Mulmaster

Population:50,000 in 1479 DR

Races. Nearly all the people living in Mulmaster are human.

Nonhumans include some halflings and dwarves, but elves, half-elves, half-orcs, gnomes, and others are remarkable sites in the city. Human ethnicity (be it
Nar, Turmish, Chondatan, or something else) has less impact on folk's opinion
of you than whether you are a native or a foreigner. Foreigners are typically
viewed as easy marks or with suspicion.

Culture.The people of Mulmaster are pessimistic dynamos. “Take what you can, when you
can, because who knows if you'll see tomorrow,” would be their motto. The harsh
landscape and living conditions as well as the history of the city have made
Mulmasterites hardnosed, stubborn folk. They are constantly alert for any
weaknesses in others, and their minds are always scheming to further their own
positions. Mulmasterites are not foolish or reckless, mind you; they are (as a
rule) single¬minded, driven, ambitious, and amoral folk.

Mulmasterites
set about life with a fierce determination. They push and push to achieve their
ends, and die in the trying if need be. Neither zealots nor reckless idiots,
they are inexorable, patient, relentless opponents, who wait for and exploit
every weakness. It is this spirit that makes Mulmaster such a busy center for
commerce, a hotbed of constant industry and intrigue. Mulmasterites love to
live well when they can, going to taverns to drink, dance- houses to flirt and
dance, and frequenting many other venues of entertainment such as fighting
rings (bears vs. dogs, cocks, or people fighting one another), street theater,
and gambling at the Gate of Good Fortune.

Crime is
rampant within the city and corruption is everywhere. Life is extremely cheap
in Mulmaster. The average Mulmasterite is always looking to gain advantage on
his or her neighbor, coworker, superior, or shopkeeper.

Despite
this cultural climate, Mulmaster is still a prosperous city, and the underclass
is generally kept to one side as the wealthy and middle-class citizens delight
in the epicurean products of the other cities of the Moonsea as well as far-off
lands, and the city enjoys a raucous nightlife, if one knows where to look.

Mulmasterites
frequently wear furs to defend against the city's fierce winds, including
leggings and “maliskers” (chest aprons) against the cold, with leather
gauntlets and boots. Colors of orange, red, green, or gold are common in their
clothes.

### The Beginnings

Mulmaster
began as a trading fortress in 934 DR. Very little is recorded about the city
until nearly 400 years later when the ruler of Mulmaster--the sorcerer-king
Neskar--was slain and his position assumed by the first High Blade, Amdrauth
Telsnaer. His rule would be short-lived, however, and in the 30 years that
would follow, both he and seven of his successors would be slain in office
until the seat was seized by Selfaril Uoumdolphin.

While
there are disagreements on the manner of his replacement, it is commonly
accepted that Selfaril was removed from office and replaced by his twin
brother, Rassendyll Uoumdolphin, who would later ally the city with Fzoul
Chembryl, an exarch of Bane. This collusion would later lead to Rassendyll
accepting the assistance of the Zhentarim in establishing his borders and
opposing the plots and schemes of the Red Wizards of Thay that operated within
the city.

### Mulmaster Today

Today,
Mulmaster exerts control over little more than its own people; it owns no land,
but occupies a strategic position close to the river Lis which allows it to
control trade passing through the area. The Blades rule the city on behalf of
the wealthy nobles and the church of Bane, and the people are, for the most
part, do everything they can to scratch out a living in their shadow. The
populace has been conditioned by fear and religion to obey without question,
and the rich exploit this.

High
Blade Jaseen Drakehorn is on edge; between the slowly-growing presence of the
factions in Mulmaster, the ever-mysterious Red Wizards of Thay, and strange
goings on outside of the city, have her constantly shifting her attention to
stem anything that would threaten her power or that of her church. Hawks have
been sent abroad more frequently to ascertain external threats to the city and
she has ordered that the Soldiery and the City Watch be increased in size to
quell any uprisings or to defend the city in the event that the city is
attacked.

Tensions
are high, and the High Blade cannot help but feel that her grip on the city is
allowing more and more to slip between her fingers.

## Organizations

The
following are Mulmaster-specific organizations that possess a noticeable degree
of influence in the city, along with the names and brief descriptions of
noteworthy NPCs.

=== The
Blades ===
The
Blades are a council of sixteen nobles. The positions were originally
established to provide representation for the nobles, and to temper the amount
of control the High Blade possesses over the city. The Blades debate and vote
on new laws which are, in turn, passed on to the High Blade, who either gives
final approval and signs it into law, or vetoes it. While this system works in
theory, many of the High Blades use bribery or intimidation to swing the votes
of the Blades in their favor. The fact that the Blades are required by law to
reside within the Tower of Blades is both a privilege and a means of control.
While their families reside there, they remain under the implicit threat of
soldiers who might be more loyal to the High Blade or other Blade members.

### High Blade Jaseen Drakehorn (juh-SEEN).

The current
High Blade of Mulmaster has been in the service of Bane for her entire life.
Abandoned on the steps of the Black Lord's Altar in Mulmaster as an infant, she
was raised on the edicts of the faith and became a powerful paladin of Bane in
her own right. She no longer swings a sword; she does him greater glory in
subjugating an entire people in his name. While still relatively young, she is
cold, calculating, and merciless in her dealings-- those who disobey, die. Her
once dark hair has gone to grey and is closely-cropped. She has sharp and
angular features, with piercing grey eyes. She is typically seen wearing fine
clothing of blacks, grays, and reds; trimmed with white fur as is typical in
Mulmaster.

### The Nobles

The least powerful arm of the ruling body in Mulmaster is the nobles. There is a set
number of noble Lords (forty-nine) in Mulmaster. These nobles win their
appointments through the vote of existing nobles whenever one of their numbers
dies. Anyone can petition to become a noble, but success or failure is
typically determined by the candidate's lineage and current wealth. While this
system seems orderly on the surface, a great deal of politicking is done
through the assassin's blade.

The
nobles of Mulmaster are all but powerless except in name. Having the
designation of nobility affords a family certain privileges and rights, but the
opportunity to join the Blades is rare.

Male
nobles carry the honorific Zor, female nobles are called Zora. The lord of a
noble house in Mulmaster can be either male or female; in either case, they are
referred to as Lord.

•        Typical Noble. The nobles of Mulmaster are a pampered and entitled lot, and they play
the part well. All dress in expensive clothing of the local fashion, and treat
those beneath them (which is more or less everyone) with the utmost contempt.

### The Brotherhood of the Cloak

Location: Cloak's Tower

Magic can
be a powerful threat to leadership. This threat is somewhat lessened if the
practitioners of magic are watched, controlled, and indoctrinated into the
service of the city. Whether or not this philosophy is correct is irrelevant,
because it is the reason for the existence of the Cloaks. Any mage in residence
in the city for longer than six months is required to join the Cloaks upon
penalty of exile.

Any mage
who chooses not to join and is then caught casting a spell is dealt with
harshly; penalties include torture, maiming, and often death.

The Cloaks bear the responsibility of supporting the High Blade. Various tests of
loyalty, both magical and mundane, are administered regularly, and those who
fail face exile or death. The Cloaks thus act as a de-facto wing of Mulmaster's
military and city watch. The cloaks are primarily wizards, but count a few
sorcerers, bards, and even a warlock or two amongst their ranks.

#### Typical Cloak.

Wizards to the core, they demonstrate their trade in cliché manners;
robes, staffs, and other openly carried instruments of an arcane nature; albeit
in the style and fashion of the city (i.e., fur-trim, etc.). They are fiercely
loyal to the Blades and the city in general, and have been afforded a great
deal of trust instilled in them. Despite this, they are professional and fair
in their dealings. They typically do not accept bribery and react poorly when
offered such.

### The Hawks

The
second most important local organization is known as the Hawks. The Hawks are a
special sect of the Mulmaster army, a paramilitary group of soldiers skilled in
subterfuge and sabotage. The Hawks can be found in Mulmaster, but many can be
located throughout the Moonsea and Dragonreach, gathering information and
executing plots on behalf of Mulmaster's High Blade in secret.

#### Rending Talon Groshin Lor (GROW-shin LORE).

Rending Talon Marr is a Banite through and through. Having been appointed to the post
as one of High Blade Drakehorn's first acts, Marr is a cunning warrior and
master of subterfuge. He is charming and has a natural gift for deception. His
once handsome features are marred by a network of scars. These scars do not
impede his ability to do field work, however, thanks to his ability to use
disguise self; a gift from his fiendish warlock patron. He is whole-heartedly
devoted to High Blade Drakehorn and would die before betraying her.

#### Typical Hawk.

The ranks of the Hawks are comprised of people from every walk of life,
though most are rogues due to their training in stealth, deception and general
thievery. They typically keep their affiliation private unless otherwise called
for, as outing themselves limits their ability to perform their duties. They
are intelligent, loyal, and have silver tongues.

=== The
Soldiery ===

Mulmaster's
army and navy are a conjoined force referred to as the Soldiers or Soldiery.
Pay is high and comes with privileges over both the normal citizens and City
Watch, but potential members must past tests of military and seamanship
worthiness as well as subtle tests of loyalty. Those who do well in the tests
and prove loyal are subjected to other, secret tests. If they succeed in them,
they are invited to join the Hawks.

==== Typical
Member of the Soldiery. ====

The members of the Soldiery are widely considered to be
the best and brightest of the city. Subject to rigorous testing of ability and
loyalty, they are warriors and seamen without equal in Mulmaster. They are
frequently seen throughout the city and are friendly, polite and competent. In
the face of danger to the city, however, these features melt away and they
exhibit a brutal, unparalleled savagery. They are loyal to the High Blade and
the city. Attempting to bribe a member of the Soldiery will, more often than
not, result in the arrest and imprisonment of the offender.

### The City Watch

The City Watch is largely made of those who flunk out of the soldiery for being too
stupid, impetuous, lazy, or swift to anger. They have a well-earned reputation
in the city for being bullies. In lieu of doing paperwork and true justice, an
accused criminal, rowdy drunk, or anyone else who gets in their way often
instead receives brutal beating and is tossed into an alley or the harbor.

==== Typical
Member of the City Watch. ====

Those who are too stupid, lazy, or ineffective to
serve in the Soldiery are remanded to the City Watch. Unfortunately, it is the
City Watch that the residents of Mulmaster must most frequently deal with.
Widely regarded as bullies, they are more likely to deal with a problem with
violence and cruelty than with compassion and reason. Bribery is rampant among
their ranks.

=== The
Thayan Embassy ===

The Red
Wizards of Thay have maintained a presence in Mulmaster for over a century with
a sizable embassy. One of the previous High Blades was even married to a
Tharchioness of Thay, Dmitra Flass of Eltabbar, a Red Wizard. After Szass Tam
assumed control of Thay, relations cooled somewhat, but Tha/s interest in the
Moonsea diminished and shifted as the power of the Zhentarim waned and the
returned Netherese made gains in Sembia. The Embassy had been staffed by
necromancers until very recently. During that time the Cloaks kept a close eye
on the Embassy, but over time it became apparent that the Thayans had no
significant interest in the city except for purchasing magical reagents and
ingredients that passed through and occasionally buying slaves to serve in
their Embassy. Now that living Zulkirs and

Tharchions
again control much of Thay and most of the necromancers have been replaced by
other wizards, Thay's interests in Mulmaster are once again unclear. They have
been investing in the city and supplying diplomatic missions to journey to
others. It seems they hope to use Mulmaster has a foothold for reintroducing
their nation to other powers in the Moonsea and beyond. In the short term the
reinvestment in the city is good, but the Blades fear that success in making
connections with other states will make their own alliance with Thay less of a
deterrent.

### Locations Within Mulmaster

==== Tower of
the Wyvern ====
Although
smaller than the Tower of the Blades, this castle is wholly the residence High
Blade. The fine marble structure is decorated with ornate stained glass
windows, the largest of which is found set into the tallest tower and features
a wyvern. Nearly four hundred guards and soldiers and forty Cloaks serve here
at the High Blade's pleasure, along with a couple hundred servants.

For over
a century the castle also hosted a subterranean complex of luxurious baths,
exhibition stages, and leisure chambers known as the Palace of Revels. All
manner of debauchery and depravity were rumored to occur in its candlelit
halls, but since the assumption to the position of High Blade by a priest of
Bane two decades ago, entrances to the Palace of Revels are said to have been
bricked up.

==== Tower of
the Blades ====
This
opulent and expansive castle is home to the sixteen Blades who govern the city,
with their families, servants, and bodyguards. A contingent of 300 soldiers and
30 cloaks also guard and staff the castle. The complex's entrances are always
guarded with a six-man force, and each noble's wing of the complex is protected
by various warding spells cast by Cloaks.

This
structure is also riddled with secret passageways and places to spy. There are
several secret underground passages, some of which connect to one another,
while other dungeon areas are isolated and can only be reached by passing
through the rooms above.

#### Tower of Arcane Might

This
massive stone tower complex houses the group of mages once known as the
Brotherhood of the Cloaks. That archaic usage has fallen out of favor for their
moniker, “The Cloaks.” The Cloaks serve the Blades of Mulmaster and are the
only sanctioned spellcasters in the city where magic is otherwise outlawed.

It has
libraries, dormitories, laboratories, and vast storehouses of gold and magical
items. The Tower is protected by golems, numerous defensive spells, and of
course the magic and defenders of the Cloaks themselves.

#### Southroad Keep

Southroad
Keep, Mulmaster's oldest building, is the heart of its bureaucracy, serving as
the headquarters for the City Watch and tax collectors, as well as the site for
Mulmaster's courts and prison. The squat, circular brick building serves as the
constabulary headquarters, information center, tax-collection center, visitor's
registration, courthouse, and prison.

The
building is nearly always crowded, and lines are long and slow. The inner
chambers are constantly choked with throngs of people waiting to conduct
business with the city, and the overworked officials are never in a great hurry
to keep the lines moving.

The
prison lies underground and has approximately the same area as the aboveground
portion. The gatehouse can seal off the city's south gate in the event of a
siege. One hundred soldiers are posted here at all times, though the keep can
house as many as six hundred when necessary.

#### Storm Gate

The Storm
Gate is so named because it opens to the rocky beach on the Moonsea side of
Mulmaster. As with Southroad Keep, the guards at Storm Gate carefully track and
tax those who enter the city, but anyone who needs to be imprisoned is
transported along the walls to Southroad Keep. Storm Gate is staffed by 20
soldiers and at least one Cloak at any hour lest invaders beach ships to
attack.

#### Zhent Ghettos

When
Zhentil Keep was destroyed, many Zhents fled to Mulmaster, seeking refuge.
Mulmaster, however, had little interest in maintaining their alliance. Despite
this, the Council of Blades eventually permitted the refugees to take up
residence in the city, though to this day, they are still treated as outsiders.
For the most part, they reside in the southern-most part of the city in
sprawling ghettos that hug Mulmaster's outer walls. They are heavily taxed,
denied the rights of citizenship, and persecuted by the city's government and
its populace. The Zhent Ghettos are a dangerous place and the Cult of Elemental
Evil exploits the resentful Zhentarim to their own ends.

### Temples & Shrines

Though
Bane is the primary focus of worship in Mulmaster, there are a number of
temples in the city.

#### Black Lord's Altar

With the
return of Bane just prior to the Spellplague, the seat of Banite worship has
returned to Mulmaster, and the orthodox worshipers of Bane rededicated the
Black Lord's Altar to Bane. This foreboding building is tall, with spines
jutting out from the numerous locations on the exterior of the structure.
Windows filled with red and violet glass reinforce its ominous appearance.
Inside a statue of the Black Hand of Bane hangs down from the center ceiling,
the arm reaching 50 feet down from the ceiling to have the gigantic hand
hovering a mere eight feet above the floor. Melded with the structure of the
temple, is seems to those who view it for the first time like Bane reaching
down from the heavens.

===== High
Imperceptor Jorrul Missen (JORE-uhl MISS-in). =====
Elevated to the position over 40
years ago, the High Imperceptor leads the congregation of the Black Lord's
Altar. Jorrul Missen had just been appointed as the High Imperceptor when
Jaseen Drakehorn was discovered on the Altar's stoop, and it was he that chose
to raise her among the church. His influence within the city was such that it
required little in the way of bribes and threats to see his prodigy eventually
become the High Blade of Mulmaster; and through her, the church has seen
previously unparalleled prosperity.

Jorrul
Missen shorn head is covered in elaborate tattoos--more than are common among
the clergy of Bane--which cover a number of pock-scars from some unknown
childhood illness. His dark eyes are set deep into the ample flesh of his face;
appearing like glittering gems among the folds of skin. His girth is
substantial; such that he requires the use of a cane to move about. But what he
lacks in grace or speed, he makes up for in power, for he is a spellcaster of
surpassing power. He is usually seen wearing the black and red raiment of a
cleric of Bane.

==== High
House of Hurting ====
This is
the temple of the Maiden of Pain, from which the wails of the faithful can be
heard at all hours of the day and night. The structure is black, constructed
from basalt blocks, and the rooms within closely resemble torture chambers.
There is nothing here to provide comfort. One common feature of all the
furniture in this structure is that causing pain is part of their design. The
main sanctuary hall has no seating and nothing at all of comfort. The cult of
Loviatar has always enjoyed a surprisingly strong cult in Mulmaster but since
the closure of the Palace of Revels, it has increased in size.

==== High Hall
of Swords ====
Built in
the fashion of a castle, this granite building is the house of worship for
those who pray to the god of battle. The exterior is decorated with broken
shields, armor, and weapons that have been used in Tempus's name, while the
battlements bear spikes decorated with the rotting heads of cowards. The clergy
of the temple all also serve in Mulmaster's army or city watch. The temple is
frequently the site of mock battles that allow soldiers and city watch members
to train for siege and battle in buildings.

==== Tower of
Mysteries ====
Magic
radiates powerfully from this sky-blue building. This temple is a massive,
sprawling structure with immense, airy rooms. In addition to the main worship
and meditation chambers are numerous libraries and laboratories, as well as
small shrines to other deities associated with the practice of magic such as
Leria, Velsharoon, and Savras. Even a shrine to Mystra (to whom it is illegal
to worship within the city) is tucked away in an alcove in this temple
dedicated to wizardry. Since only Cloaks and visiting dignitaries are allowed
to practice magic in the city, anyone entering the temple can expect to be
confronted by one or more Cloaks who happen to be there at the time. Visitors
must present papers that prove they're acknowledged mages that have sworn not
to cast magic in the city or find themselves violently ejected.

==== Gate of
Good Fortune ====
This
large violet-painted temple is divided into two massive chambers: the worship
chamber and the casino. The worship chamber is always bathed in a soothing
purple light, and is a place for quiet but fervent prayer. The casino is where
the “holy rites of Tymora” are carried out in the form of a multitude of games
of chance. All house proceeds go to the upkeep of the temple, the clergy's
living expenses, and the care of the needy, deserving, or the just plain lucky.
The fortunes found in the casino are safe in a vault under the watchful eye of
a clay golem.

#### Lord Priest Wylan Burral (WHY-lun BURR-uhl).

Lord
Priest Burral is the brother of Knight Aleyd Burral, the recently slain Knight
of the Black Fist in Phlan; and a relatively low-ranking member of the church
of Tymora. Wylan is the mirror opposite of his sister--passionate and jovial in
contrast to her taciturn demeanor. Despite his seemingly friendly disposition,
Wylan Burral is more than he seems; namely, the ranking member of the Cult of
the Black Earth in Mulmaster, and has been for nearly a decade. Wylan is, on
the surface, friendly and quick with a joke; eager to help in any way that any
other cleric of Tymora would be willing. But in his guise as a cultist, his
cheery disposition melts away and is replaced with malice. His passion remains
though, and the combination is truly terrifying.

#### House Built on Gold

This
temple of dedicated to Waukeen was abandoned for many years and robbed of much
of its fittings and some of its stone. However, in the past year an effort has
been made by a cadre of iron merchants and mine owners to refurbish the temple
and rededicate it to Waukeen. The work is not complete. Masons, gilders,
painters, sculptors, and others tramp in and out constantly, but already the
temple has opened its services as a bank and lender, backing the money with the
fortunes of its wealthy and hard-minded sponsors.

#### Shrine to Lathander

This
shrine stands near Southroad Keep on the hill to its south where the rising sun
over the mountains can strike the shrine without it being shadowed by the
walls. The shrine consists of a bronze symbol of Lathander on a bronze post,
made so that light can shine through the body of the rising sun and the road.
Folk setting out for points south or making a business deal frequently come to
the shrine in daylight hours to take Lathander's blessing upon their
enterprises. The path to and from the shrine is thus well worn.

#### Shrine to Malar

A dim and
dismal shack stands on the northern side of Southroad Keep. Decorated with
bird's wings and the feet of various land-bound prey, the shrine to Malar can
be a noisome and fly-ridden place. Even so, those who leave the city to hunt in
the mountains frequently stop inside to honor Malar and return here with a
portion of their kill if the hunt proves successful.

#### Shrine to Mask

The
shrine to Mask is an oddity standing as it does in the open street. Most places
holy to the god of stealth and skullduggery tend to be hidden away. In
Mulmaster, however, Mask is worshiped by all manner of individual hoping for a
way to get ahead. The shrine takes the form of a changing chamber built to look
like a cloaked and masked two-faced figure of about 12 feet tall, man on one
side and woman on the other. One always enters the shrine by opening one “arm”
of the figure, either the male or female side, and then exiting the other.
Custom dictates that you must be masked and costumed when entering and then
exchange you mask and costume for another when exiting. Thus, in theory, no one
can know who is worshiping at the shrine to Mask. There are always over a dozen
costumes inside, and traditional favorites rotate in and out as individuals
take it upon themselves to make repairs on them.

==== Shrine to
Talos ====
The rocky
beach outside the walls is frequently battered by storms, and a shrine to Talos
is therefore erected on the beach. Those who use the beach make a habit of
adding a piece of driftwood to a pile that by month's end (if it survives the
weather) is a precarious tower that adherents must climb to build upon.
Climbing the high towers is considered an act of great faith to Talos sure to
protect the climber from misfortune. On the last night of the month, whatever
tower stands is set ablaze. Sometimes it amounts to little more than a bonfire,
but at other times a tower 30 to 40 feet tall blazes on the beach with those
seeking Talos's favor dancing wildly round it, waiting until the last moment to
break the circle should the fiery tower fall their way.

==== Shrine to
Umberlee ====
The
Shrine to Umberlee is on the west side of what is locally known as the Last
Drop because of the custom of people to commit suicide by tying weights to
themselves and jumping off into the deep waters below. The shrine to Umberlee
is a sculpture of a furious female face carved into the balustrade with a
gaping mouth that opens to the water below. Folk wishing to appease or thank
Umberlee drop offerings to her through the mouth. People believe the spirits of
those who commit suicide by plunging from the bridge guard the offerings given
to Umberlee and thus they are left unmolested.

=== Inns
& Taverns ===

==== Traveler's
Cloak Inn ====
A
favorite inn of wealthy travelers, the Traveler's Cloak offers a welcome
retreat from the cold and damp. Each room has its own fireplace, and dinner and
drink are included in the rather steep nightly price of 12 gp (15 gp if a mount
needs to be stabled).

==== Black
Blade and Bloody Boar ====
The Black
Blade and Boar--recognizable by its sign-- a wooden sculpture of a boar impaled
with a rusty iron sword. The inn has a raucous tavern

==== Windsnug
Hearth ====
This inn
was built in a part of town where it's mostly sheltered from mountain winds.
Food and drink is simple fair served en-suite. As a location that typically
serves travelers and visiting merchants, its guests are frequently the target
of con artists or muggers who watch those who exit for likely marks.

==== The
Leaning Boot ====
The
Leaning Boot is a tavern in the cellar of a dockside tallhouse. For decades it
has been marked only by a lone, old boot nailed to a post at the top of the
steps at street level. The interior is dimly lit and tends to be quiet, making
the subterranean bar a favorite of the few dwarves in Mulmaster, older locals,
and a handful of dedicated drinkers. The cellars are damp, making corked
bottles swell and burst open over time. As a result, only ale, beer, and other
vat fermented beverages are served.

== Locations
Outside Mulmaster ==

=== Earthspur
Mountains ===
Also
called the Giantspike or Dragonspike Mountains, this range of tremendously tall
mountains spans the gap between the Moonsea and the Sea of Fallen Stars. The
mountains are rich in precious metals and many old, dry mines can be found
throughout. The following locations are located in the Earthspur Mountain
range:

=== Glacier
of the White Worm. ===
This immense glacier covers an approximate are of 1200
square miles. It is so named for the white remorhazes that reside within.
Rumors tell of entire herds of the terrifying beasts ruled by a remorhaze of
tremendous size.

=== Monastery
of the Yellow Rose. ===
East of the Glacier of the White Worm, this monastery is
the home to an order of disciples of Saint Sollars the Twice Martyred; a
follower of Illamater.

### Elmwood

This
small farming community lay on the southern shore of the Moonsea and west of
Mulmaster. It is loosely governed by Graffin Jorgadaul, the descendent of
Thoyana Jorgadaul. Whether the Cult of Elemental Evil's influence has made it
this far west is unknown. It is governed by Graffin Jorgadaul, a retired
dwarven adventurer with one arm.

=== Ironfang
Keep ===
This
mysterious keep was built long before recorded history and housed a secretive
order of mages so powerful that even some of the most powerful wizards in
history were hesitant to disturb them. A vast, subterranean complex exists
beneath the keep; its entrance shielded from view by the waterfall that falls
from the peak where the keep rests.

### River Lis

A
shallow, swampy river connecting the Moonsea to the Sea of Fallen Stars. The
Lis delta was once home to a large city of the same name. It and a number of
sites around it are now in ruin.

The
Flooded Forest. A large swamp in the northern portion of the Vast. It is
inhabited by lizardfolk and until recently, a black dragon. It is rumored that
an adventuring group called the Turning Key hid its treasure in the Flooded
Forest.

•        Fort
Dalton. Fort Dalton was long ago destroyed by a migration of dragons, but its
ruins remain. Rumors tell of cults practicing their dark rites within its
depths.

•        The
Mage’s Tower. No one knows for sure who built the tower or even who lives there
to this day. Rumored residents have included Maskyr One- Eye, mind flayers,
dwarves, Lashan Aumersair, the Mage Who Never Dies, and even a gold dragon.
What is known for sure, however, is that the tower boasts powerful guardians
including golems, gargoyles, and magical traps.

•        Point
Iron. This profitable iron mine is controlled by Mulmaster after the city
purged it of the duergar who had previously been residing within.

•        The
Lis Ruins. Lis was a city located west of Mulmaster and was destroyed by a
Flying Plague; a horde of perytons, harpies, and manticores.

### The Vast

This
region of Faerun between the River Lis and the Earthspur Mountains to the west
and east, and the Moonsea and the Sea of Fallen Stars to the north and south.
It has been the home of orc, elvish, dwarven, and human rulers throughout its
history.

•        Kurth.
Known as Pirate's Rest, Kurth is a town located in the northern portion of the
Vast. Founded by the pirate Kurth Banditslayer, Kurth was a large town that
eventually fell to orc raids. Its current state is much smaller; and more
easily able to defend against attacks, and the outer

portions
of the city have fallen into ruin, including Feljack's Hall; the former home of
an adventurer of the same name. Skeletal pirates have been seen in the area of
Feljack's Hall, seemingly searching for the long-dead owner's fabled treasure.

Maskyr's Eye. A village located on the North road between Mulmaster and Kurth.
Originally founded by the archmage Maskyr, the vale where he settled, was
claimed by the dwarves of Roldilar. Thinking that the mage would refuse the
offer, the Deep King Stonebeard offered the vale to Maskyr if the mage would
pluck out his right eye; which Maskyr did without hesitation. True to his word,
the Deep King declared the vale the realm of Maskyr's domain and no dwarf has
laid claim to it since.

## sage

Mulmaster

Themes: Oppression, Corruption, Mild xenophobia Population: 50,000 in
1479 DR Races. Nearly all the people living in Mulmaster are human. Nonhumans
include some halflings and dwarves, but elves, half-elves, half-orcs, gnomes,
and others are remarkable sites in the city. Human ethnicity (be it Nar,
Turmish, Chondatan, or something else) has less impact on folk's opinion of you
than whether you are a native or a foreigner. Foreigners are typically viewed
as easy marks or with suspicion.

Culture. The people of Mulmaster are pessimistic dynamos. “Take what
you can, when you can, because who knows if you'll see tomorrow,” would be
their motto. The harsh landscape and living conditions as well as the history
of the city have made Mulmasterites hardnosed, stubborn folk. They are
constantly alert for any weaknesses in others, and their minds are always
scheming to further their own positions. Mulmasterites are not foolish or
reckless, mind you; they are (as a rule) single¬minded, driven, ambitious, and
amoral folk.

Mulmasterites set about life with a fierce determination. They push and
push to achieve their ends, and die in the trying if need be. Neither zealots
nor reckless idiots, they are inexorable, patient, relentless opponents, who
wait for and exploit every weakness. It is this spirit that makes Mulmaster
such a busy center for commerce, a hotbed of constant industry and intrigue.
Mulmasterites love to live well when they can, going to taverns to drink,
dance- houses to flirt and dance, and frequenting many other venues of
entertainment such as fighting rings (bears vs. dogs, cocks, or people fighting
one another), street theater, and gambling at the Gate of Good Fortune.

Crime is rampant within the city and corruption is everywhere. Life is
extremely cheap in Mulmaster. The average Mulmasterite is always looking to
gain advantage on his or her neighbor, coworker, superior, or shopkeeper.

Despite this cultural climate, Mulmaster is still a prosperous city,
and the underclass is generally kept to one side as the wealthy and
middle-class citizens delight in the epicurean products of the other cities of
the Moonsea as well as far-off lands, and the city enjoys a raucous nightlife,
if one knows where to look.

Mulmasterites frequently wear furs to defend against the city's fierce
winds, including leggings and “maliskers” (chest aprons) against the cold, with
leather gauntlets and boots. Colors of orange, red, green, or gold are common
in their clothes.

The Beginnings

Mulmaster began as a trading fortress in 934 DR. Very little is
recorded about the city until nearly 400 years later when the ruler of
Mulmaster--the sorcerer-king Neskar--was slain and his position assumed by the
first High Blade, Amdrauth Telsnaer. His rule would be short-lived, however,
and in the 30 years that would follow, both he and seven of his successors
would be slain in office until the seat was seized by Selfaril Uoumdolphin.

While there are disagreements on the manner of his replacement, it is
commonly accepted that Selfaril was removed from office and replaced by his
twin brother, Rassendyll Uoumdolphin, who would later ally the city with Fzoul
Chembryl, an exarch of Bane. This collusion would later lead to Rassendyll
accepting the assistance of the Zhentarim in establishing his borders and
opposing the plots and schemes of the Red Wizards of Thay that operated within
the city.

Mulmaster Today

Today, Mulmaster exerts control over little more than its own people;
it owns no land, but occupies a strategic position close to the river Lis which
allows it to control trade passing through the area. The Blades rule the city
on behalf of the wealthy nobles and the church of Bane, and the people are, for
the most part, do everything they can to scratch out a living in their shadow.
The populace has been conditioned by fear and religion to obey without
question, and the rich exploit this.

High Blade Jaseen Drakehorn is on edge; between the slowly-growing
presence of the factions in Mulmaster, the ever-mysterious Red Wizards of Thay,
and strange goings on outside of the city, have her constantly shifting her
attention to stem anything that would threaten her power or that of her church.
Hawks have been sent abroad more frequently to ascertain external threats to
the city and she has ordered that the Soldiery and the City Watch be increased
in size to quell any uprisings or to defend the city in the event that the city
is attacked.

Tensions are high, and the High Blade cannot help but feel that her
grip on the city is allowing more and more to slip between her fingers.

Mulmaster

(to include a summary from the upcoming
blog post at http://dndadventurersleague.org/, when that is posted.)

Contents

[hide]

* 1 Important Locations
* 1.1 Civic Structures
* 1.2 Religious Structures
* 1.3 Noble Estates
* 1.4 Inns and Taverns
* 1.5 Surrounding Region
* 2 Key NPCS
* 2.1 Nobles
* 2.2 Cloaks
* 2.3 Hawks
* 2.4 Commoners
* 2.5 Factions
* 2.6 Others
* 3 Organizations Active

 in the City

* 4 Calendar

Important Locations

Civic Structures

* Tower of the Blades
* Tower of Arcane Might
* Southroad Keep
* Zhent Ghetto
* Docks
* Thayan Embassy

Religious Structures

* The House of the Black Lord (temple

 to Bane)

* The House of Lies (ruined

 temple to Cyric)

* The House of Suffering (shrine

 of Ilmater)

* The Last Drop (shrine

 of Umberlee)
Noble Estates

* Saj Estate
* Stoe Estate
* Culkin Manor

Inns and Taverns

* The Black Blade and Bloody Boar, rowdy and

 crowded (good/cheap)

* The Leaning Boot, dirty and

 cold (poor/cheap)

* The

 popular Oxpit Tavern, known for ale
 and ox (good/average)

* The

 large and cozy Travelers' Cloak Inn (good/expensive)

* The Rusty Chock, a dockside

 dive (poor/cheap)

* The

 locally-famous Wave and Wink dance
 hall (good/average)
Surrounding Region

* Elmwood
* Falling Stone Mine
* Fire on the Threshold
* Moonsea
* Ore Path

Key NPCS

Nobles

* Jaseen Drakehorn, High Blade
* Selfaril Uoumdolphin, Former

 High Blade

* Mistress Astrid Saj
* Audrec SeTourney
* Count Blazen Stoe
* Pieron Ramdon
* Zora Rosealine Culkin
* Salvar Brix
* Tevish Malacont

Cloaks

* Drayson Fivestars (deceased)
* Nelvon deJun
* Salvar Brix

Hawks

* Rending Talon Groshin Lor
* Sark Tolliver

Commoners

* Benkin Rould
* Binnacy Kron
* Chroomeg
* Dyohra
* Gethmedra Darmov
* Ma
* Mixi
* Saul

Factions

* Elize
* Equarz
* Rending Talon Groshin Lor
* Pieron Ramdon
* Zora Rosealine Culkin
* Saerol Danonbryl
* Sirge Wintermelt
* Thundrazi
* Yavendel

Others

* Bhún Ludwakazar
* Iorn Ludwakazar
* Lherzona Ludwakazar
* Proskler
* Rydah the Storm Soother

Organizations Active in the City

* Brotherhood of the Cloak

* The Blades
* The Hawks

* City Watch
* The Soldiery

Calendar

* Festival of Fiery Night