Boyd, George Krashos, Thomas M. Boyd, Faiths and Pantheons by Eric L. This product uses updated material from the v. No portion of this work may be reproduced in any form without written permission. Box Renton WA — Questions? All Wizards characters, character names, and the distinctivelikenessesthereofaretrademarksofWizardsoftheCoast,Inc.

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Boyd, George Krashos, Thomas M. Boyd, Faiths and Pantheons by Eric L. This product uses updated material from the v. No portion of this work may be reproduced in any form without written permission. Box Renton WA — Questions? All Wizards characters, character names, and the distinctivelikenessesthereofaretrademarksofWizardsoftheCoast,Inc. DistributedintheUnitedStatestothe booktradebyHoltzbrinckPublishing.

Thismaterialisprotectedunderthecopyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. Any similarity to actual people, organizations, places, or events is purely coincidental.

Printed in the U. New Cleric Spells. The lands of the South each have their own unique character. 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. The wizards try to keep their eldritch practices a secret, but hints of their capabilities have slipped beyond their borders nonetheless. Right in the middle of the Shaar is the Great Rift, homeland of the gold dwarves. The hin, as they prefer to be called, live quietly in Luiren, enjoying the serenity of its pastures and woodlands.

The people of this place revere trade and wealth above all else, but couple that reverence with honesty and open minds. 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. 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. All these and more have given rise to tribesmen on the plains of the Shaar, traders in Durpar, and reclusive wizards of Halruaa.

Over 1. Amid these major regions, dozens of independent cities and strongholds sit among a web of trade routes. A number of the creatures mentioned in this sourcebook primarily in the random encounter tables can be found in those resources.

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 prevalent.

Among those, the Arkaiuns, the Durpari, the Halruaans, and the Shaarans are the most dominant. They mine for precious metals and gems in both the Curna and Toadsquat ranges, among others. 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. 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.

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. Arkaiuns are generally short and stocky, with dusky skin and dark brown to black hair. Dambrath belonged to the drow, and the Arkaiuns became their servant race. The Arkaiuns who came to the grass-covered plains of the region now known as Dambrath originally hailed from Shandaular, the capital of the kingdom of Ashanath far to the north.

Shandaular was actually two separate parts of the same city, each built around one of the termini of a two-way portal connecting the Council Hills region and the western shore of Lake Ashane. The Nar people took the name of the fallen king, calling themselves the Arkaiuns, and continued to live in the shadow of the quiet portal arch for several more centuries.

Though their identity remained intact, the glory of the people of Shandaular waned to a shadow of its former self.

Eventually, the Arkaiuns were little more than numerous tribes of nomads who considered their former city a meeting place. The Illuskans settled among the Nar-Arkaiuns and interbred, and eventually, the two groups became one. The mixed Arkaiuns continued to dwell in the Council Hills region for a couple more centuries, forming the kingdom of Eltabranar during that time.

There, they began to farm the land and founded trading centers, remaining a presence in the region for a number of centuries. Foolishly, their king ordered an army to march down into the depths of the mountains and conquer the drow city. It was a disaster of record proportions—the tableswere. Few Arkaiuns identify themselves on a nationalistic level any longer.

They have long been an oppressed people, held under the thumb of half-drow and drow in what was once their homeland of Dambrath. Those who migrated to other regions before the coming of the Crinti have stayed there, and others have managed to slip away at opportune moments. In urban areas, they are house guards, sailors, and thieves, while they function as warriors and ranch hands in the countryside.

Few Arkaiuns become spellcasters of any sort, particularly in Dambrath itself, where practice of magic is forbidden to Arkaiuns, and religion is enforced. Prestige Classes: Arkaiuns are inclined toward physical prestige classes, such as the assassin, duelist, Great Sea corsair, horizon walker, and guild thief, rather than those of a spiritual or arcane nature.

Arkaiun Society Crinti rule overshadows Arkaiun society. Arkaiuns who still live in Dambrath are considered second-class citizens, suitable only for menial physical labor, unspecialized commercework,.

Races and Regions and service in the military. Outside that nation, Arkaiuns simply blend in with the habits of those around them. Some Arkaiuns live in the wilds beyond the immediate control of the Crinti and still uphold their traditional ways, insisting on observing the nomadic lifestyle and ceremonies they maintained before the coming of the drow.

In these cases, Arkaiuns are a savage people, as is evidenced in their occasional veneration of Malar as the master of the hunt. Theseindividuals are rare, however. Spellcasting Tradition: Since spellcasting among Crinti-ruled Arkaiuns is forbidden, the people have no discernible spellcasting tradition.

Unique Spells: None. Common Magic Items: None. Arkaiuns who live in Dambrath speak Common and Dambrathan. This latter tongue is a combination of Old Illusk and ancient Nar, neither of which are spoken today. It employs the Dethek alphabet. Ordinary second languages include Illuskan, Halruaan, Shaaran, and Undercommon.

In other lands, the Arkaiuns have adapted to the beliefs of the locals, so they honor a wide variety of deities. Arkaiun Magic and Lore Arkaiuns are unused to using magic, since their Crinti rulers do not allow them to learn spellcasting.

Of the magic with which they are familiar, armor and weapons bearing minor powers are most common. The Arkaiuns who have taken up the mantle of spellcaster have almostuniversallyadapted to another culture to learn those ways.

Among Arkaiuns whose culture is still intact primarily barbarian peoples living on the fringes of Crinti society,. Arkaiuns get along well enough with dwarves and gnomes, but their relationship with.

Arkaiuns coexist surprisingly well with half-orcs, since a large number of them live in Dambrath, serving in martial capacities alongside humans. On the other side, Halruaans view Arkaiuns with suspicion due to a bad history between the two countries.

Eventually, the Durpari tribesfolk began to settle down, establishing trading communities where they would be sheltered, fresh water was available, and boats could be pulled ashore. Though the tribes still squabbled, they were learning how to defend themselves against the depredations of the Mulan to the north and the Ulgarth to the east. Over time, the Durpari became so skilled at trading they knew no rivals.

Ships from all over the sea found their way into the waters of the bay to do business with the folk. Somewhere along the way, the Durpari found religion. A simple merchant began preaching of the Adama, both a belief system and a code of conduct. Arkaiuns employ many weapons but prefer ranged weapons when in the open grasslands.

Favored arms include crossbows, slings, and javelins for ranged combat, and short swords, daggers, and rapiers for melee.

The heat of the South means breastplates, leather, and studded leather are the most common armors, along with bucklers or small shields. Common Items: Breastplate, leather armor, buckler, javelin, short sword, light crossbow. They are hard workers as well, driven by their love of commerce and the belief that all things are possible with dedication and goodwill. This open-minded outlook makes the Durpari natural explorers, undeterred by the odd and extraordinary.

The Durpari people get their strong senses of truth, fairness, and racial tolerance from the conviction that everything and everyone is a manifestation of the Adama. These principles have, in turn, garnered the Durpari a reputation for evenhandedness and made them more welcome in other lands. The humans bred and rode the animals long before the coming of the drow and half-drow, and they continue to do so today.

They make good sorcerers and wizards—especially abjurers, diviners, and illusionists, who are functional in protecting goods, determining the value of magic items, and enhancing business negotiations.


The Shining South (1372)

It was usually referred to as a land of magic and wonders, a place of myths and impossible tales. After the Spellplague , and for most of the 15th century DR until the Second Sundering, the region was called the "Scarred South", because of the ravages the Spellplague caused in that region. It was notable because it was ruled by a race of human , drow and elves known as the Crinti , who made up the upper class. Dambrath was predominantly an isolationist nation, though they did allow some trade with outsiders. Durpar was a merchant kingdom of the Shining Lands that rested to the southeast of Veldorn , separated from Estagund by the Curna Mountains.


Shining South

To the folk of the Heartlands, thousands of miles away, the South is a place of myths and tales that seem unbelievable. A land where everyone is a wizard? A kingdom of halflings? A realm ruled by drow? All of these things and more exist in the South.



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