Areas of interest

Places of Interest
The Forest of Amtar
The Forest of Amtar is a huge place, nearly half
as large as all of Dambrath. It forms almost the
entire northern border of Dambrath. The Forest
is a lush, tropical place, where the temperature
rarely falls below 90, even at night. Humidity is
high, and insects and plant life abound. The
most striking feature of the forest is the trees.
Over half of the trees in the forest are the fast
growing mathiri trees, more commonly known
as bluewood. The wood is actually ivory colored
with faint blue streaks, but, with polishing, it has
a deep luster that resembles the glow of a polished
gem. It is prized for making furniture
because it is easy to cut, yet durable. A skilled
woodworker is required to bring out the true
beauty of the wood. The demand for such furniture
always exceeds the supply.
Amtar is filled with life. All normal tropical
animals of the forest can be found here: jaguars,
tigers, gorillas, wild boars, and parrots, macaws
and other tropical birds. It also supports a large
population of carnivorous apes. The apes are
abundant in the northern part of the forest, but
can be found elsewhere. Choke creepers and
giant snakes are common and the rhino beetle
is also present.
On the east edge of the forest, three bandit
bands have their hideouts. They prey upon travelers
along the Trader’s Way, which runs along the
forest for a distance of several hundred miles.
One of these bandit groups consists of almost one
hundred orcs, led by an ogre magi called Tandi
Earsgone. Another is a small group of outcast
Arkaiuns, intent on bettering themselves through
theft. Neither is much of a threat, leaving wellguarded
caravans alone. Of more concern are
Dracil’s Raiders, a group of 10 evil adventurers,
all of at least 8th level. Dracil is himself an outcast
NE dwarven fighter/priest of 9th/10th level. The
party boasts two mages, and another priest. The
Raiders also have a number of magical items that
aid them in their raids. Half of the band wears
elven boots. Dracil himself carries a short sword
of speed, which is intelligent and allows him to fly
for up to one hour a day. The Raiders pick their
tights carefully. Large well-defended caravans are
left alone. Smaller, poorer caravans, such as one
carrying grain or leather goods, may be stopped
and a tariff exacted. The raiders understand that
if they shut off trade entirely, the “easy pickings”
would dry up.
The south center of the forest, almost to the
southern edge, is the domain of the wild elves.
This large tribe of elves has
successfully raided the Dambraii for hundreds
of years. They are never a big enough nuisance
for the city to spend much effort to eradicate
them. The problems with finding them in the
forest have also prevented any major military
undertakings in this regard. It has long been a
hobby of the Crintri and the drow to go out at
night from Elveswatch, hunting the wild elves.
The hunters often find themselves to be the
hunted. The ancient enmity between the elves
and the drow insures that neither side will ever
call a truce.
The wild elves call themselves the Trunalor,
or “star people”. They have a legend that they
were set down in this forest by the hands of the
gods themselves. They are led by Ferla Treeclimber,
a shaman (priest mage of 6th/7th level),
who has been their leader for over 300 years.
The total population of the tribe is small, not
more than 500. Ferla knows that he can never
mount a direct attack against the hated drow and
their allies. Any party entering the forest (particularly
from the south) without at least one true
elf among its number is likely to be attacked. The
wild elves seem to have the motto “Attack now,
and don’t ask questions later.”
On the southwestern edge of the forest lies a
citadel known as the Gate of Iron Fangs. It is a
place of ruins, many times entered and pillaged.
There are still plenty of monsters here, ruled by
a Glabrezu named Quinix.

Kethid, The Great Swamp
Kethid is a large swamp on the southwestern
corner of Dambrath. It is a sweltering place of
cypress and thick moss. Except in the rainy season,
temperatures frequently hit 110 and the
humidity never drops below 90%. During the
rainy season, the humidity rises to 100% while
the temperature averages only 90. The place is a
nightmare of giant leeches, giant toads, snakes,
lizardmen, shambling mounds, tasloi, and bullywugs.
There are rumors of a great green dragon
who has hidden his lair underwater, deep in the
swamp. The wyrm, Latovenomer, has been sleeping
for the past sixty years, and is due to awaken
Many myths surround Kethid. One of the
most popular claims that lights from the sky
descending into the swamp. Some claim that
these lights are aid from the heavens called by
the the dragon. Others say that beings not of this
world live in the swamp.
The swamp is also the home of one of the
most prolific mercenary companies of the
realms. The Servants of the Royal Egg, a company
of lizardmen, contracts soldiers to anyone with
the money to pay. The field commander is Sladis,
while the tribe is led by the Lizard King Ghassis.
Ghassis is willing to rent his soldiers to anyone.
His contacts allow him to get replacements from
the egg ships of space almost at will. He doesn’t
care if the lizardmen come back; there are
plenty more where they came from. There is
however, a slightly higher fee if they don’t come
back. Commanders wanting “ballista fodder” are
advised to say so up front, so a better price can
be negotiated.

Hills of the Dead Kings
The Hills of the Dead Kings is the name given to
the range of hills which connect to the Gnoll-
watch mountains. Together they bisect Dambrath.
It was formerly known as The Hills of the
Kings, but that was changed when the priestesses
of Loviatar came. It is a relatively safe place
in spite of its name, many halflings live in the
eastern part of the hills. There are plenty of
streams and grassy knolls. Deep within the hills
are the tombs of the Reinhars. Eight of the Reinhars,
all but Reinhar the Foolish, are buried
here. The tombs have never been found, according
to popular knowledge. Actually, all but two of
the tombs have been found and plundered by
Crinti adventurers. They were wise enough to
keep this silent, knowing how upset the Shebali
would become. The two unplundered tombs are
those of Reinhar I, and Reinhar V, an unimpressive
king with a taste for silver jewelry.
Reinhar I is not buried in his tomb. His body
was lost in Halruaa. The tomb that was erected
in his memory is said to be defended by several
deadly guardians, including a stone and iron
golem. Legends say that Malar the Beastlord
himself granted the protection to the tomb of his
greatest hero. The guardians are actually a stone
lion and an iron tiger, with all of the normal
powers of golems.

The Swagdar (Outlaw
The Swagdar is the last free place in Dambrath,
so say the nomads who roam this 150-mile
stretch of tall grasses and hidden valleys. The
bandits who live in the region claim that the original
Arakaiun way of life is preserved in the
The area is home to numerous small bands of
raiders who eke out a living raiding the ranchos
of the western Fornaluil range and the northern
Conaluil range. They also raid the mountain outposts
of Halruaa, and even venture after caravans
leaving the Gnollwatch mountains. These
bandits, all inveterate horse thieves, are reviled
by the common Dambraii. Such bandits know
the consequences if they are caught, so battles
are fierce and lethal. Little quarter is asked or given, although bandits do not kill children.
Rather, youngsters are carried off to be raised in
the true Arkaiun way. The bandits are quite
numerous. In fact, the total bandit population
nearly matches the forces of the largest cities of
Dambrath. As yet, no single leader has been able
to unite them, although many self-proclaimed
leaders have died trying. The bandits have returned
to the worship of the Beastlord.
The Gnollwatch
The Gnollwatch mountains are a small range
that bisects Dambrath. The southern slopes have
several rich silver and electrum veins. More
veins are discovered every year. In spite of the
conflicts with monsters and outlaws, the area is
actively mined. The peaks of the Gnollwatch are
also the coolest places in Dambrath. They are the
only area in the country to receive snowfall.
The mountain is home to numerous tribes of
gnolls. Some of the tribes have friendly relations
with the Dambraii, others do not. A few giants
make their homes in this range. Rumors abound
of a great and terrible silver dragon that makes
its lair somewhere in the mountains. The rumors
of the dragon are false, but there are plenty of
other monsters to keep unwary adventurers on
their toes. A colony of flinds makes its home
deep in the mountains.
The drow city of T’lindet is located several
miles under the center of the gnollwatch mountains.
Due to the open trade with Dambrath
above, there are many roads from the drow city
to the surface. The largest road begins in a large
cave ten miles north of the city of Herath. It is
clearly marked by hundreds of years of usage.

The Bay of Dancing
The “treasure of Dambrath,” as it was called by
the Arkaiuns, is a wondrous sight. Numerous
dolphins swim with grace and poise through the
bay’s clear waters. Because of their large numbers,
normal sea menaces like sharks and sahuagin
are almost nonexistent.
Since the waters are crystal clear, the floor of
the sea, even if it is hundreds of feet down is visible
from the surface. The dolphins are pampered
by the citizens of Dambrath. This is a strange love
for people who worship the Maiden of Pain. Dolphins
were originally protected three centuries
ago by order of Queen Melanith. Such an order
would not normally remain popular for so long a
time, but many of the citizens have had a relative
saved by actions of helpful dolphins. Another
source of the Dambraii’s deep affection for the
sea mammals is the Dance of the Dolphins.
At dusk, the tens of thousands of dolphins in
the bay gather for their dance. This is not a real
dance, but a complicated game that the dolphins
have developed over the years. If seen from overhead,
the dance all fits together, over the whole
of the bay. The few sages who have studied it theorize
that the dolphins are performing some sort
of ritual. Others say they are actually attempting
to communicate with someone, perhaps the
deity of the dolphins. Most people don’t worry
about the reasons for the dance; they just enjoy
watching the dolphins.
The grace and beauty of the dance is pleasing
to viewers of all ages. Many people believe that
watching the dolphins every night wards off
depression and other mental illnesses. Some even
speak of catatonic people cured by watching the
dolphins. This is not likely, but watching the
dance does instill a feeling of well-being in the
watcher. It is one of the most beautiful sights in
the Realms, and few but the Dambraii have ever
seen it.

Areas of interest

The South spane66