This commit is contained in:
TheGiddyLimit
2024-06-23 22:13:57 +01:00
parent ed9833eefc
commit e5844f8a3f
279 changed files with 38254 additions and 7675 deletions

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@@ -26,7 +26,8 @@
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@@ -161,7 +162,8 @@
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@@ -2975,7 +2977,8 @@
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@@ -3226,7 +3229,8 @@
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"Long ago, the great dwarven kingdom of Gharraghaur stood to the west of Delzoun, delving mines near the River Mirar and finding great, near-endless veins of gems. Like many of the dwarven realms, Gharraghaur fell to marauding orcs, which destroyed the kingdom and its capital city but couldn't take advantage of the wealth therein. For millennia the lower city lay empty, until some eight hundred years ago, when Prince Ereskas of Amn settled the same spot, creating the city of Mirabar (coincidentally echoing the dwarven \"-bar\" naming convention used for citadels throughout the North). It was only when dwarves returned to work the mines below that Mirabar began to see its fortunes increase.",
"Mirabar is ruled by its hereditary marchion, Selin Raurym, who issues edicts fed to him by the Council of Sparkling Stones. The council is a group of dwarves and some few humans elected to make policy for the city, who determine where the output of Mirabar's mines will be sold. Although the council has long kept Mirabar associated with the Lords' Alliance, it is the marchion who negotiates with his fellow lords. Thus far, Selin Raurym has proved far more capable than his predecessors at making beneficial decisions for the city, and the council has given him great leeway to speak for Mirabar outside the walls. His threat to pull out of the Alliance following its failure to aid the northern cities against the most recent orc hordes, though considered by some an empty gesture, has brought Mirabar more advantageous relationships with Waterdeep and Baldur's Gate, something which has not gone unappreciated by the council.",
@@ -3267,7 +3271,8 @@
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@@ -3280,7 +3285,8 @@
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"Nearly half a century ago, Mount Hotenow (the nearby volcano that perpetually heats the river flowing through the city) violently erupted, destroying much of Neverwinter, killing thousands, and leaving in its wake a great, gaping chasm that split the city. Neverwinter was in ruins, and external influences\u2014from Netheril to Thay to Lord Dagult Neverember of Waterdeep to the agents of the Hells themselves\u2014sought to exert control over the city. Many folk fought to stem all these dangers, and eventually, a measure of peace fell over Neverwinter.",
"Since Dagult Neverember was deposed as the Open Lord of Waterdeep, he has thrown his full attention and effort into the rebuilding of the city from which he claims descent. Whatever people's opinions are of his claim to Neverwinter's throne, he has proven a capable, inspiring leader over these last few years, and the population has embraced him as Lord Protector. He engineered the sealing of the Chasm and the restoration of the High Road, and is seeking other ways to repair and improve the city. Even if he can never prove his descent from Lord Nasher Alagondar, the people of Neverwinter have accepted his leadership. (My rumored personal dislike of Lord Neverember has nothing to do with my assessment of his leadership; I merely find him an intolerable flirt.)",
@@ -3316,7 +3322,8 @@
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"The Gem of the North is a stunning place of sweeping curves, soaring towers, and structures built into the living trees. To many elves, the city is a reminder of the ancient elven cities of old; some call it the Myth Drannor of the North, even nowadays after the restoration and subsequent fall of that fabled city. Even where stone is employed in construction, ivy and other living plants grow through, over, or around most structural elements, giving most of the city a green cast.",
"Despite its arboreal architecture, Silverymoon is very much civilized, boasting schools of music and magic, a great library, bardic instruction, and temples or shrines to Mielikki, Oghma, Silvanus, Sune, Tymora, and Mystra. Knowledge, both the acquisition of it and the wisdom that comes from diligent study, is the real treasure of Silverymoon, as much as magic or wealth could ever be.",
@@ -3350,7 +3357,8 @@
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"Though it has stood for hundreds of years, Waterdeep is only now returning to its status of a century and a half ago. The recent disruptions began when the gods walked the Realms and slew each other before the eyes of mortals, until they walked back to their divine domains through the very streets of Waterdeep itself. Decades later, more deities began dying off, magic failed, and all manner of catastrophes started altering the very nature of the city. Lord Neverember wasted the city's navy and then, instead of rebuilding it, hired sailors out of Mintarn (and profited from the endeavor).",
"Now, the City of Splendors is on the mend. The harbor has been cleared of the broken ships that made up the former district of Mistshore, and Waterdeep again has its own navy. The city's Guard (its army), Watch (police force), Navy, and it famous Griffon Cavalry are all being reformed, but all of that might be a matter of years in the settling. A plague chased most residents out of the Warrens and Downshadow, and living or digging below the city's surface has been deemed illegal except by those authorized by the lords to do so. Somehow, even the air seems fresher. In the words of one wise moon elf matron (whose status as my aunt has positively no bearing on her wisdom), \"Waterdeep is back to where it was when I was a lass.\"",
@@ -3480,7 +3488,8 @@
"distance": 100,
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"Each summer, except in years when Shieldmeet occurs, a vast Hiring Fair is held in Yartar, during which all sorts of undesirable folk gather north of the town looking for work as guards, miners, farmhands, guides, or other unskilled laborers. For the most part, those who attend this fair are brutes, bandits, freeholders whose lands can no longer sustain them, or Uthgardt who wish to be among \"civilized\" folk for a short time\u2014but occasionally, a strong hand or a skilled warrior can be culled from the bunch. While this event is going on, Yartar is overrun with visitors it would rather not welcome, who steal goods, sell wares in the street (sometimes those they have just stolen), meet unscrupulous contacts to hand off coin, information, or purloined items, and engage in the occasional spell duel. It's quite common for a new adventuring company to come into being at one of these fairs, when those who stand out from the crowd because they have legitimate skills to sell gravitate toward one another and decide to form a group.",
"In those years when Shieldmeet falls, the town is instead treated to a great festival on that day, sponsored mainly by the local temple to Tymora, the Happy Hall of Fortuitous Happenstance. The Shieldmeet festival features a number of games of chance, skill, and bravery, from dice and darts, to drunken running, to wrestling and other physical contests. Occasionally, the Tymoran priests use this festival to identify adventurers whom the goddess has called to a particular task, selected for a blessing, or otherwise marked for some undetermined destiny.",
@@ -3868,7 +3877,8 @@
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"On the southern isles live the Ffolk, humans ruled by their High King, Derid Kendrick, from the fortress of Caer Callidyr on Alaron. The Ffolk worship a goddess they call the Earthmother; her druids gather in sacred groves on the islands. Some of these groves hold moonwells, magical pools that the druids say the goddess uses as her windows onto the world.",
"The northern isles are the territory of the Northlanders, who spread south from Ruathym to settle here, and have fought occasional wars with the Ffolk in the centuries that the two groups have uneasily shared the islands.",
@@ -4070,7 +4080,8 @@
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"No one's ever bothered to count or name all the tribes of these islands, and I doubt anyone's going to start now. For one thing, it's a fool's errand: tribes split up or are destroyed at such a rapid pace that by the time you finished counting, you'd have to start over anyway. For another, it's dirty, dangerous work, and dealing with pirates is a task best left to swift ships, well-armed navies, and the kinds of fools that would want to count them in the first place.",
"If you do find out the name of a tribe in the Nelanther, be careful about mentioning it to another Nelanther ship unless you can confirm that the ship belongs to a friendly tribe. Even so, be advised that alliances are short as summer storms in these isles, and it's not likely you'll be around long enough to witness a new one being forged. Proclaiming your allegiance to a certain tribe might anger the one you're talking to.",
@@ -4354,7 +4365,8 @@
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"Zhentil Keep was burning. The Citadel of the Ravens lay in ruins. The leadership of the Zhentarim died, were captured by the Shadovar of returned Netheril, or were in flight. The vaunted Black Network was shredded. Cells of Zhentarim agents were cut loose, and without connections or direction, they dissolved or were crushed by rivals. The Zhentarim was no more.",
"Or so it seemed. There was one stronghold of the Zhents that had not fallen and whose leader never wavered in his dedication to the organization. Darkhold stands deep in the mountains of the Western Heartlands, and there the remnants of the Zhentarim quietly gathered. There they swore allegiance anew to the leader who promised to reforge the organization into something stronger than before.",
@@ -4537,7 +4549,8 @@
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@@ -4624,7 +4637,8 @@
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"Hartsvale is far in the windswept north, a fertile mountain valley where the Ice Spire Mountains abut the High Ice. The Clear Whirl River, easily the cleanest and coldest I have ever bathed in, flows south into the valley out of the lands of the Endless Blizzard, feeding the rich soil tucked between the northern and southern arms of the Ice Spires. The river splits as it runs through the hilly lands, eventually draining into a series of lakes along the southern edge of the vale. Two small woods also grow in the vale, one along its northern edge, between the vale proper and the northern Ice Spires, and another fed by the lakes on its southern edge.",
"Originally the home of giant clans and ragtag barbarian tribespeople related to the Uthgardt, Hartsvale was conquered by the hero Hartkiller. He was a giant who had ventured into the lands to the south and learned of their ways. When he came to Hartsvale, he rallied the human tribes, uniting them into a fighting force capable of defeating the giants who tyrannized them, and they threw the giants down, claiming the vale between the mountains for their descendants.",
@@ -4740,7 +4754,8 @@
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"As the name suggests, the High Moor is a raised area extending for many miles of heath, lichen-covered outcroppings, and hidden gullies. Herd animals wander the land, from sheep to rock ponies to the occasional rothé. These beasts graze without great risk, because wolves and other predators that would thin the herds are themselves the prey of the trolls and goblinoids that otherwise rule the moor. These two-legged threats sometimes seed the High Moor with traps, but are normally occupied with fighting and killing their prey and each other. There is something of a cycle to the hunts of the High Moor: wolves are killed off by the hobgoblins one year, leading to more sheep grazing, which brings the trolls out (the local trolls enjoy mutton, it seems), which brings intrepid adventurers to deal with the growing menace, enabling just enough of the wolves to survive that they aren't wiped out completely.",
"Human barbarians also inhabit the High Moor, living mostly on its western fringes with large herds of sheep and goats, the soil being too thin and too poor for farming. They aren't Uthgardt or related to them, but they might have some distant ties to the Northlanders, as they seem to be of Illuskan stock. They speak a dialect of Illuskan I'd not heard before, and my first meetings with them were quite tense and filled with misapprehension. However, I came to know people from both the Girondi and Belcondi tribes, all of whom acted with bravery, honor, and good humor in my presence. Travelers in this region should note that the human tribes share the suspicion of magic common among many Northlanders, but thankfully it isn't the fanatic hatred shown by the Uthgardt.",
@@ -4874,7 +4889,8 @@
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"That, of course, is just the way its residents like it. They enjoy their solitude, which is broken only rarely. The hills of Trielta do occasionally offer up some impressive bounty, in the form of heretofore-undiscovered gold and silver. While such finds are usually small lodes that are played out almost before others become aware of them, Trielta has played host to full-on gold rushes from time to time. Someone stumbles on a particularly large vein of ore, and prospectors and fortune-seekers come pouring in by the dozens. Trieltan folk tend to see these occasional influxes of gold-hungry seekers the way other settlements look upon periodic plagues of locusts: aggravating, inevitable, and thoroughly disruptive, but also part of the natural order, and so nothing to get bothered about.",
"Indeed, even the largest of these discoveries isn't so lucrative as to be worth the construction of the full-scale mining operations that can be found in other lands. No large nations or trading consortiums are waiting in the wings to invade and take over the mines of Trielta. They are what a dwarf acquaintance of mine once referred to as \"scratch mines\"\u2014close-to-the-surface operations, with decent yield for a small amount of digging, but not worth the construction of \"proper\" (by which he of course meant dwarven) mines.",
@@ -5090,7 +5106,8 @@
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