazuu (Large Town) . . . .141
Heroes and Monsters . . . . .141
Chapter 10: Luiren . . . . . . . . .142
Geographic Overview . . . . .142
Major Geographic Features 142
The Lluirwood . . . . . . . . . . .142
The Luirenstrand . . . . . . . 144
The Mortik Swamp . . . . . 144
Quelthiir . . . . . . . . . . . . . . . 144
The Southern Lluirwood 144
The Toadsquat
Mountains . . . . . . . . . . . 144
People of Luiren . . . . . . . . . .145
Politics and Power . . . . . . . .148
Cities and Sites . . . . . . . . . . . .151
Beluir (Metropolis) . . . . . .151
Chethel (Large City) . . . . .151
Crimel (Village) . . . . . . . . . .152
Krenalir (Large Town) . . . .153
Shoun (Small City) . . . . . . .153
Thruldar . . . . . . . . . . . . . . . .154
Heroes and Monsters . . . . .154
Chapter 11: The Shaar and the
Great Rift . . . . . . . . . . . . . . . . . .155
Geographic Overview . . . . .155
Major Geographic Features 155
Azulduth,
the Lake of Salt . . . . . . .158
The Channath Vale . . . . . .158
Council Hills . . . . . . . . . . . . .159
The Great Rift . . . . . . . . . . .160
The Landrise . . . . . . . . . . . .160
Lake Lhespen . . . . . . . . . . .160
The Rathgaunt Hills . . . . .161
The Riftwood . . . . . . . . . . .161
The River Shaar . . . . . . . . . .162
The Shaarwood . . . . . . . . .162
The Sharawood . . . . . . . . .162
The Uthangol Mountains 162
People of the Shaar . . . . . . .163
Politics and Power . . . . . . . .169
Cities and Sites . . . . . . . . . . . .171
Blaskaltar . . . . . . . . . . . . . . .171
Delzimmer (Small City) . .171
Eartheart (Metropolis) . . .172
Hammer and Anvil
(Small City) . . . . . . . . . . .173
Hardcastle (Small Town) .173
Khôltar (Small City) . . . . . .174
Lhesper . . . . . . . . . . . . . . . . .174
Peleveran . . . . . . . . . . . . . . .174
Shaarmid (Large City) . . .174
Heroes and Monsters . . . . .174
Chapter 12:
Border Areas . . . . . . . . . . . . . . .175
The Border Kingdoms and the
Lake of Steam . . . . . . . . . .175
The Duskwood and the
Querth Forest . . . . . . . . . .175
The Chondalwood . . . . . . . .176
Ruthien-Than . . . . . . . . . . .176
The Firesteap Mountains . .176
Innarlith (Metropolis) . . . .176
Lapaliiya . . . . . . . . . . . . . . . . . .177
Ormpur (Large City) . . . . .177
Sheirtalar (Metropolis) . . .177
The Mhair Jungles . . . . . . . .177
Mulhorand . . . . . . . . . . . . . . . .178
The Dragonsword
Mountains . . . . . . . . . . . .178
The Plains of Purple Dust . .179
The Shining Sea . . . . . . . . . . .179
Ulgarth . . . . . . . . . . . . . . . . . . .179
Kelazzan (Large Town) . . .180
Orvyltar (Large City) . . . . .180
Unther . . . . . . . . . . . . . . . . . . . .180
The Black Ash Plain . . . . . .180
The Green Lands . . . . . . . .180
Chapter 13: Adventure Sites 181
The Astral Inn . . . . . . . . . . . . .181
The Ground Floor . . . . . . .181
The Game . . . . . . . . . . . . . . .183
The Theft . . . . . . . . . . . . . . 184
Bandit Camp . . . . . . . . . . . . . .186
The Reavers . . . . . . . . . . . . .186
The Camp . . . . . . . . . . . . . . .188
Dwarf Crypt . . . . . . . . . . . . . .189
The Crypt . . . . . . . . . . . . . . .190
3
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they have seen in the Shining South. Tales and songs
tell of lands scorched by heat, people ruled by drow,
traders who could negotiate the name away from an Amnian,
and wizards who use magic for tasks mundane to miraculous.
The Shining South is a vast place with perhaps the broadest
variety of cultures anywhere. Halflingscallpartoftheregion
home, while in another area half-drow rule and deem others
outsiders. The most prominent dwarven abode sits squarely in
the South, within the Great Rift, a carved canyon that has
belonged to the dwarves for untold centuries. The Shining
South is a place of ancient magic kept alive and practiced with
casualness that would make the barbarians of the Silver Marches
howl in consternation.
Folk from many other parts of the world came to settle the
South, so people here can trace their cultures back to powers that
rose and fell in distant times, including Netheril and Imaskar.
Peoples such as the distant Nars and Illuskans managed to find
their way to the shores of the Faerûn’s southern coast. All these
and more have given rise to tribesmen on the plains of the Shaar,
traders in Durpar, and reclusive wizards of Halruaa.
At its most basic definition, the Shining South is an area
encompassing the lands between the Chultan Peninsula and the
blasted deserts of the ancient Imaskari region, and from the Great
Sea all the way to the fringes of Chondalwood and the ancient
nations of Unther and Mulhorand. Over 1.1 million square
miles could be considered part of the South, divided between six
principal locales—Dambrath, the Great Rift, Halruaa, Luiren, the
Shaar, and the Shining Lands (Durpar, Estagund, Var the Golden,
and Veldorn). Amid these major regions, dozens of independent
cities and strongholds sit among a web of trade routes.
The lands of the South each have their own unique char-
acter. Dambrath is a nation with two histories, one of human
barbarians and another of half-drow conquerors. It is known for
aggression and horse breeding. To the west sits mighty Halruaa,
a nation where everything is done with magical assistance, and
items of power are created and put to use unlike anywhere else
in the whole of Faerûn. The wizards try to keep their eldritch
practices a secret, but hints of their capabilities have slipped
beyond their borders nonetheless. North of Halruaa sits the
western end of great grasslands known as the Shaar, which runs
all the way east to the Giant’s Belt Mountains, the very edge
of the world by some folks’ reckoning. Fierce nomadic tribes
of humans, wemics, loxos, thri-kreen, and others wander the
plains, chasing the herds and fightingforterritory,water,and
sacred lands. Right in the middle of the Shaar is the Great
Rift, homeland of the gold dwarves. Halflings,too,havetheir
own nation in the South. The hin, as they prefer to be called,
live quietly in Luiren, enjoying the serenity of its pastures and
woodlands. Finally, just to the east of the halfling home sits
the Shining Lands, a place of commerce and faith. The people
of this place revere trade and wealth above all else, but couple
that reverence with honesty and open minds.
What You Need to P la y
This sourcebook assumes that you own the three core rulebooks
of the Dungeons & Dragons® game: the Player’s Handbook, the
Dungeon Master’s Guide, and the Monster Manual. In addition,
material in this book frequently refers to the Forgotten Realms
Campaign Setting and Player’s Guide to Faerûn.
We also recommend Monster Compendium: Monsters of
Faerûn and Races of Faerûn. A number of the creatures men-
tioned in this sourcebook (primarily in the random encounter
tables) can be found in those resources.
4
I n other parts of Faerûn, travelers speak of the wonders
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of the Shining South is enormous, with represen-
tatives of every major race present. Some ways
of life might be unique to a particular group in this region,
but humans, elves, dwarves, gnomes, and halflingsaremuch
the same here as elsewhere. In addition to these races, a few
species, such as the wemic, are unique to the Shining South,
including two that are fully detailed in this book: the loxo and
the thri-kreen.
Characters who hail from the Shining South can choose from
several new regions described later in this chapter. The chapter
concludes with a selection of new feats and regional feats.
Of the major races in the South, humans are the most preva-
lent. A number of differenthumanethnicitiespopulatedthe
southern coast of the continent in the early days, most of them
roaming the land firstasbarbaricnomadsandonlylatersettling
down and taking up the practices of farming, craftsmanship, and
trade. Among those, the Arkaiuns, the Durpari, the Halruaans,
and the Shaarans are the most dominant.
Besides humans, gold dwarves and halflingsarenumerous
here due to the presence of their native homelands. The gold
dwarves call the Great Rift home and have spread from there to
the various mountain ranges throughout the South, especially
since Moradin’s Thunder Blessing. They mine for precious metals
and gems in both the Curna and Toadsquat ranges, among others.
The halflingshailfromthelandofLuiren,wherehumansare
few and far between. Halflingshavealsomigratedintoother
regions, particularly the Hills of the Dead Kings and various
urban centers along the coast of the Golden Water.
Elves and half-elves are a rarity in most parts of the South,
for few forests here once served as their traditional homes. Minor
communities of wild elves populate the Forest of Amtar, while a
similar, if more vicious, lot of the green elves inhabit the Misty
Vale. Enclaves of elves and half-elves can be found in several
human cities, but they are small and have no real presence. The
marked exceptions to this paucity are the drow beneath the
Gnollwatch Mountains and the half-drow Crinti who rule the
land of Dambrath on their behalf. The natural order has been
turned upside down in that nation, for half-drow reign supreme,
while humans kneel at their feet.
Gnomes and planetouched are uncommon in the Shining South.
A sizable gathering of gnomes serve as master gemcutters in the
city of Ormpé in Durpar, while another group defends the western
end of the Rathgaunt Hills in the Shaar. Other small, isolated
clans live deep in the hills, but the only gnomes usually spotted in
the open are those who hail from other lands. A few planetouched
linger in and around the Shining Lands, a reminder of the days
when demons ruled some of the cities along the Golden Water,
in the Land of Monsters known as Veldorn. Their offspringstill
call the more cosmopolitan urban centers home, and few do more
than look twice at the outsiders in their midst, so long as those
outsiders have coin to spend like everyone else.
A few half-orcs and other humanoids serve as hired swords
or bodyguards for less particular folk. They are more welcome in
Dambrath than anywhere else in the South, because the Crinti
employ unsavory soldiers of all sorts. The lizardfolk of Rethild
are said to offermercenaryservicefromtheirswamphome,and
a variety of humanoids roam the open plains of the Shaar.
Human, Arkaiun
Regions: Dambrath, The Golden Water, Halruaa, The Shaar.
Racial Feats: Knife Fighter, Resist Poison, Saddleback
Arkaiuns are a relatively new ethnicity among humans, a blend of
other cultures that have been forced to fleeorsubmittoothersfor
most of their existence. Today, they are scattered throughout the
southern coast of Faerûn, though Dambrath is their traditional
home. Arkaiuns are generally short and stocky, with dusky skin
and dark brown to black hair.
5
L ike many other corners of Faerûn, the diversity
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Zgłoś jeśli naruszono regulamin