719 lines
38 KiB
Groff
719 lines
38 KiB
Groff
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POOL OF RADIANCE
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Adventurers Journal
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FREE NEW PHLAN!
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The new Phlan City Council is leading the fight to free their captive
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city. Heroes are retaking the city block by block from the evil hordes.
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RICHES & FAME!
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The council is looking for soldiers and rogues, mages and clerics,
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heroes of all kinds, to come to New Phlan. The wealth and land
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of an ancient city await those willing to reach out and take it.
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GLORY!
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Legends will be written about the heroic struggle to free New Phlan!
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Ships to New Phlan depart twice monthly. When you arrive, see the
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New Phlan City Council for the latest news and information.
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MAKE YOUR FORTUNE IN NEW PHLAN!
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WHAT IS THE ADVENTURERS JOURNAL ALL ABOUT?
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The Adventurers Journal is your guide to POOL OF RADIANCE. It
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includes fliers, maps, and information that your adventurers
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would know before beginning their quest. It also includes
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information that your adventurers will discover during their quest.
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The journal is divided into several sections. The cover shows a
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recruiting announcement that tempted your adventurers to come to New
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Phlan. The next sections are a history of Phlan and a bestiary of the
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monsters in and around Phlan. This is information your adventurers
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should already know, so read it carefully. The answer to Phlan't
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current plight may lie in its history.
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The next three sections of the journal are information that the
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adventurers will come across during their adventure. POOL OF RADIANCE
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assumes that your characters, being careful and thorough adventurers,
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keep a written journal of important items that they find during their
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quest. Such items include announcements from the city council
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(Proclamations), information collected during an adventure (Journal
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Entries) and tales overheard in taverns (Tavern Tales).
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During the game you will be referred to the entries in the
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Adventurers Journal for additional information. For example, if you go
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to the Hall of the City Council the program will refer to the council's
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currently listed Proclamations by number. Look up the specific numbered
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proclamations and read them. Ignore the other Proclamations until they
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are posted. The game will also reference Journal Entries and Tavern
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Tales by number. When such a reference appears, look up the specific
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numbered entry and read it.
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These items are information the adventurer would copy into his
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journal. As items are referenced check them off in the margins so you
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later know which items have come up during the game.
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Not every Proclamation, Journal Entry, or Tavern Tale in this
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journal is actually true. Many entries are only rumors, dreams, or
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plain lies. Resist the temptation to read ahead in the journal; the
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true items may reveal information your adventurers couldn't know yet,
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and the false items will contain information that can lead them astray.
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When you've finished the game you can read through the whole journal
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and spot the false entries.
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The final sections in the journal include reference material for
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playing the game. These appendices are a quick reference for specific
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game information you may need during play. Together, all of the
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sections should give you everything you need to complete the quest in
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POOL OF RADIANCE.
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A HISTORY OF PHLAN AND THE MOONSEA REACHES
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A Discourse on This Area and its Problems
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by Jeff Grub
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To most inhabitants of the lands of the Inner Sea, the Moonsea and
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its cities represent the border between civilization and barbarism. The
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Moonsea sits like a great plug straddling the territory between the
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Mountains of Vaasa and the Nomad Steppes, protecting the southern
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territories from the incursions of savage Northerners. To the south of
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the Moonsea lie the civilized lands of Cormyr and Sembia. To the north
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lay hundreds of square miles of cold and unforgiving waste. Even when
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the southern kingdoms are themselves besieged by orcish hordes,
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dragons, and fell monsters, they take comfort in the fact that, "It's
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worse around the Moonsea."
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The Moonsea Reaches are defined by sages as being those lands
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bordering on the Moonsea and its major contributing rivers. These major
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rivers are the Tesh, flowing past the shadowed battlements of Zhentil
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Keep; the Wyrmflow, a cold stream flowing from the east; the
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Duathamper, also called the Evenflow, beginning deep in the heart of
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the Elven Court and flowing north; and the Barren River which flows out
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of the Dragonspine Mountains and into Phlan. The River Lis carries the
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waters from the Moonsea south to the Inner Sea.
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The Moonsea itself is an odd combination of abyssal deep spots,
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ship-ripping shoals, and rich fresh-water reefs. Despite this, travel
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across the Moonsea is generally safer than making the journey on land,
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so that most of the major merchant activity is by water.
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This is not to say that the Moonsea is without dangers. While
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monsters are more infrequent along the Moonsea, those that exist are
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generally more powerful than their landed cousins. Regions of the
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Moonsea are recorded as being haunted, and there have been numerous
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sightings of ghost ships.
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THE ANCIENT CITY OF PHLAN
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Phlan was the first great city of the Moonsea, reaching its peak
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some thousand years ago. In those days, the Moonsea was better known as
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the Dragon Sea, named for the large numbers of great Wyrms that
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inhabited that area and the regions to the north. The Barren River was
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then called the Stojanow, a dwarvish word meaning "Trade Route," for it
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was down this passage the ore-laden barges floated, bound for the
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south. Early Phlan was a trading outpost on the north shore of the
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Moonsea, set up to facilitate trade between the Elves of Myth Drannor
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(the most powerful elven capital of the time) and the tribes of Thar,
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Vaasa, and the Ride, as well as the Dragonspine Dwarves.
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Trade between the powerful elves, the wild humans, and
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merchant-dwarves was a great success for all sides. Soon Phlan was the
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most powerful city on the Moonsea, outshining its only rival, the Elven
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Docks of Hillsfar, on the south coast.
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At this time, the elves planted the Quivering Forest north of the
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city. This copse was mildly enchanted, hastening the growing season to
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produce a great woods in the span of a human generation. Though the
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woods have been felled on a number of occasions, it has always returned
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to its original form, becoming a light woods within two years, and a
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deep shadow-filled forest by the end of a man's life.
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The elves, the legend says, first discovered the Pool of Radiance.
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Its description has varied through the passage of the years. Many wise
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sages have declared it a myth and a con-man's gambit. The location of
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the Pool changes from tale to tale. Sometimes it is deep in the heart
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of an eternal wood, sometimes on an island circled by great wyrms, and
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sometimes in the heart of a huge solitary peak that rises above all
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others in the Dragonspine Mountains.
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It is said that the pool glows with its own energy. Those that
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approach it feel new power within their bones, while an unreal melody
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holds them in a rapture. Legends say that the Pool's power created the
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Quivering Forest and caused the Sorcerer's Isle to appear.
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The Pool is said to bring great power to the worthy, and death most
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horrible to the unworthy. Some tales say that the individual should
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drink it, bathe in it, or throw coins into it and wish. There are
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numerous folk tales of the wise fool stumbling upon the Pool, and
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gaining wondrous power or meeting a gory end. The abilities of the Pool
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change according to the needs of the tale-spinner. In any event, a
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trader or adventurer who encounters a sudden windfall or great riches
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is said to have "visited the Pool."
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Whether the Pool is real or some literary invention, the First City
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of Phlan (also called Archaic Phlan) survived in peace for many
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generations of men. In the end, outside influences brought about its
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downfall. Settlers began to intrude from the lands of Cormyr and Sembia
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into the south of the Elven Court. At the same time, the beast-men of
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Thar, which are today called ogres, began gathering into large hordes,
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ravaging the countryside.
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Phlan built mighty walls and withstood a decade of constant
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invasion. In the end, its fate was sealed by the elves withdrawing
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within the Court combined with the dwarves pulling back into western
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reaches of the Dragonspine Mountains.
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With its trading lifeline cut, Phlan fell into disrepair. When the
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Black Horde finally demolished the city walls in the Year of the Tusk,
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(112 DaleReckoning,) they found little but an empty husk. The greatness
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that was Ancient Phlan had passed.
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GREATHAMMER AND THE FIRST REBIRTH OF PHLAN
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Phlan remained relatively uninhabited for the next 500 years. The
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city's position at the mouth of the Stojanow did make it a useful
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meeting place for traders. Twice during this period a pirate community
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grew on the ruins of Phlan. The first time they were burned out by a
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navy sailing from Mulmaster. The second time a group known as the Red
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Horde, led by a red dragon of incredible age, leveled the community.
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Following this attack, buccaneers never regained their power in the
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Moonsea (though small bands still persist).
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With time, the civilizations of man moved further north, the greater
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beasts retreated, and many cities were founded on the shores of the
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Moonsea. Yet the beasts did not retreat far. Dragons nested in the
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Dragonspine Mountains, ogres raided from the Great Grey Land of Thar,
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and horrible undead things lingered in the swamps and in the passes
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through to Vaasa.
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Hillsfar retained its elven ties and flourished even as Phlan't
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power was deteriorating, growing from a small town into a large
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prosperous city. The foundations of Zhentil Keep and Mulmaster were
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laid while Phlan lay in ruins. Small towns such as Melvaunt, Thentia,
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and Elmwood were started during this period. The inland city of Yulash,
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situated atop a great mount that dominates the southwestern corner of
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the lake, rose to the zenith of its power during this time.
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In 712 DR, the year of the Moon's Tears, Milsor the Valjevo, Founder
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of the Valjevo Dynasty, journeyed to Phlan to re-establish the city as
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a trading outpost. He was aided in his task, by the Wizard Rimon and
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the Priestess Alonius of Tyr.
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Milsor, Rimon, and Alonius gathered together interested adventurers
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and cleansed the city of the evil orcs and goblins that had made it
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their fair. They cleared the banks of the Stojanow and drove the
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arch-lich Zanakar from the Sorcerer's Island in the center of Lake
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Kuto. In return for his efforts, Rimon was given the Sorcerer's Island
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as his home. Alonius, in turn, was given a wide area in the recovered
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regions of Phlan as a temple to Tyr, the god of justice.
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By 750 DR the temple complex has been finished. In its day, it was
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said to be the largest temple of good in the entire North. The city as
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well had recovered, and large numbers of immigrants arrived. Some were
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natives of other Moonsea cities seeking to make or expand their
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fortunes in the new lands. But others arrived as well, including men of
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the Dalelands and Sembians, as well as farmers and lumbermen, intent on
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making the region their home.
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The newcomers built on the ruins of the old city, often not checking
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what had lay beneath their foundations. Some curious souls reported
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great, twisting passages leading far beneath the earth. Exploring such
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areas was first discouraged. It was later outlawed after a party of
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adventurers freed an extremely large beholder. The newcomers, led by
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Valjevo and his heirs, closed off the passages choosing to ignore the
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past and seeking only the future for their city.
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The dalesmen spread up the Stojanow River. They diverted the river's
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flow and turned the rocky terrain into a rich landscape of fields and
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orchards. The reach of the farmlands extended from Lake Kuto to the
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city of Phlan at the mouth of the river. Some say the land was so rich
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because of the proximity of the enchanted Quivering Forest. Others
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ascribe the bounty to the wizardries of Rimon. Still others credit the
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series of dikes and levees that the farmers, aided by magical spells,
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used to harness the river itself.
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Whatever the cause, the healthy harvests of the Stojanow River
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Valley provided Phlan with a solid trading base. For the next 200 years
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Phlan was the center of the trade around the Moonsea. Its grains,
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fruits, and tubers filled vaults from Mulmaster to Zhentil Keep. It
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appeared that civilization, after a false start, had finally made a
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major foothold in the lands north of the Moonsea.
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Such was not to be the case, for the forces of good and evil ebb and
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flow like the shores of the Moonsea itself. In the 195th year of Phlan,
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(907 DR), the golden age ended in rust. A plant rust, which affected
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most of the farmlands around Phlan, destroyed harvests for the next
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three years. Suddenly the Moonsea reaches were in the grips of a
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powerful famine, relieved at great cost with shipments from the south.
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There was great suffering, and other cities, once so enamored of
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Phlan's gentle power, were resentful that it had failed.
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The native Phlanars were resentful as well. Their once good rulers
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had fallen into a sloth and ease in the centuries since the
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reestablishment of the city. The Valjevo blood was said to run thin in
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the Princes and Princesses of Phlan. They reacted to the plague
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infesting the grain by first ignoring it, then setting up committees,
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and finally legislating it out of existence. Only when the magnitude of
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the problem became clear, did they act. Even then they failed their
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people, overracting to the point of placing a ban on all shipments out
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of the city, seeking to keep what supplies were left for the native
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population.
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The other cities, already angry with Phlan for its rising prices in
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the face of the plague, rebelled against this new measure. Fleets from
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Mulmaster and Hillsfar began to raid cargos destined for the city.
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Smugglers operated out of the Twilight March and Stormy Bay despite
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official attempts to enforce the ban on shipments.
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A large land force equipped with siege machinery set out from
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Zhentil Keep toward Phlan. The force encamped at Stormy Bar while the
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ruling heads of Phlan negotiated to spare the city. In the end, the
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Keeper force was turned back through a massive payment to their
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leaders. These leaders were the first appearance in Phlan record of the
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Zhentarim, which would increase in power over the next 300 years.
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During this activity, Rimon, now old in the ways that only wizards
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can be old, disappeared from his rocky abode. What became of Rimon is
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unknown, for the rulers of Phlan had not sought his council for a
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generation. Some say he became a lich himself, using the methods
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discovered by Zanakar. Others say that he sacrificed himself in battle
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on a far-distant plane in order to save the lands of Phlan. Still
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others state that he had found the Pool of Radiance and became a great
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and powerful being in some other part of the Realms. Most likely Rimon
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merely fell prey to the effects of old age as all mortals do. Whatever
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the cause, Rimon was never seen again in the Realms, and his citadel
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became a haunted, abandoned ruin within a decade.
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The Famine of the Red Plants passed after three seasons, and an
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abundant harvest returned to Phlan. But the harvests were never to be
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as great as before, nor the fruit from the orchards as sweet. Whatever
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magic, true or imagined, that had reestablished Phlan passed. The city
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began to become gray and ordinary, losing power to the Keepers and the
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men of Mulmaster. The golden age was over.
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The Valjevo Princes, their blood thin indeed, continued for another
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century. The century was filled with petty wars between the various
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city-states. No longer the leading city of the Moonsea, Phlan battled
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with its rival more often. Piracy, or rather privateering, was on the
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rise, a situation that continues to this day among the city-states.
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Phlan was wracked by interior torments as well. The people of the
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city were well aware of their loss of power and prestige. Farms north
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of Phlan were now being abandoned. Dark shadows lurked between the
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massive trunks of the trees in the Quivering Forest. An attempt to
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clear a path through that growth in 1023 DR resulted in the death of
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the last surviving Great Prince of the Valjevo family.
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The death of the Great Prince resulted in a three-year civil war
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within the city, as various factions supported different candidates to
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take the mantle of the Great Prince. All candidates' claims upon the
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royal blood were questionable and every faction sought to control
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Phlan's future through placing their choice on the throne. During this
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time, the great temple of Tyr was looted and burned, leaving only a
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great blackened shell. Many of the leading merchant families fled to
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other climes.
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In the end, the last survivor was a young noble supported by a group
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of powerful merchants. They created the first Council of Phlan to act
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as regents for the youth. The Council spoiled the child, who grew into
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a spoiled man who was unable and unwilling to take the reins of power.
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He died without issue forty years later, and the Council has ruled ever
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since.
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THE FALL OF PHLAN
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The last 300 years of Phlan have been a continual retreat from the
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greatness that once was. Smaller rural towns were abandoned in the face
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of increasing evil to the north. Sorcerer's Isle was said to be
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inhabited again by fell powers. The city fell back upon that which it
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did so well so long ago: trading. It began to serve again as the
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middleman between the new powerful Northern tribes and the established
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nations of the South. For a short time, about a hundred years ago, the
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awful tide of retreat seemed to be halted and the city was on its way
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to becoming a prosperous trading town once more.
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Yet dark things continued to lurk on the borders of Phlan.
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Sorcerer's Island was said to be inhabited by Yarash, an evil mage who
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was said to be seeking Rimon's power, the Arch-Lich's magic, the Pool
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of Radiance, or all three. The greatly diminished Dwarven Nations of
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Dragonspine reported great hordes of orcs and ogres attacking their
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citadels, and their barge trade came to a complete halt. Small towns
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and hamlets were raided and burned with increasing regularity, sending
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refugees to Phlan seeking passage to safer lands.
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Then disaster struck, Raiders from the north, aided by dragons and
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other dangerous creatures, poured down out of the northlands. The
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Quivering Forest was burned in a massive fire that dominated the sky
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for a month. Monstrous hordes containing every imaginable creature
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marched with horrifying precision toward the city.
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The Council debated, argued, and debated again while the hordes drew
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nearer, much as the last Valjevo Princes did in their long-ago folly.
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Finally, they chose to fight, but were overwhelmed by the forces or orc
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and dragon. Phlan burned and fell to the forces of evil, who looted and
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pillaged that which remained.
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The last remnants of the Council stood their guard, trying to
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evacuate as many citizens as possible. Of the council members, the Last
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Priest of Tyr, Ferran Martinez, held the last garrison, Sokal Keep,
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which stood at the mouth of the Barren River. It is said that Ferran
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placed a terrible curse upon the Keep to prevent anyone from taking it.
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In the end, even the waters of the Stojanow river turned poisonous
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and murky, and the river took its present name, the Barren. The rich
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farmlands of the Stojanow River Valley were laid waste and became known
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as the Scoured Lands.
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THE REEMERGENCE OF PHLAN
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That should have been the end of Phlan's story, but it is not so.
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Men remember the tales of Valjevo, who brought the first city of Phlan
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back from its ruins. Adventurers, smugglers, and small traders visited
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the region and brought back tales of Phlan under control of its evil
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masters. Many of the buildings were burned, but many others were
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spared. The shell of the temple of Tyr had been rebuilt, dedicated to
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some darker, more evil god. Zhentarim spies and agents of dark Vaasan
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nobles met and planned in Phlan, and the riches of the ages still
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survived for those who sought to look.
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In time, more modest men returned to Phlan to rebuild her. A
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stockaded community rose from among the rubble of the past glories.
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These men intended to engage in the same profession as those before
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them, for Phlan still occupied a prime position for trading on the
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Moonsea. However, until the city was cleared, the Barren River made
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clean, and the competeing city-states pacified, Phlan was likely to
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stay in impoverished ruins.
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Two years ago, in the Year of the Worm, two things happened that
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would mean a change of Phlan's future. First was the Flight of the
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Dragons that surged through the northern regions of the Lands of the
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Inner Sea. Due to a cause unknown, great wyrms came down from the far
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north destroying all in their path. These are not the rare,
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opportunistic dragons seeking alliance with humanoid tribes, but rather
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huge waves of angry scaled monsters, bringing destruction where they
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travel.
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Many of the Moonsea and Daletowns suffered great destruction in the
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battles that followed. Yulash was utterly ruined by the attack, and
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Hillsfar was greatly damaged. The most telling blow was delivered by
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the body of a great dragon that fell into the Hillsfar harbor, blocking
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that entrance for a month.
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Much of the Phlan was also smashed into a smoking ruin by these
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beasts. Strangely, it worked in the favor of those men who lived there.
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Most of the damage was taken in the already-ruined section of the city,
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where various evil warlords vied for control and riches. The attack of
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the dragons broke their power, creating a vacuum in the control of the
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city and giving the men of Phlan a chance to re-establish themselves
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and their homes.
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Yet this would not occur without leaders, and the reappearance of
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the Council of Phlan was the second great thing to occur in the city.
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Descendents of the last Council still survived all the turmoil that had
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occurred, and many families wished to return to the land. These leaders
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were no great mages or wondrous fighters, but traders, merchants, and
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clerics. Their leaders, who remain to this day, were the shrewd and
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powerful trader Ulrich Eberhard, the retired mercenary captain Werner
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Von Urslingen, and the Bishop of Braccio of Tyr. They have been joined
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by their junior member, Porphyrys of the ancient House Cadorna.
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Together the council has proposed exactly that which Valjevo
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accomplished so long ago, clearing the city by means of recruited
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adventurers. The promise of great treasure and the myth of the Pool of
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Radiance provided adventurers with an irresistable draw. The Council
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published notices and paid traveling bards to make sure that the story
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of Phlan's waiting riches was distributed all around the Moonsea and
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beyond.
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PHLAN TODAY
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The city of Phlan, built on ruins upon ruins, is a city at war. It
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is divided between the human forces of the Council, and those evil
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forces that hold a great deal of the city under their sway.
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The human territories of Phlan are nestled behind a strong stockade
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of stone quarried from the ruins and trees lumbered from the Quivering
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Forest. A substantial city-guard patrols the openings in the walls at
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all hours, always ready to repel any attacks by the old city's evil
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inhabitants.
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The buildings of rebuilt Phlan are sturdy and utilitarian, with
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little of the splendor of the ancient past. The glories of the past
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shine through in an ancient column now used to support a stable's
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wooden roof or a faded fresco overlooking an adventurer's taproom. The
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past is always with the inhabitants of Phlan, reminding them of what
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once was and could yet be again.
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The natives of Phlan are a mixed group, including descendents of the
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families of Valjevo's day and returnees who seek to reclaim lands and
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treasure lost to the dragon horde fifty years ago. The city is also
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filled with adventurers seeking new fortunes and traders hoping to
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reestablish the old trading lines.
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Orcs and other generally evil humanoids are viewed with alarm within
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the city, though evil humans come and go unmolested with the ships. It
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is said that spies from the other cities of the Moonsea make regular
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calls with the ships, overseeing the progress of the Council in
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re-establishing the city. If the Council is TOO successful, some say,
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then sabotage may be in order to prevent Phlan from returning to its
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former power.
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The lands beyond the civilized stockade are wild ruins controlled by
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whatever local faction or tribe holds that piece of land. Control lasts
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only as long as the reach of claw or sword. Petty bands of orcs,
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goblins, and men vie for power, some led by more sinister monsters.
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Much of Phlan's ruined greatness can be found in the Old City. The
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main sights include: the forgotten riches of the wealthy old noble's
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houses; Podol Plaza, the center of the old trading district; and the
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Old Temple, now dedicated to the dark god Bane. Valjevo Castle has been
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refortified and is being used as a headquarters for one faction leader
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or another.
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Phlan remains now, as it has ever been, a city with the greatest of
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potential. In the cycles of its rise and fall, legends have arisen
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before. In engineering New Phlan's renaissance, new legends are sure to
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emerge.
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THE PHLAN AREA BESTIARY
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This is a list of some of the monsters found in and around Phlan and
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the north shore of the Moonsea. Most monsters can strike fear into the
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hearts of men, but some are more powerful than others. The monster's
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reputation is reflected in its monster level, listed as a Roman numeral
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after its name. Level I monsters are less powerful than a well-equipped
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beginning fighter. A Level VIII monster may be more powerful than
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several heroes.
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Anhkeheg (VI): Large burrowing insects with great mandibles. These
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creatures have been known to spit a powerful acid.
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Basilisk (VII): A giant eight-legged lizard. One of the most
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dangerous creatures in the realms because their gaze can turn creatures
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to stone!
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Bugbear (IV): Hideous giant sized goblins who stand over seven feet
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in height. Bugbears look clumsy but are strong, quick fighters with
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great stealth.
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Centaur (IV): These good creatures are half men and half horse. They
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are capable fighters and can be valuable allies.
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Displacer Beast (VI): These creatures are large, black puma-like
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creatures with two tentacles sprouting from their backs. These
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|
creatures can appear several feet from their actual location.
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Drider (VI): These creatures resemble a cross between a drow elf and
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a giant spider. They are powerful spell casters.
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Efretti (VII): These large powerful jinn are from the elemental
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plane of fire. They are very arrogant and will only serve a powerful
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master.
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Ettin (VII): These creatures look like giant two-headed orcs. They
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have great strength and usually wield two spiked clubs that inflict
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terrible damage in combat.
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Fire Giant (VIII): These evil giants have flaming red hair and are
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|
immune to all fire. They usually attack with giant two-handed swords.
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Giant Frog (III): These are giant carnivorous frogs. They are fast,
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|
dangerous predators who may be poisonous.
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Giant Lizard (IV): These are the giant cousins to the common lizard.
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Giant Mantis (VII): These are the giant version of the common
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mantis. These creatures are fast, strong, and have good armor.
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Giant Scorpion (VI): These are the giant version of the common
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scorpion. Its poisonous tail can kill a man.
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Giant Snake (V): These are giant poisonous snakes.
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Ghoul (III): These are evil undead whose touch may paralyze a man in
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combat. They feed on corpses and attack all living creatures on sight.
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Gnoll (II): These creatures are hyena-headed humanoids who stand
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over seven feet tall.
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Goblin (I): These are small humanoids common in the Realms.
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Hill Giant (VII): These are one of the smaller, more stupid giants,
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but they are still tough opponents. They usually carry large clubs.
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Hippogriff (III): These magnificent creatures have the forelimbs and
|
|
head of an eagle and the body and hind legs of a horse.
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Hobgoblin (II): These are human-sized, intelligent relatives of the
|
|
goblin.
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Kobold (I): These are small, cowardly humanoids who delight in
|
|
killing and torture.
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Lizardman (III): These are lizard-like humanoids. They are
|
|
omnivorous but they have a particular fancy for human flesh.
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Medusa (VI): These are hideous women with snakes for hair. They can
|
|
turn a man to stone with their gaze.
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Minotaur (VI): These are strong bull-headed humanoids. They are
|
|
cruel man eaters, commonly found in mazes.
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Mummy (VII): These are powerful undead with great strength. The mere
|
|
sight of one has been known to paralyze a man in combat. The touch of
|
|
the mummy causes a strange rotting disease.
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Nymph (V): These are extremely beautiful creatures that appear as
|
|
ever-young females. They usually inhabit wild lakes and streams.
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Ogre (IV): These are large, foul-tempered, ugly humanoids. They are
|
|
strong fighters.
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Orc (I): These are evil, pig-faced humanoids.
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Phase Spider (VI): These are giant poisonous spiders with the
|
|
ability to phase in and out of this dimension. Usually they only 'phase
|
|
in' to attack, then 'phase out' again.
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Quickling (IV): These are small, fast-moving creatures. Because of
|
|
their great speed they are invisible when they move.
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Skeleton (I): These are the least of the undead. These animated
|
|
skeletons are usually controlled by some evil force.
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Spectre (VII): These are one of the most powerful of the undead.
|
|
Their touch can drain the life out of men.
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Stirge (II): These are small, blood-sucking birds.
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Thri-kreen (VI): These are intelligent, carnivorous insect-men who
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|
live in burrows. They have four arms and a poisonous bite that
|
|
paralyzes their foes.
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Tiger (V): These are noble beasts who are both strong and silent.
|
|
Though their normal prey are animals, they have been known to become
|
|
"man-eaters."
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Troll (VI): These are large, strong, ugly humanoids. They know no
|
|
fear and can regenerate wounds.
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Vampire (VIII): These are one of the most dreaded undead in the
|
|
Realms. They can drain life levels, are strong fighters, and are
|
|
sometimes powerful magic users.
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Wardog (III): These are large, strong dogs, trained to kill. Orcs,
|
|
goblins, and other humanoids are known to use them.
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Wight (VI): Evil, undead humans whose touch can drain the life out
|
|
of a man.
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Wild Boar (IV): These creatures are the wild relatives of the pig.
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Wraith (VI): These creatures are non-corporeal undead. Their touch
|
|
can drain the life out of a man.
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Wyvern (VII): These creatures are distant relatives of dragons. They
|
|
attack by biting and using the poisonous sting in their tail.
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|
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Zombie (IV): Magically animated corpses controlled by an evil force.
|
|
Zombies always fight back until destroyed or turned.
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|
|
THE PROCLAMATIONS OF THE CITY COUNCIL
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OF NEW PHLAN
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|
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These messages are posted on the wall of the City Hall. They
|
|
represent messages that the City Council wants to relate to the
|
|
citizens and adventurers in New Phlan. When you go to City Hall the
|
|
game will refer to the posted proclamations by number. Each
|
|
proclamation begins with:
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|
|
|
From the City Council of New Phlan to all brave and hearty
|
|
adventurers:
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|
|
PROCLAMATION LIX
|
|
Be it known that the council is interested in reclaiming the
|
|
remaining blocks of the city of New Phlan. To reclaim said blocks they
|
|
must be first cleared of monsters, vermin, and other uncivilized
|
|
inhabitants. To this end the council is offering a reward to any person
|
|
or group who is responsible for clearing any block of the old city.
|
|
|
|
PROCLAMATION LXIV
|
|
Be it known that the council is interested in acquiring information
|
|
as to the disposition of various formerly-living entities rumored to be
|
|
harassing honest citizens in the vicinity of Valhigen Graveyard. A
|
|
reward is offered to any person who shall travel to said graveyard and
|
|
return an eye-witness account.
|
|
|
|
PROCLAMATION LXXVII
|
|
Be it known that the council is offering a reward to any person or
|
|
persons who can provide information as to the disposition of several
|
|
council agents who have been sent to investigate the unseemly
|
|
happenings in the vicinity of Valhigen Graveyard.
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|
|
PROCLAMATION CI
|
|
Be it known that the council, knowing that commerce is the life's
|
|
blood of New Phlan, has decreed that Sokal Keep is to be cleared of all
|
|
unlawful inhabitants. A reward is offered to the person or persons who
|
|
successfully carry out this commission. All interested in applying for
|
|
said commission shall present themselves to the clerk of the council.
|
|
|
|
PROCLAMATION CIX
|
|
Be it known that the council is offering an inducement to any
|
|
individual who shall serve in the rescue force for the mercenary band
|
|
of Taimalg-the-Invincible which has disappeared inside Valhigen
|
|
Graveyard.
|
|
|
|
PROCLAMATION CX
|
|
Be it known that the council is seeking a stalwart band to undertake
|
|
a mission of particular sensitivity. Any brave and clever band of
|
|
adventure seekers who are not adverse to earning a large reward should
|
|
present themselves to the council clerk for a special commission.
|
|
PROCLAMATION CXIV
|
|
Be it known that the council is offering a special reward for the
|
|
safe return of the heir to the House of Bivant. Said minor was carried
|
|
off during a buccaneer attack on the merchant ship in which he was
|
|
sailing. Apply to the council clerk for the council's commission and
|
|
additional information as to the abduction.
|
|
|
|
PROCLAMATION CXX
|
|
Be it known that the council has decreed that the threat of the
|
|
pirates who plague eastern shipping to New Phlan will be eliminated.
|
|
The council offers a generous reward for the exact location of the
|
|
pirates stronghold in the Twilight Marsh. An even greater reward is
|
|
offered for the elimination of the pirates as a threat to shipping.
|
|
Apply to the council clerk for a commission.
|
|
|
|
PROCLAMATION CXXVI
|
|
Be it known that the council is offering a reward for all books and
|
|
tomes containing information about the fall of Phlan. The amount of
|
|
said reward to be dependent upon the value of the information provided.
|
|
|
|
PROCLAMATION CXXIX
|
|
Be it known that the council has decreed that the foul poisoning of
|
|
the river formerly known as Stojanow is to be brought to an end.
|
|
Accordingly, a reward is offered to any group which shall travel up the
|
|
river currently known as Barren, locate the source of its poisoning,
|
|
and eliminate said source. A commission may be obtained from the
|
|
council clerk.
|
|
|
|
PROCLAMATION CXXXIV
|
|
Be it known that the council has declared those individuals who have
|
|
taken up residence in the mansion of the former Koval Family to be
|
|
traitors and thieves. Be it further known that a reward has been
|
|
offered for the elimination of these outlaws. A commission to rid the
|
|
city of this blight may be obtained from the council clerk.
|
|
|
|
PROCLAMATION CLIV
|
|
Be it known that the council has proclaimed a generous bounty for
|
|
each undead killed. Be it also known that in addition to said bounty,
|
|
the council is willing to provide a special enchanted item, useful in
|
|
the destruction of undead, to any group of adventurers which accepts
|
|
the commission to cleanse Valhigen Graveyard. Apply to the city clerk
|
|
for said commission.
|
|
|
|
PROCLAMATION CLVI
|
|
Be it known that the council is seeking a hearty band to undertake a
|
|
mission to rescue the Duchess of Melvaunt. The duchess is supposedly
|
|
being held by a band of ogres in a camp to the northeast of Phlan. A
|
|
generous reward is offered for the safe return of the duchess. Apply to
|
|
the council clerk for commission and additional information concerning
|
|
the abduction.
|
|
|
|
PROCLAMATION CLXX
|
|
Be it known that the council is interested in obtaining information
|
|
concerning bands of insect men known to plague the grassy planes to the
|
|
west of New Phlan. Said insect men are a hazard to transportation to
|
|
and from Zhentil Keep. A reward is offered to any person or persons who
|
|
return with complete information on the location, disposition, and
|
|
intentions of the insect men. Apply to the council clerk for a
|
|
commission.
|
|
|
|
PROCLAMATION CXC
|
|
Be it known that the council is interested in obtaining information
|
|
about the disposition of various hobgoblins believed to be gathering in
|
|
support of forces bent upon the destruction of our fair city. A
|
|
generous reward is offered to any who shall scout out the doings of
|
|
these foul creatures and report such to the council. A larger reward is
|
|
offered if the marshalling of said hobgoblins can be prevented. A
|
|
commission may be obtained from the council clerk.
|
|
|
|
PROCLAMATION CCI
|
|
Be it known that the council is interested in clearing obstacles to
|
|
establishing a trade route to the east. Said obstacles currently
|
|
include an infestation of lizard men in the swamps to the east. A
|
|
reward is offered to any who can locate the source of the infestation
|
|
and remove the lizard men as an obstacle to trade. A commission may be
|
|
obtained from the council clerk.
|
|
|
|
PROCLAMATION CCIV
|
|
Be it known that the council is interested in obtaining information
|
|
about the disposition of various kobolds currently believed to be
|
|
gathering in support of forces aimed on the destruction of our fair
|
|
city. A generous reward if offered to any who shall scout out the
|
|
doings of these foul creatures and report such to the council. A larger
|
|
reward is offered if the marshalling of said kobolds can be prevented.
|
|
A commission may be obtained from the council clerk.
|
|
|
|
PROCLAMATION CCXIV
|
|
Be it known that the council is interested in obtaining information
|
|
about the disposition of a large nomad band currently believed scouting
|
|
the approaches to our fair city. A generous reward is offered to any
|
|
who can prevent said nomads from joining with the force now gathering
|
|
to attack New Phlan. A commission may be obtained from the council
|
|
clerk.
|
|
|