This era marks the rise and fall of Keltormir, and includes the five Crown Wars which swept western and southern Faerûn.

This era marks the rise and fall of Deep Shanatar, the Calim Caliphate, Memnomar, and High Shanatar.

  • -11000 DR: Taark Shanat the Crusader and his eight sons lead a great exodus of dwarves from Bhaerynden to a new kingdom in the west. These emigrants become known as shield dwarves and establish the underground realm of Shanatar beneath present-day Amn, Tethyr, Calimshan, and the Lake of Steam.
  • -10800 DR: The followers of Shanat are attacked by the mysterious inhabitants of Rringlor Noroth. The Stout Folk prevail after Taark slays the four blue dragons that claimed the Rift of Dhalnadar. The Wyrmskull Throne is formed. Taark Shanat renames the wyrms’ lair Brightaxe Hall and founds the kingdom of Alatorin.
  • -10500 DR: The eight sons of Shanat set off to found their own kingdoms nearby. Because each son claims a different child of Moradin as a patron deity, each subkingdom becomes closely linked with the church of a particular god or goddess.
  • c. -10300 DR: The Keltormir elves, opposed on both sides by the Vyshaan of Ayrvandaar and the dark elf clan Hune of Ilythiir, strategically withdraw from eastern Keltormir, holding their lines at Highland’s Edge.
  • -9600 DR: The drow city of Guallidurth is founded. The first drow civilizations rise in the Underdark.
  • -9000 DR: The subkingdoms of Shanatar battle each other in a bid to extend their borders. This series of conflicts is known as the Spawn Wars because the dwarves make extensive use of deepspawn legions.
  • -8800 DR: After a severe drought, an attack by a flight of red dragons on the great elven forest of Keltormir sparks a terrible fire that destroys thousands of miles of woodlands.
  • c. -8500 DR: Keltormir’s forests break into three distinct woods and elf realms after centuries of fires and deforestation, Wyrmood, Darthiir Wood (Modern: Forest of Mir), and the Forest of Tethir.
  • -8170 DR: Drow from Guallidurth attack Alatorin, beginning the First Spider War.
  • -8150 DR: The First Spider War ends with the capture of Brightaxe Hall by drow forces. The kingdom of Alatorin falls.
  • -8145 DR: The eight reigning kings of Shanatar forge an armistice and turn their armies against the drow in the Second Spider War.
  • -8137 DR: The dwarves drive the drow from the caverns of Alatorin. The eight kings of Shanatar pledge on the Wyrmskull Throne that they will never again fight one another. The subkingdoms of Shanatar are united under the rule of the king of Ultoksamrin.
  • -8100 DR: The mind flayers of Oryndoll attack the eastern kingdoms of Shanatar, beginning the Mindstalker Wars.
  • -8080 DR: Shanatar beats back the mind flayers and discovers that the illithids have enslaved Clan Duergar of Barakuir.
  • -7800 DR: The Great Arrival: The djinn Lord Calim arrives in Faerun, his Djen armies of genies and human and halfling slaves seize all the lands south and west of the Marching Mountains from the elves of Keltormir.
  • Calim builds his palace on the site of present day Calimport.
  • -7790 DR to -7690 DR: The Dragon Wars: Calim and his Djen destroy every dragon lairing in the Marching Mountains.
  • -7790 DR: A flight of dragons destroys Calim’s Palace. Calim begins a century of warfare with the dragons.
  • -7717 DR: The reigning Ataman of Imir of the Great Dismal Delve establishes a permanent two way gate between the Elemental Plane of Earth and caverns beneath modern day Kzeltar.
  • c. -7700 DR: Rogue marids and jann from the Calim Caliphates enter Selmalyr (modern: Vilhon Reach) and engage in battle with the sea elves. Within a year the marid Ajhuu has established the Marid States in the deep waters below the Hmur Plateau and made alliances with rivals of Selmalyr.
  • -7690 DR: Calim claims all the land south of the River Agis and west of the Alimir Mountains. The elves of Keltormir and dwarves of Shanatar are forced to concede to his claims and retreat beyond the borders of the Calim Caliphates.
  • -7687 DR: The noble marid Ajhuu establishes a kingdom within the lands claimed by the Calim Caliphates. The armies of Calim and Ajhuu battle for sovereignty of the region south of the Marching Mountains in a conflict called the Steam Wars.
  • -7684 DR: Creation of the Maridflow and Hajluar’s Falls in the Alimir Mountains.
  • The Shattering: With this event, the Steam Clashes end and Ajhuu and his rebels are destroyed. The coastline between the mouth of the River of Ice and the southern tip of the Alimir range is forever changed and the Spider Swamp comes into being.
  • Calim sinks the city of Ajhuutal.
  • -6800 DR: The efreet Lord Memnon leads the Army of Fire out of the Marching Mountains and claims the lands north of the River Agis for the Kingdom of Memnonnar
  • -6500 DR to -6100 DR: The Era of Skyfire: The Calim Caliphates and the Kingdom of Memnonnar go to war, fighting 22 cataclysmic battles over the next 400 years, creating the Calim Desert as a result. To end the conflict the elves of Keltormir use High Magic to imprison Calim and Memnon.
  • -6150 DR: The drow of Guallidurth invade Alatorin, beginning the Third Spider War.
  • -6120 DR: The dwarves abandon Alatorin to the drow, thereby ending the Third Spider War.
  • -6100 DR: The Battle of Teshyllal Fields: Era of Skyfire ends at the Battle of Teshyllal Fields as elf High Magic binds Memnon and Calim in eternal struggle and creates the Calim Desert.
  • -6095 DR: The Shanataran dwarves ally with Calishite humans against the remaining genies.
  • -6060 DR: The last remnants of the Empire of Calim are swept away by the former slaves and their dwarven allies.
  • The nation of Coramshan is founded and the cities of Calimport and Keltar are rebuilt.
  • Within 50 years, 300 rulers of Coramshan and their heirs are slain in fighting for the throne of the new nation.
  • c. -6000 DR: The Ataman of Imir withdraws his forces from the caverns beneath modern day Keltar due to constant strife with the dwarves of Shanatar. The region becomes known as the Dao Delvings.
  • Almraiven is founded
  • -5980 DR: Manshaka is founded
  • -5960 DR: High Shanatar is founded in the lands north of the Marching Mountains, including the former lands of Memnonnar.
  • -5800 DR: Jhaamdath is founded.
  • c. -5790 DR: The rule of the bakkals in Coramshan begins. It follows religious rather than secular laws for a time.
  • -5400 DR: Ambril’s Bane: The dwarves of High Shanatar kill Ambril, the heir of Cormshan on the slopes of Mount Kellarak, ending cordial relations between the two nations and sparking 3 millennia of conflict.
  • -5360 DR to -5350 DR: The Giant Wars: High Shanatar wars with the giant nation of Nedeheim (modern: Amn and the Western Heartlands). By wars end Nedeheim is no more and half the giant population south of the Cloud Peaks is eliminated.
  • -5330 DR: The Murabir (warlord) of Coramshan seizes much of High Shanatar, including the city of Iltakar (modern: Shoonach)

The First Age of Calimshan

Founding of the human First Kingdom of Mir and the uniting of Mir and Coramshan to form the Calimshan Empire.

  • -5300 DR: First Age of Calimshan: The Kingdom of Monrativi Teshy Mir is founded by Murabir Mir of Coramshan in lands west of the Darthiir Woods and south of the Wurlur (modern: River Ith).
  • Over the next 100 years, many elves of Darthiir are killed by Mir’s soldiers, and the few survivors flee to the Forest of Tethir or Nikerymath.
  • -5270 DR: The Monrativi Teshy Mir allies with the Kingdom of Coramshan and together begin expansion eastwards.
  • -5100 DR: The Monrativi Teshy Mir controls all the land south of the River Ith to the borders of Coramshan and begins founding settlements on the north shore of the Lake of Steam.
  • Over the next six decades, the cities of Saradush, Mintar, and Saelmur form from fortresses built by Mir’s forces as they spread east.
  • -5032 DR: War breaks out between Jhaamdath and Monrativi Teshy Mir as Mir invades and seizes Ankhport (modern: Ankhapur). Jhaamdath inflicts a crushing defeat on the invaders and drives them back as far as Saradush over the next 25 years.
  • 5007 DR: Ukhar IV rules as Bakkal of Coramshan Murabir of Mir in the face of invasion from Jhaamdath.
  • 5006 DR: The united Kingdom of Coramshan drives the forces of Jhaamdath back to Saelmur.
  • -5005 DR: Jhaamdath and Mir declare a truce and both nations abandon claims and colonies around the Lake of Steam.
  • Ukhar IV unifies the lands of Coramshan and Monrativi Teshy Mir into the Empire of Calimshan.
  • c. 5000 DR: Elves end military alliance with dwarves against the humans and giants after the unintentional death of two elven princes in a dwarf–created rockslide during a battle at the Gorge. (Modern: Gorge of the Fallen Idol)
  • c. -4900 DR: The Warriors’ Plague: Calimport, Almraiven; berserk rages and battle madness in afflicted, spread by blood contact; 40% (14%), most casualties among military forces.
  • c. -4770 DR: The Plague of Terror and the Sunset Plague devastate Calimport in quick succession. The ruling Marekh family are decimated and Calimport is left abandoned for nearly a century.
  • The Plague of Terror mysteriously affects Calimport alone, the disease driving many mad from imagined spectral foes and other fears. As a result of the plague, the entire waterfront and other inner parts of the city burn as a few dockworkers imagined great sea monsters attacking the city.
  • In less than a tenday, the Sunset Plague claims the lives of most everyone in Calimport, including more than half of the Marekh ruling family. The ship captain Daud yn Khadil Marekh survives the plague and maintains the dynasty for another 12 years, though the loss of the capital weakens his grip on the Bakkal’s throne. Calimport lies empty for nearly a century, as many are afraid of the plague.

The Second Age of Calimshan

Calimshan extends its rule as far north as the Snowflake Mountains.

  • -3200 DR: The Second Age of Calimshan begins.
  • -2600 DR: The last forces of High Shanatar fall to Calimshan along the banks of the Sulduskoon River. Fleeing dwarves seal the entrances to Deep Shanatar.
  • c. -2400 DR: Calimshan garrisons eastern Iltkazar in the vicinity of the Omlarandin Mountains, south of the Wurlur (River Ith).
  • -2391 DR: Streaking meteors are seen over the Lake of Steam. Zokir, City of Orbs is founded beneath the Alimir Mountains.
  • -2381 DR: The garrisons of Iltkazar and the eastern colonies are swiftly overrun by beholders. The beholders are then pushed back into the mountains.
  • The palace of the Tavihr Bakkal erupts in flames, ending that corrupt and vicious dynasty. The fires spread and destroy the western half of Calimport and end the Tavihr Dynasty.
  • Start of the Erehnir Dynasty.
  • -2375 DR: The worship of genies becomes prominent under the Erehnir bakkals.
  • c. -2280 DR: The Erehnir Reconstruction: The Erehnir Reconstruction: After guild wars and other conflicts destroy much of Calimport, many areas are rebuilt in the religious and artistic manner they are known by to this day. The walls of at least two western sabbans of modem Calimport retain hints of murals that graced the walls when they were created during this decade.
  • -1990 DR: A number of djinn, efreet, and dao battle amid Calim’s See in the Marching Mountains. The battle permanently alters the face of Ruler’s Ridge, obliterating much of the peak with storms of power and magic.
  • -1931 DR: Calimshan’s armies claim the lands of Tethyr, destroying the resident hobgoblin tribes over four major battles and shattering the Idol of Nomog Gaeya (modern: Gorge of the Fallen Idol) at the confluence of the Wurlur (modern: River Ith)

The Third Age of Calimshan

Humans establish the (loosely defined) territories of Tethyr, the Calishar, and Iltkazar (with partial autonomy) all under the trade/economical rulership of Calimshan. Some of the basic trade routes date from this period.

  • c. -1900 DR: Third Age of Calimshan: The Empire of Calimshan comprises four major kingdoms; Calimshan, Iltkazar (modern: Erlkazar), Mir, and Tethyr and claims all land as far as the Snowflake Mountains.
  • The Caltazar Hills come under regular attack from beholder nations around the Lake of Steam.
  • -1838 DR: Ylveraasahlisar the Rose Dragon destroys Calimshan’s army, the Caleph’s Court, the Bakkal, the Raor Dynasty and two-thirds of Calimport in retribution for Calishites plundering her hoard and slaying her offspring.
  • Ylveraasahlisr the Rose Dragon claims the Bakkal’s Throne and rules the Calimshan Empire. Her first act is to order reconstruction of the city by building atop the rubble of her destruction.
  • -1783 DR: The Dragon’s Wrath (Fire): All of central Calimport; 15% population, 40% of city.
  • -1726 DR: Ylveraasahlisar the Rose Dragon is wounded by dragonslayers led by Rafak el Cajaan and driven away into the jaws of Cadasalmpar; the bronze dragon ally of Rafak and his slayers.
  • Rafak el Cajaan is crowned Bakkal of the Calimshan Empire. The Cajaan Dynasty spends the next 18 years fighting and scheming for the throne.
  • -1708 DR: The Cajaan Dynasty stabilises. The title of ruler of the Calimshan Empire is changed to Pasha.
  • The worship of a “great sun god” arises in Calimshan.
  • c. -1700 DR: Calishite nobles begin hunting elves for sport in the forests of Tethyr.
  • -1700 DR: The pasha of Calimshan’s third son becomes the emir of Tethyr and this post becomes a tradition for lesser sons.
  • -1570 DR: Zazesspur, a simple fishing town, becomes a fortified city and the seat of the emir of Tethyr’s rule.
  • -1550 DR: The eastern expanse of Darthiir Wood is consumed by fire from the beholder battles in the Caltazar Hills. The forest’s boundaries become that which the Forest of Mir today inhabits.
  • -1530 DR: Elves of Tethir begin a series of frontier wars with Calimshan’s imperial army.
  • -1428 DR: A beholder legion led by Qyraaptir the Bloodeye sack the city of Calimport and slay Syl-Pasha Violir Cajaan IX, ending the Cajaan Dynasty.
  • Qyraaptir the Bloodeye claims the Pasha’s Throne and rules the lands of Calimshan, Iltkazar, and the Lake of Steam.
  • Trade between Calimshan and Tzindylspar collapses overnight.
  • -1427 DR: Ynamalik Nadim and his army of monsters invades Tzindylspar.
  • -1403 DR: The Cajaan Vengeance (Fire): Outer sabbans of Calimport; 5% of the population, 20% of city; purpose of smoking out beholders during siege of city partially successful.
  • -1402 DR: Qyraaptir the Bloodeye and his beholder forces fall or flee before the Drakhon priests and their allied human soldiers. Calimport is the first city freed of beholder domination, and Calimshan is free of beholder rulers within three years, thanks to the rule of the Drakhon pashas. The beholders retreat to their strongholds beneath the Alimir Mountains or along the Lake of Steam.
  • -1400 DR: Attacks on the Caltazar Hills by the beholders of the Lake of Steam end.
  • -1399 DR: The Drakhon Pashas free all of Calimshan from beholder rule. The beholders are all slain or retreat to their strongholds beneath the Alimir Mountains.
  • -1320 DR: Slaves complete the road from Zazesspur to Memnon.
  • -1300 DR: Frontier wars vs. elves of Tethir end. By the end of these wars, short bows, acquired from the bodies of the elves, are common among Calishite troops.
  • A road from Zazesspur to the east is started, but it regresses to a gravel and dirt road ten miles east of the north–south route for the next 170 years.
  • -1280 DR to -1080 DR: Qyraaptir the Bloodeye leads the entire Alimir Hive and brings war to the entire Alimir Peninsula
  • -1202 DR: Ali yn Enar el Samesaj, the future Great Vizar of Calimport, is born on the last day of Alturiak.
  • -1161 DR: Ali el Samesaj saves the daughter of a Drakhon Sultan (grand daughter of Syl-Pasha Adjam Drakhon) from kidnappers. He is rewarded by being made the unofficial court wizard of the sultan.
  • -1156 DR: Villaflames (Fire): Southwestern city, waterfront; 40% of Calimport’s waterfront buildings, 30% of pasha’s villas in western city; Tareq Sabban, Axhiim Sabban, Khamal’s Khanduq, the Khamarkha Ashada, the Ytreis Garrison, and over a dozen villas.
  • -1153 DR: Ali el Samesaj saves the Sultan from assassination. Hapij Sabban is destroyed in the magical battle. Samesaj is made Sultan’s Vizier and Druzir of the Seven Sages Drudach.
  • c. -1150 DR: Syl-Pasha Kamal el Drakhon commissions the building of el Qysanallojal (the Imperial Navy) to speed troop movements against the beholders. Qysanallojal allows Calimshan to control the coast and waters of the Shining Sea and the Lake of Steam, and swiftly expand Calimshan’s political and trade influence.
  • After the Villaflames, the Drakhon dynasty takes control of the cleared areas and expands the Pasha’s Sabban while rebuilding sabbans and restructuring the areas to best suit their political allies and their own motivations. The massive stone docks and defences that grace Armada Ward for centuries to come replace the dock areas destroyed.
  • -1130 DR: The Battle of the Samesaj Gate: The eastern garrison of Akkabbel (modern: Ithal Pass) is the scene of great victory for Calimshan, as the besieged forces of Akkabbel gain reinforcements from Calimport through a magical portal. They break the siege and inflict great losses on the beholders. The portal remains intact after the battle, but only its caster (the vizar Ali el Samesaj) knows that it is keyed to the full moon’s light more than other magic. This great victory over the beholder forces sees Samesaj raised to the title of Grand Vizar at the right hand of Syl-Pasha Ruj el Drakhon.
  • Road leading east from Zazesspur is extended all the way to the eastern garrison of Akkabbel (Modern: Ithal Pass) by this date.
  • -1100 DR: Last great wyrm of the Wyrmwood falls to the elves. Younger dragons flee to the Cloud Peaks or to the Small Teeth. The forest is renamed Arundath, the Quiet Forest, a name used only by the elves. Calimshan retrenches slightly in the north, its northern boundaries now the southern foothills of the Troll Mountains and the eastern shores of the great lake (Modern: Lake Esmel).
  • -1095 DR: The Grand Vizar Samesaj creates his final resting place to the east of Calimport’s city walls: the Khamamart, the Tomb of Fire. Once its fiery marble walls rise from the earth, Samesaj enters through one wall, never to be seen again.
  • -1080 DR: End of the wars between Calimshan and the beholder nations of the Alimir Peninsula with the victory at Mintar. The Pasha’s Throne at Calimport now rules from the Sword Coast to Mintar. The increased trade and influence sees Calimport nearly double in size (to nearly the size of present-day Waterdeep).
  • Calimshan’s armies slowly eradicate all remaining beholder influence (beholder rulers or beholder cult controlled cities) on the Arnaden surface lands (around the Lake of Steam) over the next twelve decades.
  • -1067 DR: Calimshan occupies the former dwarven fortress of Velmhold in Tethyr as part of its expansion along the northern coasts. Velmhold is named Zazessovertan.
  • c. -1050 DR: With great advances in shipbuilding technology, the Imperial Navy of Calimshan rules the Shining Sea and the Lake of Steam.
  • The Lake of Steam beholders are slowly driven underground again by Calimshan’s navy between this time and –680 DR.
  • Infrequent, tentative trade begins with Chult and the Tashalar.
  • -990 DR: Intermittent plagues over the next century ravage the populations of Schamedar and Calimport. The first plague, which strikes this year, kills nearly half of Calimport’s slaves and forces the syl-pasha and his family to remain trapped in their palace for nearly two years until the disease subsides. The warlords and sorcerers of Jhaamdath’s Twelve Cities of the Sword are suspected of creating the plagues, but nothing is ever proven.
  • -943 DR: The Cats’ Plague slays many mysteriously and turns their eyes into cats’ eyes in death. This magical plague kills nearly 90% of the people of Schamedar, Manshaka, and the outlying areas.

The Fourth Age of Calimshan

  • -900 DR: The Fourth Age of Calimshan: The fourth age of Calimshan begins with an 8 year old pasha on the throne and the military regency in control of his regency council.
  • -900 DR to -550 DR: Warlike tribes from Lapaliiya raid the easternmost colonies of Calimshan.
  • c. -870 DR: After some decades of increased travel and colonization, Calimshan opens full, regular trade with Chult and the Tashalar.
  • -790 DR to -530 DR: The Night Wars: The drow of Guallidurth raid Calimshan and other lands of southern Faerun. They enslave more than 750,000 humans and humanoids of Calimshan.
  • -790 DR: The Night Wars begin. Drow begin attacking the outlying reaches of the Calimshan Empire.
  • A number of Vhaeraun worshipping drow escape Guallidurth and settle in the Forest of Mir.
  • -741 DR: Tulan el Akada yi Calimport creates the aranea, a race of lycanthropic arachnids with the ability to disguise themselves as drow or giant spiders. Tulan’s magical controls make the aranea the most effective soldiers in the war against the drow.
  • -736 DR: Tulan el Akada’s forty most loyal aranea remain in Calimport and take up residence in hidden byways beneath the city and among caverns in the upper regions of the Underdark (former scouting posts of Shanatar). They begin fortifying the defences of Calimport against the drow and making a home for themselves in the dark areas where few sadimmin (Calishite soldiers) wish to tread.
  • -733 DR: Tulan el Akada releases over one hundred aranea into the Forest of Mir, both to propagate and to fight the drow that had taken up residence therein.
  • c. -700 DR: Over the next three hundred years, increasing numbers of slaves escape Calimshan and Tethyr with aid from psiarchs and monastic servants of the deity Auppenser.
  • -697 DR: Year of Furious Giants: The drow erupt from beneath the cities of Calimport, Manshaka, and Almraiven, establishing footholds in the cities as well as the outlying wilderness areas that they hold for several decades.
  • -691 DR: Year of Stolen Fire: Attacks by the drow in Calimport destroy the caleph’s palace with all the ruling family within it, bringing the Vihad Dynasty to a close. The qayadin (general) of the sadimmin takes control as Syl-Pasha Akim el Ehjoliq.
  • Calimshan begins colonizing the coast of the Lake of Steam beyond the Alimir peninsula. The original plans were to take over the area as conquerors, but many are settled as places for refugees fleeing Calimshan proper and the irregular but terrifying Night Wars.
  • -690 DR: Year of Fragile Beginnings: Threatened by renewed attacks from the yuan-ti, the Lapal tribes along the Shining Sea come together and establish the nation of Lapaliiya. The city of Sheirtalar is named the capital.
  • -680 DR: Year of Creeping Thieves: Calimshan colonizes the Lake of Steam.
  • -676 DR: Year of Frenzied Tempests: The Temples Plague (Plague): Calimport, Almraiven, Tashalar cities; fluid in lungs and fever, spread by touch (priests unwittingly spread it, giving it its name); 7% (5%).
  • -670 DR to -370 DR: The clans of Tethyr are forced to defend their independence numerous times.
  • -670 DR: Year of Unfurled Sails: For three hundred years, increasing numbers of slaves escape from Calimshan and Tethyr.
  • -664 DR: Year of Turning Tides: The drow nearly destroy the town of Keltar in Calimshan over the course of a 37-hour battle, given their magical superiority and a globe of darkness that they use to surround the city. Calimport’s army arrives after the drow conquer the city and have shipped more than half of the surviving population into the Underdark as slaves. Although the Calishites free the town and force the drow back to the Underdark, more than 3,000 Keltams are never seen again.
  • -650 DR: Year of Flames Rising: In the aftermath of the Night Wars, The sub-kingdom of Iltkazar claims independence from Calimshan by declaring allegiance to the Deep King of Iltkazar and allying with the neighbouring dwarves.
  • -649 DR: Year of Falling Copper: The army surrounds Calimport as wizards and priests set it magically aflame, the light and fires driving the drow that claimed more than 25% of the city onto the waiting spears of the sadimmin or deeper beneath the city. Once again, the syl-pasha is forced to destroy his capital to save his empire.
  • Large parts of Calimport are purposely destroyed to bury the drow temples and partially subterranean villas, but some remain relatively intact though buried. Those same wizards who burned the city help rebuild it and seal off all areas between Calimport and the Underdark with stone and new buildings. Despite their diligence, the drow reopen those passages within a decade and re-establish their hold on Calimport Below, now nicely protected by the city overhead.
  • -620 DR: Year of Noble Souls: After more than sixty years of negotiations, Calimshan’s syl-pasha strikes some confidential trade agreements with the Matron Mother of Guallidurth, the closest drow city, in exchange for the withdrawal of her forces from beneath Calimport and the other Calishite cities. The withdrawal takes another ninety years, since not all forces answer to the Matron Mother of Guallidurth, and a house rebellion within that city also adds fuel to the Night Wars.
  • -599 DR: Year of Hasty Messengers: The Spider Plagues (Plague): All cities; sores filled with spider’s eggs appearing on people, victims consumed by hatching spiders; 32% (41%).
  • -569 DR: Year of Silken Sabres: Calishite trading ships laden with unknown luxuries dock at Sheirtalar for the first time. This event ushered in an era of trade and prosperity along the shores of the Shining Sea. Lapal tribal encampments soon become cities.
  • -553 DR: Year of Plentiful Wine: Tashluta and the Tashalar are settled by Lapal field hands and Calishite merchants.
  • -530 DR: Year of Meagre Means: The drow are defeated and the Night Wars ended. The aranea agents are slain or driven off into the Venomire, hereafter known as the Spider Swamp.
  • The Night Wars draw to a close, and the drow never again gain more than a remote toehold in the surface lands. In all, more than 75,000 humans and other beings are captured and enslaved by the drow during these conflicts. Many of their descendants become skulks. More than 150,000 others die fighting the deep elves, though nearly as many drow and duergar die during the wars as well.
  • -450 DR: Year of Dwarves’ Descent: Calimshan loses control of the Lake of Steam and the Shining Sea.
  • Ankar, a slave from Keltar leads a slave revolt among the fieldhands, they find a cache of dwarven weapons in the mountains and decimate a small garrison west of Iltakar before escaping into the Purple Hills.
  • -446 DR: Year of Treasured Moments: Calimshan’s dominance of the Lake of Steam and the Shining Sea comes to an end with the near total destruction of the Calishite Armada in Calimport’s harbor. The resulting fires destroy over 70 percent of the city as winds carry sparks and flames to the wooden domes of many buildings.
  • -400 DR: Year of Gilded Sky: Calishites begin settling land around the Deepwash.
  • Elves of the Forest of Tethir concede the Tethyr peninsula to escaped slaves in exchange for a promise not to harm or invade the eastern forest.
  • -387 DR: Year of Shattered Walls: Calishite-controlled Zazesspur is sacked in a surprise attack by Tethyrian barbarians. Two of the pasha’s sons are slain, and ten years of massive retaliations by the Calishites begin. The First Age of Tethyr begins. Zazessovertan falls to the united Tethyrian clan armies and is looted, and abandoned shortly before Zazesspur is sacked and burned.
  • -378 DR: Year of Ebon Hawks: Calishite soldiers begin to build a wall (Khalid’s Wall) across the Tethyr Peninsula’s neck to pen the natives in.
  • -375 DR: Year of Clutching Dusk: The Empire Plague strikes the southern Shining Coast this year, ravaging Calimshan and the Lake of Steam colonies. Calimshan’s influence begins to crumble with the loss of some Lake of Steam colonies. The plague hits Calimport hard, killing nearly a third of the people, including many members of the ruling family.
  • Pasha Khalid el Axash of Calimshan dies, ending the Axash Dynasty. He is succeeded by his cousin Syl-Pasha Akkab el Evyrtaan, whose first command is to put Calimport to the torch to combat the threat of plague. The fires, for the first time in centuries, refuse to burn, and the new syl-pasha is forced to flee Calimport.
  • Myth Dyraalis is founded in what is now known as the Forest of Mir as a safehold for elves and gnomes from their enemies.
  • -374 DR: Year of Shattering: With Calimport all but abandoned due to the plague it blamed on Jhaamdath, priests of Talona attempt to conquer the city and plunder its riches to build a temple to their goddess of poisons. Many of those who remain in Calimport are rogues, escaped slaves, and necromancers. For a time, the capital becomes known as the Rogues’ City.
  • Khalid’s Wall is abandoned and never completed due to elf attacks on its builders.
  • -373 DR: Year of Whispering Stones: The Basilica of Night, Shar’s impressive seat of power in Calimport, remains one of the few places in the city that is not fully controlled by Talona. Skirmishes around the temple in the Joadhruz Sabban (now the Sabban Bakkal) grow more and more violent. In Eleint of this year, the Basilica finally falls to Talona’s forces, but Shar’s priests collapse the temple upon their foes. The bulk of the temple’s wealth and reliquaries are moved to their new home within an ancient temple in the undercity, and it will soon be called the Temple of Old Night.
  • Lhesper is founded by Lapal refugees fleeing the Empire Plague that had beset Lapaliiya two years before.
  • -370 DR: Year of Rent Armour: The Empire Plague ends early in this year. By the end of Hammer, Syl-Pasha Akkab el Evyrtaan re-enters Calimport and initiates a bloodbath that destroys all those who remain in the city as traitors or plague carriers. Many folk, including the clergy of Talona that ruled the city, survive by fleeing into the undercity.
  • c. -370 DR: The last wave of escaped slaves from Calimshan reach the Tethyr peninsula around this time.
  • -339 DR: Year of Sundered Webs: The Fall of Netheril is felt even in Calimport, as the temporary sundering of magic causes the collapse of a number of minarets and palaces whose only supports were those of magic. Two entire sabbans fall and walls dissolve in the few moments when magic does not exist for Toril, and more than 7,000 people die in the destruction.
  • -307 DR: Year of Illuminated Vellum: Tethyrian clans conquer the city of Myratma and rename it Artrimmar.
  • Warlord Karlag and the clans sack the Calishite garrison at Myratma which is renamed Artimmar and occupied. Warlord Karlag’s bid for kingship over the next decade fails.
  • -293 DR: Year of the Tyrant Hawks: Calimaronn falls after a 1 month siege to Tethyrian barbarians, who rename it Ithmong.
  • Warlord Karlag falls at the Battle for Calimaron, but the clans win and rename the garrison and Wurlur river after the conquering warrior clan Ithal. Hereafter, the weakened countries Coramshan and Mir are known as Calimshan.
  • -288 DR: Year of Eight Lightnings: Syl-Pasha Orun yn Ymal el Evyrtaan accedes independence to Tethyr and its people.
  • The twelve clan chiefs form the Council of Clans, but that falls apart within ten years. Over the next forty–eight years, the clan chieftans and rulers of the three cities (Zazesspur, Myratma/Artimmar, and Calimaronn/Ithmong) fight for control of the land
  • -284 DR: Year of Lost Faith: Rivenaurlgoth the Darkly Pious, a great wyrm, is slain by worshipers of Anachtyr in the wyrm’s Marching Mountain lair.
  • -255 DR: Year of Furious Waves: A tidal wave created by elven high magic destroys Jhaamdath.
  • c. -250 DR: Calimshan, under Syl-Pasha Faud yn Orun el Evyrtaan, reclaims some small areas and towns among the Arnaden lands of the Lake of Steam, now that Jhaamdath’s control on these lands has fallen along with its primary cities.
  • -230 DR: Year of Loss: Calimshan retakes Calimaronn (Ithmong) and Myratma (Artrimmar) due to internal strife among the clans. Able workers (more than a third of the population) of both of these towns are enslaved and brought to Calimport to work on the new Pasha’s Palace. The 1,480 warriors among the 5,500 new slaves are all sentenced to the new Djen Arena, where many of them fight to the death against monsters and each other for the amusement of the masses.
  • -227 DR: Year of Rangers Lost: Calimport increases in population and area to its largest size ever, its true citizens numbering more than 75,000. For the next eight centuries, Calimport remains the largest and most frequented port on Faerun’s shores.
  • -221 DR; Year of Shambling Shadows: The Ithmong Slaughter: Chief Clovis Ithal leads an assault with the seven surviving human clans and one elf clan against Ithmong, but dies in the attack. His son, Darrom, rallies the clans to take the city and slay all Calishites within two miles of it. Darrom Ithal begins to unite the Tethyrian clans under his leadership.
  • -212 DR: Year of High Thrones: Battle of the Purple Marches: Myratma falls once again to Tethyrian barbarian clans forcing the second Calishite surrender of Tethyr. Darrom Ithal is crowned King of Tethyr.
  • Founding year of Tethyreckoning.

The Fifth Age of Calimshan

  • -200 DR: Year of Stonerising: Syl-Pasha Kalil el Evyrtaan dies from thousands of viper bites, caused by a magic trap laid by some of his closest advisors. Vizar Asraf el Majizar rules over the start of the Fifth Age of Calimshan, and Calimport becomes a more organized city with structured trade and guilds of skilled workers.
  • The end of Calimshan’s military rule, the start of a decentralization of power, and an upsurge among the mercantile and religious powers.
  • Ithalyr, the royal palace of Tethyr, is completed on the seashore cliffs of the Purple Hills.
  • The Order of the Crescent Moon, a group of religious knights loyal to Selûne and Clangeddin (also known as the Axe-Brothers & the Brothers of Earth & Sky), is founded by Lady of the Seven Silver Stars Elhanna Moonhawk and First Axe Therlarn Axesong.
  • -188 DR: Year of Wrongful Martyrs: Despite a good heart and a business sense that nearly doubled the trade coming to Calimshan (and thus increasing the city’s size and population), Syl-Pasha Malik yn Asraf el Majizar dies under assassins’ knives in the Great Khanduq on the third day of this year.
  • The Throne Wars: These conflicts begin more than two years of war that ranges from trade wars to military campaigns against cities. Fourteen different Calephs claim the throne of Calimport (and symbolically Calimshan) by year’s end, none of whom hold the post for more than 62 days.
  • The Throne Fires (Fire): Two-thirds of southern and all of eastern Calimport; 43% of population and 61% of city (actually seven different series of fires between Alturiak and Eleint set by rivals fighting for throne).
  • -187 DR: Year of Gilded Burials: Twenty-eight more rulers claim the Caleph’s Throne in Calimport. By Midwinter, all true unity among the cities of Calimshan has shattered. All areas of the once-great empire stand individually, many claiming to be the true heart of the empire and hoping to grab more land and control for themselves.
  • The Throne Wars end with the rise to power of the once-meek wizard vizar Tasyn el Tarshaj yi Manshaka. The Tarshaj dynasty-four brothers and their families, of whom Tasyn was the elder, simultaneously conquer the cities of Manshaka, Memnon, Calimport, and Almraiven, thus unifying the Pasha’s Lands for the first time in nearly two years. Syl-Pasha Tasyn’s first chores are to rebuild the capital and reconquer the rest of Calimshan.
  • -182 DR: Year of Sleeping Giants: Calimshan, in its attempts to reconquer its old territories around the Lake of Steam and the Shaar, discovers that the old threat of the beholders has risen again. Beholders and their cultists control the majority of territory east of Ankhapur and are now pushing their forces west (or immediately up and out of the Alimir Mountains) in retaliation against the Calishite invasions.
  • -172 DR: Year of Sickles: Over the next year, Ambassador Perry negotiates the Perry Accords, which turn the trade road north of Calimshan over to Tethyr’s control and reduce Calishite military presence west of the Forest of Mir. Perry is named the first count of Tethyr and given lands within the duchy controlled by Clan Rivarrow.
  • -170 DR to -166 DR: The Eye Tyrant Wars: Iltkazar suffers greatly fighting beholders. The dwarves of Iltkazar abandon their surface holdings entirely and retreat to the Underdark.
  • Calimshan allies with Iltkazar and Tethyr to fight the beholders of the Arnaden.
  • -170 DR: Year of Many Eyes: King Silvam names Zahyra Bardson–Ithal, wife of Dellyan Ithal and daughter-in-law of Corin Ithal, to the new position of Court Vizera. This addresses the need for magical help in a conflict to the east that had been building for some time.
  • The Shield of Silvam and the Eye of Zahyra are created.
  • Tethyr allies with Calimshan and Iltkazar at the Garrison Meetings in the dwarven–built city of Iltakar (Modern: within the ruins of Shoonach).
  • The Eye Tyrant Wars begin.
  • The Knights of the Shield, named for the Shield of Silvam, are founded as an order of scouts and intelligence agents for Tethyr.
  • The Knights of the Shield are founded as a semi religious organisation during the Eye Tyrant Wars.
  • Calimshan allies with Tethyr and Iltkazar to fight the risen beholder powers of the Arnaden, which have pushed back Calishite aggressors and are now advancing up into eastern Tethyr. The Eye Tyrant Wars begin.
  • Almraiven falls to beholders within the first three months of the year, and Suldolphor follows by Greengrass. Though a longer struggle, the beholders control the Spider Swamp and the southern Forest of Mir by the end of Kythorn. This prevents much transfer of troops from western Calimshan except directly into beholder-controlled strongholds.
  • -168 DR: Year of Furrowed Brows: The remaining duergar inhabiting the caverns of Ultoksamrin who were severely weakened by the drow of Guallidurth during the Night Wars, are driven away or slain by the beholders of the Alimir Hive.
  • -167 DR: Year of Sudden Kinship: The Storming of the Qatarn Hills: In the first five days of Uktar, King Silvam of Tethyr and Qayadin Revaod el Simaal lead the Fourth Army to victory over nine beholders and three times their army’s own forces.
  • The beholders occupy Volothamp and Schamedar by year’s end, though their entrenchment within eastern Calimshan overextends their reach, and the beholders lose control of Ankhapur, one of their largest surface strongholds.
  • The Battle of Eyesvale: A crucial battle of the Eye Tyrant Wars, is fought in this year.
  • -166 DR: Year of Seven Loves Lost: The Eye Tyrant Wars end, thanks, in part, to the valour of the Knights of the Crescent Moon. Alliances remain among the human powers to pursue renegade beholders for the next few years among all their lands.
  • Drow from the Forest of Mir begin to explore and claim the caverns of Ultoksamrin (which are now empty of beholders).
  • -161 DR: Year of the Emerald Mage: The alliances of Calimshan, Tethyr, and Iltkazar dissolve by this year into little more than trade agreements.
  • -150 DR: Year of Recompense: Syl-Pasha Kamus yn Tasyn el Tarshaj of Calimport (after rebuilding eastern Calimshan) grants King Silvam of Tethyr the region known as Ankaram, the lands west of the Forest of Mir and north of the River Memnon. Although many in Tethyr believe this to be a reward for their aid in the Eye Tyrant Wars, it is a political move to weaken Calishite nobles amassing power against el Tarshaj.
  • -135 DR: Year of Old Beginnings: The Shaking Plague (Plague): Memnon, Teshburl, Calimport; lower temperature, convulsions; 19% (31%).
  • -133 DR: Year of Silent Screams: Great sea storms erupt along the Sword Coast. A huge tidal wave envelops the city of Velen in Tethyr, decimating its population. A further, smaller tidal wave swamps the docks and adjacent districts of Calimport.
  • -110 DR: Year of Shadowed Glances: Akkabar el Shoon is born in Myratma to a Calishite noble and his favoured harem girl, and all three return home to Memnon.
  • -94 DR: Year of Many Bats: The 16-year-old Akkabar el Shoon arrives in Tethyr and becomes a pupil of the Vizera Princess Rhynda based on his reputation as a prodigy in the Art.
  • -91 DR: Year of Old Crowns: Ithmong falls under siege for a month to a combined force of goblins and ogres. Clan Ithal’s forces are overextended by the initial assault and the siege is only broken with the assistance of Clan Rivarrow.
  • -88 DR: Year of Hostile Hails: Akkabar el Shoon leaves the tutelage of Princess Rhynda of Tethyr and begins his movement among Calishite society and business, selling his powerful magical abilities to the highest bidders. Within four years, Akkabar is a near-permanent fixture within Calimport society, and his political savvy is outmatched only by his magic.
  • Clan Karlag breaks many of the long–honored pacts with the elves including extensive woodcutting. Crown Prince Garynor II dies at the hands of a Karlag clansman while trying to mediate peace between the elves and the clans. For these actions, Clan Karlag is outcast from royal favor. These clearings eventually form the Trade Way as it passes through the western Forest of Tethir.
  • 86 DR: Year of Goodfields: Pirates under the command of Alaric False-Oaths, an exiled young noble of Tethyr, dominate the sea coasts off that kingdom, operating out of the ruins of Velen and the northwestern Velen Peninsula.
  • Zazessovertan is once again garrisoned in response to fears over the pirates of Alaric.
  • 78 DR: Year of the Gleaming: Akkabar el Shoon marries Munaa yr Shunnari el Tarshaj, the fifth daughter of Syl-Pasha Kadar, on Midsummer. As a wedding gift, Akkabar becomes the Syl-Vizar (and ruler) of Memnon.
  • 77 DR: Year of Flaming Stones: By Midwinter, the deaths of nearly all members of el Tarshaj places Syl-Pasha Akkabar el Shoon on the caleph’s throne, as he had planned.
  • 75 DR: Year of Leather Shields: King Garynor dies and is succeeded by his second grandnephew, Nishan II. Garynor’s twin sister Princess Rhynda (grandmother of Nishan II) reigns as regent until he is able to rule.
  • The Knights of the Crescent Moon suffer a crushing political defeat in the wake of Grynor’s death at the hands of the rival nobilities of Tethyr and Iltkazar and the rival clergies of Selûne and Clangeddin. Lord Knight Commander Bryth Moonaxe disbands the order after a pilgrimage to the Oracle of the Deepwash.
  • The Regent Princess and Vizera Rhynda arranges a marriage between Syl-Pasha Akkabar Shoon’s daughter and her own son, the future King Nishan II, to ensure the stability of both realms despite objecting nobles on both sides.
  • 64 DR: Year of Gleaming Frost: King Nishan II ascends to Tethyr’s throne and marries Arhymeria yr Una el Shoon, the grandaughter of Syl-Pasha Akkabar el Shoon.
  • King Nishan II formally gains the throne with the end of his aunt’s regency. He quickly marries the granddaughter of Calimshan’s ruler, Arhymeria Shoon. Castle Dasaajk is completed in time for their wedding.
  • 54 DR: Year of Tomes: Pirates settle the Nelanther at this time and begin stealing ships and causing major disruptions of the burgeoning sea trade. The pirates are led by Black Alaric the Pirate, the exiled cousin of Clan Chief Darius Fyrson of Tethyr.
  • -52 DR: Year of the Choking Spores: The Flower Plague (Plague): Keltar, Calimport, Almraiven; seed buds of new flowering plants explode in cloud of spores that induce vomiting and rashes, then fever, and finally death, spread by trade for the rare scarlet flowers; 2% (7%).
  • -16 DR: Year of the Poisoned Pens: The Plague of Scholars (Plague): All cities across southern Faerun, as far north as Baldur’s Gate; lethargy and heavy sleep leads to coma and death, some unknown agency poisoned vast amounts of ink and quills used by scribes, scholars, and business folk; 20% (11%).
  • -14 DR: Year of the Cloaker: Birth of Amahl Shoon III, great-grandson of Syl-Pasha Akkabar and grand-nephew of Queen Arhymeria.
  • 6 DR: Year of Scarlet Scourges: Tethyrian royals (Queen Arhymeria and King Nishan II) are slain as Ithalyr falls and is nearly destroyed by pirates. Syl-Pasha Shoon secretly congratulates himself on arranging the coup, though his attempts to link the murders with the rising power of the Rundeen merchant cabal fail.
  • 5 DR: Year of Feuds: Amahl Shoon, younger brother of the late Queen Arhymeria, arrives within a month of Ithalyr’s fall. Calishite forces and advisors set him up as the reluctant king in newly renamed Zazesspur.
  • Fort Karlag is renamed Zazesspur and becomes the centre of power as Ithalyr is abandoned.
  • 3 DR: Year of Ruins: King Amahl I of Tethyr dies of poison at the direction of his grandfather Syl-Pasha Akkabar el Shoon. His nephew, Amahl II, becomes king. A scourging of Ithal clan lands begins.
  • The lands of Clans Tarseth, Fyrson, and Bormul are soon controlled by the pasha. The armies of King Amahl II begin razing the eastern lands and holdings of Clan Ithal.
  • 2 DR: Year of Gruesome Streams: After 18 months of war, Ithmong is destroyed and Clan Ithal nearly wiped out by royal forces. King Amahl II of Tethyr swears fealty to Syl-Pasha Shoon on Greengrass upon his victory. This is the true start of the Shoon Imperium with Akkabar’s rule over both Calimshan and Tethyr
  • Three young members of Clan Ithal escape into the Forest of Tethir.
  • 1 DR: Year of Shattered Relics: Akkabar the Younger, eldest grandson of the syl-pasha and elder brother of Amahl I and Arhymeria, dies in a tavern brawl in Memnon that is later revealed to be a revenge assassination by vengeful Tethyrian clansmen. As the father of King Amahl II of Tethyr and the proclaimed heir of Syl-Pasha Akkabar Shoon, his death brings much suffering to Tethyr.
  • Ithmong’s ruins are plundered for the building of a great capital to the south, near the former city of Iltakar and the port town of Agis (modern: Shoonach). Former Clan Ithal supporters are enslaved and haul stone ten miles south to the new city for the next ten years.
  • 1 DR: Year of Sunrise: King Amahl II of Tethyr withdraws the garrison at Zazessovertan, leaving it abandoned once more.
  • 4 DR: Year of the Slaked Blade: Thellaqar House, a royal residence, is completed in Zazesspur.
  • 5 DR: Year of the Clutched Emerald: The syl-pasha of Calimshan establishes gates between various sites in Calimport and his new imperial capital rising at Shoonach.
  • 12 DR: Year of Wistful Looks: Birth of Aleph el Shoon (Shoon I).
  • 15 DR: Year of Glittering Glory: King Amahl II of Tethyr dies and is succeeded by his only son, King Amahl III. The syl-pasha moves his court and much of Calimshan’s power to Shoonach. Since Calimport remains the primary port for his empire even though it is no longer his capital, Syl-Pasha Akkabar Shoon establishes a tightly controlled puppet dynasty on the caleph’s throne.

The Sixth Age of Calimshan

Also known as the Age of Shoon and, in Tethyr, as the Shoon Traitorum, this era saw many great works and even greater atrocities. Notable accomplishments included the founding of the Trade Way from Athkatla to Zazesspur (later continuing to Calimport), the completion of the Ithal Road to Saradush, and bulding the massive capitol of Shoonach. Great horrors included the eradication of the elves of the Snakewood (Arundath), the near destruction of the elves of Shilmista, and the expulsion of the halflings from the Purple Hills, their ancestral lands.

  • 27 DR: Year of Shadowed Blades: Syl-Pasha Akkabar dies mysteriously while enchanting magical items in his chambers deep beneath the Imperial Mount of Shoonach, and Amahl III rules both Calimshan and Tethyr. Abandoning the old titles, Amahl crowns himself qysar (emperor) over both, joining them as the Shoon Imperium. The qysar places his brother-in-law, Rahman Cormal, on Tethyr’s throne, beginning the Cormal Dynasty of Tethyr.
  • Unlike under the syl-pasha, Calimport suffered much loss of status and money, as many vizars and pashas moved to Shoonach, where they might better curry favor from the qysar. While little changed among the dockside sabbans and the caravan trade supporters, the rest of Calimport was all too sparsely populated as the center of Calishite society became Shoonach.
  • Start of the Sixth Age of Calimshan, also known as the Age of Shoon.
  • 32 DR Year of Errant Arrows: Hunting accidents result in the deaths of Amahl Ill’s three eldest sons. The qysar has everyone in the hunting parties slain in retribution.
  • 34 DR: Year of Purloined Power: Birth of Aleph yn Aleph el Shoon (Shoon II).
  • 37 DR: Year of Dark Venom: Five tidal waves strike Calimshan, destroying between one-third and two-thirds of each of the five port cities of the nation (Almraiven, Calimport, Manshaka, Memnon, Teshburl).
  • 39 DR: Year of Proud Flame: The Alley Plague (Plague): Calimport (whole city), Almraiven, and Manshaka (docks); pox and inability of blood to clot; spread by air and presence of corpses rotting in streets of Upper Calimport; 17% (2 1%).
  • 44 DR Year of Vow Manifest: Casting of the Spear Imperious. Amahl Shoon III throws a spear from the Imperial Mount of Shoonach and declares its landing spot the starting point from which the Shoon Imperium will grow.
  • Rampaging demons in the Calishar Emirates (summons that raged out of control or were later freed) cause the Church of Anachtyr to forge the three Demonsbane shields—Kimeltaar, Naelotaar, and Dizeltaar, and gift them to champions to combat the fiends.
  • 50 DR: Year of the Barbed Wind: Qysar Amahl Shoon III dies and is succeeded by Qysar Shoon I.
  • 61 DR: Year of the Branded Mage: Qysar Shoon I decrees the establishment of the Wizards’ Consortiums of all the cities of his realm, at which attendance is mandatory for all wizards. Those who resist are slain, and soon Shoon I knows of nearly every mage within his domain, which allows him better control over such forces.
  • 66 DR: Year of the Spellbound Heir: Mith Barak the Clanless claims the throne of Iltkazar, the last remaining kingdom of Shanatar.
  • 75 DR: Year of Clinging Death: Qysar Shoon I dies and is succeeded by his third son, Qysar Shoon II. Soon after his coronation, the new qysar begins a campaign against numerous religious faiths.
  • The Fog Fever (Plague): All Shoon cities (Tethyr and Calimshan), esp. Calimport, Memnon, and Myratma; clinging night fogs lead to raging fevers and delusions if breathed in; those who die of this fever exhale their last breaths as identical fog; 11% (Shoon Imperium) (31%).
  • Plague racks the southern Realms from the Shoon Empire to the Vilhon Reach.
  • 107 DR: Year of the Fledglings: Qysar Shoon II dies and is succeeded by his first grandnephew, Qysar Shoon III who was born and named heir moments before Qysar Shoon II’s death. Hazamir el Aktorral, Syl-Pasha of Calimshan, is made riqysar (regent emperor). Riqysar Aktorral moves some of the court back to Calimport and the surroundings he trusts rather than live in Shoonach.
  • 110 DR: Year of the Quirt: Birth of Amahl Shoon IV, younger brother of Shoon III.
  • 112 DR: Year of the Tusk: Birth of Amahl of the Nine Whirlwinds (Amahl Shoon V), younger brother of Shoon III and Amahl Shoon IV.
  • 123 DR: Year of the Icy Axe: Shoon III begins his reign over the Imperium with the beheading of his regent, Riqysar Hazamir al Aktorral.
  • With the death of el Aktorral this year, all governmental control of Calimshan and the Imperium moves to Shoonach until the fall of the Imperium. Calimport becomes merely the largest port, and its northern quarters become more and more deserted. During the next centuries, the walls around the port sabbans rise higher than ever to defend against intruders as more rogues take residence in the nearly empty upper city
  • Calimport Below also becomes larger and more populous during the Imperium, as neglect sees the collapse of many buildings and the rise in monstrous populations down below is a direct result of fewer garrisons in the Old City (as upper Calimport becomes known for 300 years).
  • 128 DR: Year of the Addled Arcanist: Hilather (Halaster) establishes himself in an abandoned tower in Torsil in the Calishar Emirates. He begins the creation of the 13 Demonshields.
  • The Raurinese wizard Hilather, after millennia trapped in temporal stasis, begins to explore Faerûn. He is hired by the Imperial Court to develop a more secure means of binding fiends to the will of their summoners. He establishes himself in an abandoned tower in the remote emirate of Torsil, which lies along the Sword Coast between the Cloud Peaks and Candlekeep.
  • 130 DR: Year of the Dwarven Twins: Amahl Shoon IV kills his brother, Shoon III, at a private banquet in his harem, becoming qysar.
  • 132 DR: Year of Thirteen Prides Lost: Hilather (Halaster) presents 13 Demonshields to the newly crowned Qysar Amahl Shoon IV, and then vanishes.
  • The Monastery of St. Fanal is founded in the hills west of the Alimir Mountains.
  • The Ring of Amahl and the Sword of Amahl are created for Qysar Amahl Shoon IV
  • 133 DR: Year of the Arduous Journey: The Barony of the Steeping Falls is founded at the site of present-day Daggerford by Artor Morlin, the Baron of Blood, an outlaw hailing from the lands of the Shoon.
  • 138 DR: Year of Sparks Flying: Amahl Shoon IV blames Ilmater’s priests for the great fires in five Imperium cities.
  • 140 DR: Year of the Executioner: Amahl Shoon IV descends into madness, leading to the deaths of more than 200 highly placed advisors, sultans, and lesser rulers over the next two years.
  • 142 DR: Year of the Prowling Naga: The mad Qysar Amahl Shoon IV is slain by hs youngest brother Amahl of the Nine Whirlwinds (returned to Shoonach after 15 years abroad) who blasts him off the Royal Mount of Shoonach.
  • Amahl of the Nine Whirlwinds is crowned Qysar Amahl Shoon V.
  • 145 DR: Year of the Pirates’ Port: The blue dragon Iryklathagra is born amid the sands of Anauroch.
  • 150 DR: Year of the Lost Library: The wyrmling Iryklathagra plunders the abandoned tower of Hilather in Torsil.
  • c. 159 DR: Year of the Striking Snake: The rebuilt city of Ithmong reaches its height.
  • 173 DR: Year of Screaming Sharn: After the daughter of Amahl Shoon V is saved by a priest of Ilmater, the qysar casts a great curse against anyone harming a servant of the Crying God.
  • 180 DR: Year of Leaning Pillars: Birth of Amahl Shoon VI.
  • c. 181 DR: Year of the Sinking Islands: King Leodom IV frames the Knights of the Shield for heresy and alleged spying against the crown. He orders them disbanded and confiscates their land and money.
  • 183 DR: Year of the Murmuring Dead: Birth of Shoon IV, brother of Amahl Shoon VI.
  • 200 DR to 270 DR: Worship of Varae spreads to human tribes in the Shining Plains.
  • 200 DR: Year of Leaping Flames: The Rogue Fires (Fire): All of northern and western Calimport (Firewalls shield the docks from fires set by opposing rogue factions to gain control of upper city); 60% population of Upper Calimport; temples of Bane, Talona, and Mystra, numerous villas.
  • 204 DR: Year of the Avarice: Upon the peaceful passing of Amahl Shoon V, his grandson Amahl Shoon VI becomes qysar of the Imperium.
  • The slave Harakhti breaks free in Almraiven and begins building his army of rebellion.
  • 205 DR: Year of the Greengrass: Qysar Amahl Shoon VI kills Harakhti in personal combat and quells the rebellion. Two days after his return to Shoonach, he is found dead of a scorpion sting, and Shoon IV takes the throne as the first necromancer qysar.
  • 214 DR: Year of Lost Voices: Felodar Aumar arrives in Calimshan to foster trade relations between Athalantar and Calimshan. He achieves much power trading in slaves and dark magic and even creates a cabal of mages and assassins known as the Night Mages to bedevil his brother King Belaur Aumar of Athalantar.
  • 217 DR: Year of Giant Skulls: Prince Elthaun Aumar hires Rhangaun of Almraiven to slay Prince Cauln Aumar by baiting him into a spell battle in the skies above Hastarl.
  • 218 DR: Year of the Dancing Lights: Many will o’ wisps wander eastern Tethyr beginning in this year, inflicting serious damage on Tethyr’s eastern garrisons.
  • 219 DR: Year of Old Danger: Prince Elthaun Aumar is exiled from Athalantar and later slain in Calimshan by the Magelords of Athalantar.
  • 223 DR: Year of Dark Dreams: Ilhundyl of Volothamp becomes the Mad Mage and is soon banished from the city.
  • 224 DR: Year of the Flaming Forests: Several Tethyrian garrisons in the Tejarn Hills are destroyed by Ihundyl the Mad Mage.
  • 226 DR: Year of the Empty Turret: Despite the lack of major wars, disease and widespread lawlessness take many fighting-men to their graves all over Faerûn.
  • 227 DR: Year of the Raised Banner: The halfling realm of Meiritin is founded on the eastern shores of what is now known as Lake Esmel.
  • 229 DR: Year of the Black Flame: The Ashes Plague (Plague): Keltar, Volothamp, Manshaka; ash-gray skin tone, blindness, seizures (most died of bleeding or were slain to reduce spreading, a tactic which failed); 9% (0.2% of Calimport’s natives-all travelers who contracted the plague outside the city).
  • 230 DR: Year of the Wailing Dryads: The realm of Tathtar on the Deepwash seeks to expand its territory into the weak eastern areas of Tethyr, coming into conflict with the Shoon Imperium.
  • Dalagar “Longwalker” becomes king of Andlath (Modern: Shining Plains), and begins construction of a trade-road linking Athkatla to Ormath which takes eight seasons to complete.
  • The fledgling country of Tathtar on the Deepwash invades eastern Tethyr, possibly in alliance with Tethyran rebels in Ithmong, beginning a decade-long war.
  • 231 DR: Year of the Mist Dragon: The Death Parade. Shoon IV loses his temper with rebellious activities around Ithmong and lets loose a horde of undead created from the rebel towns’ own graves.
  • The Mad Mage Ihundyl conquers Meiritin’s largest settlement and declares himself ruler of the Calishar Emirates. Mild unrest farther south near Shoonach delays a military response from the Shoon Empire.
  • A gigantic mist dragon of this rare species appears in the lands around The Sea of Fallen Stars in the spring of this year, challenging and slaying any dragon it can find. By winter, it has amassed a huge treasure… and the first of several hundred fruitless adventurer-forays sets forth from Calimport in search of what bards came to call The Shining Hoard of the Great Dragon. (For some 60 years the mist dragon slays adventurers. After that, no trace of it or its hoard can be found.)
  • 233 DR: Year of Much Ale: King Matamid begins construction of Xander, a new capitol city for his son.
  • 234 DR: Year of the Bloodflower: A redleafed wildflower, called the “bloodflower” for its hue and prevalence on open plains that often become battlefields, seems to grow everywhere this year – and in the spring, an alchemist in Calimshan discovers a magical use for its petals, enabling wizards to heal wounds with a salve made from it that they can rub on before battle, and then activate at any time with a single word. (In the decade that follows, the bloodflower is harvested so thoroughly that it disappears from Faerûn. There are, of course, rumors of its survival in the deepest jungles of Chult and Mhair)
  • 236 DR: Year of the Plague Clouds: In a secret meeting, Iryklathagra and Shoon IV plot the destruction of Rhimnasarl the Shining, a great silver dragon of the Marching Mountains who has long opposed the oppressive rule of the Shoon. After the death of Rhimnasarl, the qysar betrays Iryklathagra, keeping the silver dragon’s hoard. In reaction to this event, Iryklathagra establishes a secret lair of her own elsewhere in the Marching Mountains and set about building its defences.
  • Qysar Shoon IV is seriously injured while battling the dragon Iryklathagra “Sharpfangs.”
  • 238 DR: Year of Many Mushrooms: Ihundyl meets his demise at the hands of Elminster Aumar and Myrjala Dark-Eyes.
  • 239 DR: Year of the Wandering Leucrotta: Felodar Aumar is poisoned by a rival in Calimshan.
  • The Tethir Road linking Athkatla to Ormath is completed by King Dalagar of Andlath.
  • 240 DR: Year of the Chosen: Peace treaties are established between the Shoon Imperium and Tathtar, ending the conflict between them.
  • 241 DR: Year of the Hippogriffs Folly: More than two years after Ilhundyl’s death, unearthed records implicating his supporters within the Shoon Imperium cost 232 people their lives due to their families’ collusion with the Mad Mage.
  • 245 DR: Year of the Dun Dragon: Iryklathagra launches a a reign of terror on the lands of Calimshan and Tethyr from her secret lair in the Marching Mountains.
  • Iryklathagra launches a reign of terror on the lands surrounding her lair that bedevil a succession of qysars.
  • 247 DR: Year of the Moaning Maiden: Talana Brakuularn organises the first Mage Fair just outside Shoonach.
  • 250 DR: Year of the Storm Crown: The Church of Talos unites the worshippers of Bhaelros and Kozah.
  • Construction of Xander is completed and the city becomes the second capitol of Tethyr after Zazesspur.
  • 251 DR: Year of the Grisly Ghosts: King Matamid dies, and is succeeded by his third son, King Zandar.
  • 256 DR: Year of the Thousand Snows: The Magister Talana Brakuularn is slain at one of her Mage Fairs held in the Shoon Imperium (likely Calimshan or Amn).
  • 260 DR: Year of Screaming Selkies: King Xandar dies in an unexpected volcanic eruption that buries the new city of Xander. He is succeeded by his daughter and sole heir, Queen Vajra Korrunhel, a priestess of Loviatar. She marries Karazir Tiiraklar shortly thereafter.
  • 264 DR: Year of the Vanishing Cat: Birth of Munaa yr Oma el Shoon (Qysara Shoon V), great-granddaughter of Shoon IV.
  • 276 DR to 278 DR: The Magister Ergith Klavulgrun slaughters a dozen merchant lords of Tashtan, leaving the nation with a leadership crisis.
  • 276 DR: Year of the Burnished Blade: Qysar Shoon IV fashions the scimitar Ghazir, the Desert’s Edge, from the sands of the Calim Desert.
  • 277 DR: Year of Broken Flame: The dwarves of Tathar are wiped out by drow.
  • 281 DR to 300 DR: Qysara Shoon V makes a series of demands to Tashtan cities that they each garrison a legion of Imperial troops. The leaderless cities of Tashtan are ill equipped to resist these demands.
  • 281 DR: Year of the Weeping Flail: Qysar Shoon IV fails to survive the transformation to lichdom, and Qysara Shoon V becomes the first female nonregent ruler over the Imperium.
  • 284 DR: Year of Fallen Flagons: A great halfling migration hundreds strong arrives at Myth Drannor from Meiritin and Tethyr by way of the first open portals set up to bring folk to the city.
  • 285 DR: Year of Wasteful Pride: Qysara Shoon V awards Ghazir the Desert’s Edge to senior Ralbahr (Admiral) Faruk yn Aban el Khafar yi Memnon as a sign of favour in his conquest and colonisation of the Nelanther Isles.
  • A failed uprising in Untisczer leads the Shoon Imperium to launch the long-planned Tashalar Campaigns. After destroying Untisczer in a show of imperial might, the qysara’s troops quickly install military governors in every city along the Tashtan coast.
  • Anthilar, the legendary Archmage of Untisczer, flees the destruction of his city by the Shoon Imperium and flees to a secret lair in the mountains west of the Tashan Gap. There he becomes a lich, working in secret to control the merchants of Tashluta.
  • The Shoon Imperium seizes control of Lapaliiya, though the region’s cities remain effectively independent during the reign of Qysara Shoon V.
  • The reach of the Shoon Imperium extends westward into the savage land of Thindol. Conflicts with the lizardfolk of the region sharply reduce their number on the central Chultan Peninsula.
  • 288 DR: Year of the Xorn’s Yearning: Birth of Kahlar yn Jahar el Tavarn (Shoon VI), son of Qysara Shoon V.
  • 290 DR: Year of Full Cribs: Plague ravages Almraiven, Qysara Shoon V blames the plague on the aranea of the Spider Swamp. Volothamp’s military nearly eradicate the aranea before they awaken the demon lord Zanassu to aid them.
  • Birth of Kodos yn Nadim el Jhotos (Shoon VII), nephew of Shoon VI.
  • 292 DR: Year of Frostfires: Qysara Shoon V banishes Zanassu back to the Abyss.
  • 293 DR: Year of Hounds: The Thinguth are liberated when soldiers of the Shoon Empire defeat the lizardfolk tribes.
  • Tathtar is overrun by an orc horde led by the chieftain Thaurgarl “Greatmaw” and falls. Only Lower Tathtar survives the collapse.
  • 297 DR: Year of Wailing Mothers: Forces of the Shoonach Imperium conquer and claim all the lands between the Shining Sea and the Landrise.
  • 300 DR: Year of the Late Sun: Qysara Shoon V dies of fever, and her son and heir Kahlar becomes Qysar Shoon VI of the Shoon Imperium.
  • By the death of Qysara Shoon V, Shoon satraps rule greater Thindol, the Tashalar, the cities of Lapaliiya, and all the major settlements of the Shaar as far east as the Landrise.
  • 309 DR: Year of the Cascade: Queen’s Consort Karazir Tiiraklar of Tethyr and his brother Ellessor lead an army to “conquer” the “uncivilized lands to the east,” which had been home to humans, elves, dwarves, and other humanoids living in small mountain settlements since the Second Age of Calimshan. Ellessor becomes the duke of the newly established duchy of Elestam.
  • 309 DR: Year of the Cascade: Qysar Shoon VI dies under the blades of his imperial guard. His nephew Shoon VII assumes the mantle of qysar.
  • 316 DR: Year of the Vibrant Land: The city of Khôltar is founded by the dwarves for humans to trade with them and each other.
  • 319 DR: Year of the Unforgotten Fire: The Great Fires (Fire): All Calishite cities and towns; fires the result of Qysar Shoon VII engulfing all sewers in flames to root out criminal elements; 43% population (87% among criminals and undercity dwellers), 57% of Calimport (average 45% of all cities); the Five Fountains of the Bakkals (Calimport), the original Guild Arcane tower of the Narminargent (Almraiven).
  • 320 DR: Year of the Bright Plumage: The Infernal Death: A plague characterized by mild fever and mania strikes the cities of Memnon, Teshburl, Keltar, Calimport, Myratma and Shoonach in Calimshan. Combusting corpses during the plague-filled summer lead to the Plague Fires in Calimport.
  • The Infernal Death (Plague): Memnon, Teshburl, Keltar, Calimport, Myratma, and Shoonach (in Tethyr); mild fever and mania, noticeable heightened color in hair, eyes, and skin (most assumed it was “healthy color” and that victims were in best of health until sudden collapse and death), bodies combust upon death; 9% (4%).
  • The Plague Fires (Fire): Evyrtaan and Cajaan Sabbans; 6% population of Upper Calimport; both sabbans gutted and abandoned due to combusting corpses during the plague-filled summer.
  • 321 DR: Year of the Blessed Sleep: Valashar is added to the Shoon Empire, stretching from the headwaters of the Sulduskoon to those of the Amstel River to the north with its western border abutting the halfling realm of Meiritin. The Tethyrian prince Ashar Tornamn, fourth nephew of King Karan Tiiraklar II, is named king of this short-lived realm.
  • 322 DR: Year of Seven Scales: Iryklathagra brazenly confronts Shoon VII, the great-great-great-grandson of Shoon IV. She settles onto Qysar’s Square before the Imperial Palace in Shoonach and dares the qysar to respond to her presence. After several days of tense negotiations, the blue dragon departs peacefully with a fraction of the hoard she claims as hers. Instead of delivering the treasure, Shoon attacks the dragon, starting the Sharpfang Battles.
  • 330 DR: Year of Roused Giants: Beginning of a year long winter that strikes the Shoon Imperium, blanketing the Calishar Emirates in snow.
  • 346 DR: Year of Blushing Stars: Birth of Shaani, daughter and heir of Qysar Shoon VII.
  • 347 DR: Year of the Sage’s Fervor: The scholar-mage Thealnak of Memnon creates the Codex Thealnakkar and gifts it to Qysar Shoon VII. He is in turn granted rulership of the Hakkamate of the Lake of Amin (present-day Lake Weng in Amn).
  • 354 DR: Year of the Fleeting Pains: The Leper’s Curse (Plague): All Shoon Imperial cities; total absence of pain, later advances to total lack of all senses, driving many mad; 19% (33%). Many soldiers afflicted with the Leper’s Curse are sent in suicide attacks against elf encampments in Tethyr and Amn, as their painlessness allows them to keep fighting and destroying elf insurgents until life leaves them.
  • 355 DR: Year of the Mourning Herds: Shoon VII slaughters at least 12 unicorns and the elves of Shilmista as part of the construction of the Tome of the Unicorn.
  • 356 DR: Year of the Errant Kings: After thirty-five years of expansion under King Ashar, Valashar (and the Shoon Empire) stretches as far north as the Troll Mountains and the High Moor. Responding to the claim of northern lands by King Ashar and the expansion toward Cormyr’s western border, King Azoun I mounts a bold campaign that swiftly crushes Valashar’s armies on the Fields of the Dead and then sacks numerous garrisons and the city of Ithmong. The Shoon Empire’s borders shrink back to the Giant’s Run Mountains, and Lord Tornamn is executed.
  • 358 DR: Year of Battle Talons: Iryklathagra and Qysar Shoon VII battle in the fields of Valashar. Qysar Shoon VII loses the Staff of Shoon to the dragon.
  • Open hostilities resume between Iryklathagra and Shoon VII, a battle that again visits destruction upon Valashar during a rare visit by the qysar to the periphery of his domain.
  • 361 DR: Year of the Fearless King: Both the Shoon Imperium and the Kingdom of Cormyr decide to extend their influence into the Western Heartlands.
  • Prince Ashar Tornamn declares himself king of Valashar, adding the land he conquers to the Imperium.
  • 366 DR: Year of Molten Anvils: Iryklathagra and Qysar Shoon VII battle in the skies above Shoonach. The battle kills 75,000 slaves and Qysar Shoon VII nearly loses his left arm and right leg.
  • The last of the battles between Iryklathagra and Shoon VII, earned the dragon her common appellation “Sharpfangs,” as the blue dragon shattered and nearly bit off the qysar’s left arm and right leg during the conflict. Shoon VII and his nemesis battled in the skies over Shoonach and among the streets of the slaves’ city just outside the city center.
  • 367 DR: Year of Shying Eyes: Qysar Shoon VII fakes his own death after manipulating his daughter Shaani into poisoning him (a poison to which he was immune).
  • Shoon VII stages his own “death.” Feigning incapacitation stemming from his last battle with Sharpfangs, Shoon VII places his daughter Shaani on the throne and manipulates her into poisoning her apparently infirm father. Secretly immune to the poison’s effects, the former qysar is now free to research a transformation to lichdom.
  • 370 DR: Year of Sleeping Dangers: Shoon VII undergoes the transformation to lichdom.
  • Calimshan’s Great Colony Fleet sets sail to colonize the Moonshaes. An unseasonable storm blows over the Calishite vessels, sinking half the fleet within the first hour and driving the remaining vessels hundreds of leagues into the Trackless Sea. Survivors, clinging to the few ships that remain afloat, drift upon the currents of the Trackless Sea for twenty days and nights. Of the six hundred that set sail from Calimport, only a score survive to reach landfall on the shores of distant Lopango.
  • 371 DR: Year of Emerald Eyes: Qysara Shaani bargains a peace for the Imperium with the dragon Iryklathagra Sharpfangs.
  • 374 DR: Year of the Thoughtful Man: Construction of the fortress Phelhelra is completed in the foothills of the Marching Mountains, east of the Calim Desert, due north of Faeressar near Mount Abbalayat. It was built in response to raiders and smugglers operating out of Tethyr.
  • 375 DR: Year of the Woeful Resurrection: Ashar’s March: Ashar Tornamn of Valashar begins a 15-month march north along the Sword Coast and into the Western Heartlands seeking to expand the hegemony of the Shoon Imperium.
  • Ashar’s March: Lord Ashar Tornamn, acting without orders from the Shoonite emperor or the king of Tethyr, moves his armies north, reaching the High Moor by late summer. The overzealous lord claims the Sword Coast from the Moor to Shoonach for the Shoon Empire.
  • King Azoun I of Cormyr finds trade routes to the west blocked by Shoonite troops demanding tariffs for “passing through the empire’s lands.” Azoun orders a weapon made with which he can fight Lord Tornamn; the short sword Ilbratha, “Mistress of Battles,” is ready by year’s end.
  • Human Varae-worshipers from the Shining Plains come north in search of the lost city of Ss’thar’tiss’ssun. They discover an artifact created by House Orogoth that transforms them all into ophidians.
  • 376 DR: Year of the Leaping Hare: Ashar Tornamn extends the borders of Valashar and the Shoon Imperium to the High Moor by summer. Crown Prince Azoun I of Cormyr leads his army against Ashar, driving the Shoonite forces back through Amn, Tethyr, and Valashar before sacking Ithmong and returning to Cormyr.
  • 398 DR: Year of the Warning Ghost: Birth of Amahl yn Shaan yn Shoon yi Ankhapur (Amahl Shoon VII), grandson of the Qysara.
  • 409 DR: Year of High Eyes: The Eye Battles begin in the Amaden lands.
  • 427 DR: Year of Violet Fungi: Qysara Shaani dies, throwing the Imperium into an uproar.
  • Amahl Shoon VII amasses the Arnaden Fleet and wrests power from the beholder cults of the Lake of Steam before invading Calimport in Mirtul. After reestablishing order there, he marches to Shoonach as qysar. The new qysar begins a two-year campaign known as the Mage Purges, killing or forcing into exile over 60,000 mages and their associates.
  • 430 DR: Year of the Floating Rock: The Eye Battles draw to an end.
  • 435 DR: Year of Willing Sacrifice: Several towns along Lake Lhespen and the River Shaar rebel against their distant rulers, the Shoon.
  • 436 DR: Year of Steelscreaming: Towns along the River Shaar and Lake Lhespen revolt against Shoonite rule and are free from the Imperium’s rule for the next two years.
  • 437 DR: Year of Silver Holly: Amahl VII sends Qayadin Sallah to regain control over the rebels of the Lake Lhespen towns. The general burns seven towns, with an extreme loss of life.
  • 438 DR to 440 DR: Seven Burnings Campaign: Qysar Amahl Shoon VII dispatches seventeen troop ships to quell an uprising in the Shaar river valley. Shoon imperial troops rampage through Sheirtalar, Sheirlantar, Kormul, Lhesper, Sebben, Rethmar, and Channathgate. The campaign kills many native Shaarans and brings the western portion of the Shaar back under Shoon control. Despite bloody reprisals, the Imperium was forced to begin withdrawing from the region, and the nomads quietly returned to their previous way of life.
  • 449 DR: Year of Killing Ice: Silvyr Ithal marches to Ithmong and takes the crown as the rightful King of Tethyr, sparking rebellion in Tethyr and Amn. Silvyr is killed in combat by Amahl Shoon VII.
  • King Priam abdicates in favor of the rightful Prince Silvyr after the elf and his “raiders” seize Ithmong during the summer of this year. Priam’s granddaughter later marries King Strohm I.
  • “King Silvyr”—an honorary title, since he technically never ruled—and the armies of Tethyr invade Shoonach in late Uktar. After their armies battle to a stalemate, King Silvyr meets Emperor Amahl VII in single combat in the Taraqin Arena and is slain by the last Shoon Emperor’s treachery on the Feast of the Moon.
  • 450 DR: Year of the Corrie Fist: Fall of the Shoon Imperium.
  • The Shoonach Conflagration: King Strohm and his forces sack the city of Shoonach and put it to the torch.
  • On the 4th day of the Shoonach Conflagration the dragon Iryklathagra arrives, talks with King Strohm and proceeds to destroy and plunder buildings of the Imperial Mount.
  • Prince Strohm of Tethyr avenges his father by slaying Amahl Shoon VII, marking the fall of the Shoon Imperium and ending the Age of Shoon.
  • The death of Qysar Amahl VII on Midwinter and the subsequent fall of the Imperium leaves numerous folks scrambling for control of the swiftly dissolving power structures. More than seventy-five pashas, vizars, sultans, and other nobles slay each other in massive wars in the streets of every major Calishite city to see who would claim the power from the fallen qysar’s throne. Calimport fell under the rule of Syl-Pasha (former pasha of the shipwrights and harbormasters) Fahd el Daosiin.
  • A quick death for the reigning viceroy of Tashluta and his haughty Shoon wife marks the Tashalans’ return to independence.
  • The Thindolese achieve independence for the first time in centuries, albeit under the subtle influence of yuan-ti agents who had infiltrated the ruling corridors of power.
  • In Sheirtalar, Qayadin Sallah is torn apart by a mob when word of the fall of the Imperium reaches the Shaar.

The Seventh Age of Calimshan

The Strohm dynasty reigned over Tethyr for 382 years, allowing Calimshan and the other fragments of the empire to rule themselves. After the coronation of Strohm I, Elestam fell back into wilderness.

  • 451 DR: Year of Unleashed Fears: The last of the Shoonach imperial garrisons are driven from the Chultan Peninsula and the Shaar.
  • The Rulnadeen sever all ties with the Knights of the Shield, demanding its membership choose a side (those choosing to remain with the Knights of the Shield are targeted by pirates from Narubel.
  • 457 DR: Year of the Unfurled Flag: The syl-pasha and his sons are destroyed from below as various agents set off magical explosions to destroy the entire Pasha’s Sabban and much of the adjoining slaves’ residences. The adjacent destruction sparks fires that last through the Feast of the Moon.
  • The Flag Fires (Fire): 65% of western Calimport; the Pasha’s Sabban, the syl-pasha; el Daosiin dynasty, over 5,000 slaves.
  • 460 DR: Year of Scorching Suns: The former Shoonite Western Emirate of Amin becomes the country of Amn under King Esmel, who establishes the Torlath Dynasty. Amn exists as the three major city-states of Athkatla, Crimmor, and Murann, west of Lake Esmel.
  • The Western Emirate of Amin becomes the nation of Amn under King Esmel Torlath, a former Shoonite general and Amnian native. Amn exists as three major city-states west of Lake Esmel.
  • 467 DR: Year of Four Winds: A large migrant group of Tethyrians immigate to the Moonshae Isles and settle among the Ffolk.
  • 491 DR: Year of Faltering Fires: The realm of Cortryn is founded by Tethyrian and Calishite immigrants led by a powerful noble family of Calimshan. The realm absorbs or consolidates the bulk of the former realms of Valashar and Meiritin while extending its northern border up through the Troll Mountains. Eshpurta is founded as Cortryn’s northernmost city and fishing centre.
  • 502 DR: Year of the Crawling Vine: The Rundeen, a Tashlutan merchant consortium, establishes a monopoly on all trade entering or leaving the ports in Calimshan and the Chultan Peninsula, as well as on slave trade along the southern shores of the Shining Sea.
  • 523 DR: Year of Trials Arcane: Meiritin is abandoned due to abuses and enslavement of the halfling populace at the hands of the evil Duke of Cortryn.
  • 527 DR: Year of Tatters: Slaves begin years of major unrest in all the cities of Calimshan and the Arnaden lands.
  • 533 DR: Year of the Shattered Manacles: The Mameluk slave warriors overthrow the rulers of Calimport and the other major cities and establish a free country without slavery. Since Calimport had stood long as a slaver’s port, the Mameluk rulers abandon the city, taking the caleph’s throne to Manshaka, the new capital. They also abandon the title of Syl-Pasha in favor of the far older Murabir (Warlord), not used since Mir’s days of independence.
  • 555 DR: Year of the Forced Hand: King Strohm I is forced into a war vs. Calimshan in the 2nd century of his reign which results in the magical destruction of the city of Kyrakkis on the Memnon river by a fiery killing wind.
  • c. 570 DR: Year of Harsh Words: Charvekannathor the Scarlet, an adult red dragon, takes up residence in the abandoned dwarven town of Rrinnoroth atop a high plateau within the southwestern Kuldin Peaks.
  • 602 DR: Year of the Glimmering Sea: The ixzan city of Malydren is founded at the bottom of the Lake of Radiant Mists beneath Calimshan and Tethyr.
  • 681 DR: Year of the Zombie Lords: Midsummer Alight (Fire): Calimport (eastern sabbans and boundaries), Manshaka (central), and Schamedar (all) set aflame by carelessly tended fires on Midsummer’s Night; 13% total population (9% of Calimport), 17% total civilized areas destroyed (100% of Schamedar, 25% of Manshaka, 7% of Calimport’s buildings (though all villas of value).
  • 701 DR: Year of the White Jonquil: The Moon Plague (Plague): Calimport; lycanthropy (werewolves, wereboars, weretigers most common) outbreak (due to entry in city of three weretigers and two werewolves); 2% of Calishite population (12% of Upper Calimport, 5% of Calimport Docks).
  • Many lycanthropes leave Calimport after the full moons of Tarsakh and Mirtul to spread their lycanthropy to the Tashalar and the Shaar. To the present day, it is unknown what drew so many lycanthropes together into Calimport for these two summer months, though some remain below in Calimport Muzad.
  • 731 DR: Year of the Visions: The Ring of Eyes, a group of beholders and beholder cultists originally from the Lake of Steam, destroys the ruling house of Cortryn and conquers its territories.
  • 733 DR: Year of the Sad Refrains: The Port Fires (Fire): All of Calimport’s and Almraiven’s docks; 9% of population and 32% of city (Almraiven), 3% population and 18% city (Calimport); all shipyards, docks, and port-facing warehouses (ships flying false colours enter the harbour, gain berths deep among other ships and close to shore, and magically explode in flames. This is the Rundeen’s largest power play to interfere and usurp Calishite trade supremacy in the southern Sword Coast).
  • 742 DR: Year of Comrades-at-Arms: King Strohm III fights the first of over thirty battles with the drow of the Forest of Mir.
  • 755 DR: Year of the Enigma: Crimson Death (Plague): Ankhapur, Saelmur, Suldolphor, Mintar, Almraiven; magical curse/plague that effectively bleeds victims to death and transforms them into crimson deaths, which immediately seek to replace all blood lost; 41% total area’s people (average of 16% of each settlement).
  • 771 DR: Year of the Stalking Knight: The Caravan Fires (Fire): All of eastern Calimport; 13% population and 22% of city (trade factions set entire rival caravans and warehouses ablaze in midst of summer drought and fires spread); the Erehnir Khanduq, the Hall of the First Trader, much of Thytos and Larau Sabbans.
  • 808 DR: Year of the Crescent Moon: The Zealot Fires (Fire): Half of Bakkal Sabban; 9% population and 5% of city; temples of Shar, Sharess, and Ibrandul destroyed by zealous Lathandrian priests “giving the gift of dawn to enlighten the befuddled faithful of the dark gods”.
  • 811 DR: Year of Many Tears: Coraya Three-Tears, granddaughter of the Melora and a priestess of Talona as well, and her cult generate a poison-plague that slays every male child of Tethyr, including two royal princes.
  • 864 DR: Year of the Broken Branch: Rysellan the Dark founds the Twisted Rune. One of the group’s earliest lairs lies deep beneath Calimport in what was once an ancient drow temple.
  • 886 DR: Year of the Fell Firebreak: The Magister; Kurtal of Sreve, is slain by Sharglar Dulrathen in the tower of a sorcerer of Tethyr (who was also slain) who was planning to overthrow Tethyr and use its armies to invade Calimshan.
  • 907 DR: Year of Waiting: The upper city of Calimport is reclaimed and resettled by Mameluks who are shut out of the power circles of Manshaka. At the secret urgings of the Twisted Rune, they seek to reclaim the ruined greater city beyond the walls of the port. Rysellan’s primary agent in this endeavor is Vizar Bollus el Kahdan, a half-elf wizard and warrior.
  • 911 DR: Year of Ruins Reborn: The Deepblaze (Fire): At Midsummer, Bollus proclaims himself Syl-Pasha of Calimport, and nearly all of the surface ruins of Calimport are cleared of danger. However, Bollus finds some areas hard to restore due to interference from powers down below. He and his forces fill the ancient sewers and the avenues beneath the many layers of ruins and rubble with oil and set it all afire. Just as planned, the Rune’s other agents used the fire to destroy nearly all the surface ruins and those foolish enough to be drawn there. The resulting fumes and heat kill nearly all others in the port area, but after five tendays of fire and smoke, Calimport begins to cool and the powers of Calimport Below are now more secure than ever. They are provided a huge amount of stone upon which to build a city and the access they want to both the city above and their lairs below, thanks to the fire. Curiously, a number of buildings such as the House of the Murabirs survived the destruction without any explanation of how or why.
  • 989 DR: Year of Dark Stalking: Droughts spark several small fires in the Forest of Tethir that destroy parts of the central wood, in time leading to the creation of new glades.

The Eighth Age of Calimshan

Dragons repopulate the South during this time period

  • 1018 DR: Year of the Dracorage: Rage of Dragons: A Rage of Dragons devastates the Heartlands, the lands around the Shining Sea, and the western and southern coasts of the Inner Sea.
  • The dragon Sapphiraktar the Blue comes from the Calim Desert and destroys Calimport and Keltar, bringing an end to the Seventh Age of Calimshan.
  • Beginning of the Eighth Age of Calimshan.
  • The Twisted Rune is the largest power group in southwestern Faerûn and has agents inflitrating the power structures of every country and city south of the High Moor and west of the Storm Horn mountains by this date.
  • 1019 DR: Year of the Sure Quarrel: Assassin wars in the South; many satraps killed by crossbow-wielding thieves.
  • The Dragons’ Plague (Plague): Calimport, Keltar; painful, scaling skin irritation, hair loss, madness; 5% (16% due to loss of status with ruined appearances, madness, etc.).
  • 1021 DR: Year of the Howling Axe: The pirate captain Asavir of the Nelanther captures the goods of an entire season’s trade from twelve Amnian merchant houses heading south to Calimshan aboard over 100 cargo ships.
  • 1074 DR: Year of the Tightening Fist: Sapphiraktar the Blue becomes a dracolich and he later joins the Twisted Rune.
  • 1080 DR: Year of the Misguided Archer: Svernvignarngix, a brass dragon living in the Calim Desert, begins attacking Calishite caravans on the Trade Way in frustration over Calishite practices of slavery and obsession with wealth.
  • 1092 DR: Year of the Aimless Mystic: Akham’s Duel (Fire): Parts of Osiir Sabban, Golnar Sabban, Darehj Sabban, and Sjûl Sabban; less than 1% population, though more than 15 buildings and 23 bazaar carts and all assorted goods therein destroyed in blazes set by Akham el Qaandan and Haneq el Fustaf, two dueling mages seeking the Caleph Arcane’s position; the Auret.
  • 1099 DR: Year of the Restless: New trade routes forged by merchants of the Shining South. First modern contact with Zakhara.
  • 1106 DR: Year of the Solemn Halfling: Ulcaster’s school is destroyed in a spell-battle with Calishite mages who feared the school’s growing power. Ulcaster vanishes during the fray.
  • Thaulatiiya of Calimport becomes First Frostmaiden of Auril for establishing the worship of Auril in Calimshan (as a kind but strict deity of cooling).
  • 1111 DR: Year of the Old Giant: First Frostmaiden Thaulatiiya disappears, claimed to have been “gathered by the goddess”.
  • 1142 DR: Year of the Sword’s Oath: After centuries of somnolence, the pureblood yuan-ti arcane spellcasters of the Coiled Cabal attempt to take Sammaresh as the first stage of a plan to reconquer the Cities of the Seabreeze. Two dozen Tashlutan and Lapaliiyan archmages engage the yuan-ti in a season-long orgy of spell battles along the Tashtan Coast. This so-called Rage of Wizards inflicted wanton destruction on the cities of Lapaliiya and the Tashalar, threatening the Rundeen’s control over trade in the region.
  • 1144 DR Year of the Giant’s Maul: The Halruaan archmage Ootheraum Deirin slays the ancient blue dragon Thoklastees in an aerial battle over the Shining Sea east of Orlil. Thoklastees hoard in the Calimstone Oasis, in the eastern heart of the Calim Desert is later plundered by Flester Farcoat of the Dun Blades adventuring company,
  • 1150 DR: Year of the Scourge: Ibun Rensha of Calimshan and a group of family members lead a force of mercenary warriors and take control of Loudwater, laying claim to much of Delimbiyr Vale.
  • A great plague sweeps the Sword Coast, coupled with increased attacks by troll and orc tribes. Worship of Talona and Loviatar soars.
  • Numerous satraps and shaleiras (wealthy investor concubines) are discovered dead with their bare skin bearing a single distinctive burn matching the Spirit of the North.
  • 1162 DR: Year of the Prancing Centaur: The Skeletal Finger thieves guild steal into Iryklathagra’s lair and awaken the dragon while trying to steal her hoard. Iryklathagra tracks the thieves back to their secret redoubt in the Small Teeth mountains and slays every single member.
  • 1168 DR: Year of the Leering Orc: The Arena Fires (Fire): Games Sabban; 3% population (though 5,600 slaves and gladiators die uncounted as a result of a wizard’s attempt to escape by engulfing audience and arena in flames) and 1% of city; Arena Efreetum, surrounding slaves’ and gladiators’ barracks.
  • 1182 DR: Year of the Tomb: The cities of Calimshan recognise the rule of the Pasha of Calimport.
  • Rysellan the Dark gains the contact and confidence of Tethyr’s Court-Vizera Wyvorlaa.
  • Trade roads now link Amn and Tethyr to the Sword Coast cities of Baldur’s Gate, Dragonspear Castle, and Ahghairon’s city of Waterdeep.
  • 1187 DR: Year of the Arcane Guise: Saban el Djenispool leads his army into Calimport and slaughters many pashas before claiming the title of syl-pasha.
  • 1188 DR: Year of the Soft Fogs: King Coram III dies and is succeeded by his first grandson, King Alemander II. Court-Vizera Wyvorlaa is discovered to be consorting with foul undead and an ancient lich in the caverns beneath the Starspires. Though the lich—Rysellan the Dark—escaped, the king’s nobles forced her execution and the dissolution of the Vizera’s post.
  • Rysellan the Dark is later destroyed by three Amnian liches of the Twisted Rune whose power-play exposed Wyvorlaa’s alliance with him. Kartak Spellseer’s physical form is destroyed when he attempts to defend his mentor.
  • 1203 DR: Year of the Gold Sash: After 13 years of guild wars and trade wars, Calimshan’s regional rulers break away from the pasha of Calimport and established independent city-states.
  • 1230 DR: Year of the Long Watch: Vaxall of the Dying Gaze, a beholder of the Alimir Hive, allies itself with Jhaniloth Puiral of the Twisted Rune. Vaxall spends many years learning the secrets of magic and becoming an Elder Orb.
  • 1235 DR: Year of the Black Horde: The largest orc horde in history sweeps down from the north reaching as far south as Calimshan, killing 43 major Calishite figures including Syl-Pasha Saban. He is succeeded by his son Kamar yn Saban el Djenispool, but the vast change in power ends the Eighth Age.
  • The largest orc horde in history masses in the North and besieges countless settlements on its march south through Amn, Tethyr, and Calimshan.
  • The Knights of the Shield use their influence to co-ordinate the defeat of this horde.

The Ninth Age of Calimshan

  • 1241 DR: Year of the Lost Lady: A well-respected Tethyrian noblewoman is captured and slain by orcs. In her memory, orcs are wiped out throughout the South in a genocidal slaughter. Orcs call this the Year of Pushing Too Far.
  • Lady Serisa Khiilart is captured, tortured, and killed by orcs north and east of Zazesspur on the day of her marriage to the king’s friend and loyal general Lord Parmas Haraqimn. During the next ten months, the armies of Tethyr and Amn exterminate nearly every orc in the region.
  • 1255 DR: Year of the Raging Flame: The Shadow Thieves, a thieves’ and assassins’ guild, are ousted from Waterdeep.
  • Priamon “Frostrune” Rakesk becomes a lich.
  • 1257 DR: Year of the Killing Wave: A tidal wave strikes Calimshan.
  • 1275 DR: Year of the Blade: Pasha Eiruidin Ondaru of the northern uplands of Calimshan is slain by his own palace wizard Ongraunnathan the Blind who uses magic to assume his identity and rule in his stead with all the former slaves assisting in the deception.
  • 1288 DR: Year of the Roaring Horn: Around this time, Bhagenn the Crimson attempts to slay other members of the Twisted Rune and seize power. He is betrayed by his own protege, Priamon “Frostrune” Rakesk, who becomes a lesser member of the Rune under Jhaniloth Puiral.
  • 1291 DR: Year of the Hooded Falcon: Teldh yn Yusuf el Djenispool becomes syl-pasha upon his uncle’s death.
  • 1292 DR: Year of the Wandering Waves: Zanassu returns to the Apostolaeum in the Spider Swamp.
  • 1295 DR: Year of the Ormserpent: Shyressa, a vampiress, joins the Twisted Rune.
  • 1311 DR: Year of the Fist: Zelphar Arunsun is murdered by an unknown mage (secretly an agent of the Twisted Rune) as a favour for a Shadow Thief who claims the kill as partial vengeance for the guild against his wife.
  • c. 1320 DR: Year of the Watching Cold: Priestesses of Lolth from the Underdark city of Guallidurth begin a campaign of extermination against the Vhaerun-worshipping drow of the Forest of Mir. Attacks and counter-attacks continue until the present day.
  • 1330 DR: Year of the Marching Moon: Jhaniloth Puiral is slain by Crown Prince Rythan of Tethyr.
  • Vaxall of the Undying Gaze begins loosely unifying the beholders of the Alimir Hive under his rule.
  • 1331 DR: Year of the Leaping Dolphin: Numerous high-ranking wizards among all the Guilds Arcane of Calimport, Almraiven, Volothamp, Memnon, and Keltar mysteriously abandon their homes and positions to depart on some mysterious mission within the Marching Mountains. More than thirty in all, they abandon their holdings and responsibilities for this unknown calling.
  • 1332 DR: Year of the Sword and Stars: Numerous goblin and hobgoblin tribes are reported on the move among the western Marching Mountains. Some reports have numerous wizards at the heads of these hordes—the same wizards who went missing late last year under some mysterious calling.
  • 1333 DR: Year of the Striking Falcon: Mulsparkh is founded along the northern bank of the River Memnon in the Duchy of Teshyllal near the end of this year by Calishite mercenaries and monsters at the secret instigation of the Twisted Rune.
  • 1334 DR: Year of the Blazing Brand: Mulsparkh’s army destroys Crown Price Rythan of Tethyr, the brother of King Alemander IV, and his army in the Battle of Nightflames. The armies of Calimshan destroy Mulsparkh itself shortly thereafter. The Sword of Starlight, a Tethyrian sword of state and a powerful magic item, is secreted away by Yuzas Nur yn Yusuf el Tiagar, a military officer who has greater ambitions than abilities.
  • 1338 DR: Year of the Wanderer: Saban’s grandson Rashid yn Kamal el Djenispool becomes syl-pasha.
  • 1346 DR: Year of the Bloodbird: Rumors of 80,000 dark elves living in the Forest of Mir lead some to panic in Calimport, with many entering the Muzad beneath the city with thoughts of exterminating all they find below. Others more pragmatically arrange slave-trade agreements with known drow agents, lining their pockets with Underdark coin. Most sensibly laugh at the unfounded rumour and at the panic it causes Tethyr and many Calishite holdings.
  • 1347 DR: Year of the Bright Blade: The Ten Black Days of Eleint: King Alemander IV and the rest of the Tethyrian royal family die during the conflagration that destroys Castle Tethyr. Crown Prince Alemander; the late Prince Rythan’s younger brother and second son of King Alemander IV, and General Sharboneth die in the fires of their own making. From the 13th to the 22nd day of Eleint, hysteria grips Tethyr, causing the destruction of Tethyr’s nobles and many castles and temples. Hundreds of innocent people who have any ties to the royalty are also murdered.
  • The Storm Prelate Samsryn Dhugar of Umberlee is slain in a battle with dwarves at a roadside inn in northern Calimshan.
  • After years of planning, the Syl-Pasha Rashid’s plans for a coup in Tethyr fail due to the betrayal of his agents, and Tethyr falls into civil war.
  • 1349 DR: Year of the Bridle: The Harpers succeed in breaking the Rundeen trade monopoly in Chult and disrupting their activities in Calimshan after slaying three Rundeen leaders and nearly fifty lesser agents.
  • 1352 DR: Year of the Dragon: Pasha Balik begins his rule in Zazesspur with the hidden aid of the Knights of the Shield.
  • 1354 DR: Year of the Bow: The Cowled Wizards of Amn discover the Wyrmskull Throne.
  • 1355 DR: Year of the Harp: The Laakos Reef in the Shining Sea, 40 miles east of Calimport, is destroyed. The merfolk inhabitants flee north (through a portal???)
  • 1356 DR: Year of the Worm: Artemis Entreri kidnaps Regis and flees to Calimport. Drizzt and the Companions of the Hall journey to Calimport, rescue Regis, and destroy Pasha Pook’s guild. The Companions return to Mithral Hall, while Regis remains in Calimport to run the former pasha’s operation.
  • Mercenaries hired by the Knights of the Shield (and later, Amn and Waterdeep) fight a series of battles known as the Dragonspear Wars against the baatezu of Dragonspear Castle.
  • 1357 DR: Year of the Prince: The Tome of the Unicorn is stolen from the Green Rooms of Ruathym by Shond Tharovin, a Calishite wizard. Unlike those who preceded him, Shond manages to both summon Shoon’s skull from the Tome and communicate with the spirit of the former qysar, Shoon VII.
  • 1358 DR: Year of Shadows: The Time of Troubles consumes Bhaal-worshipping assassins and, as a result, the Shadow Thieves’ decades-long dominanceof the Calishite underworld ends.
  • Late in Nightal, a blaze in the Hall of Mameluks leaves Ralan el Pesarkhal as sultan and ruler of Manshaka.
  • 1359 DR: Year of the Serpent: Powers among the Calishite governments attempt to get involved in underworld politics and spark the Darkstalker Wars.
  • Syl-Pasha Rashid is assassinated by his favored consort, and Punjor el Djenispool is poisoned on the way to Calimport.
  • Ralan el Pesarkhal becomes syl-pasha.
  • 1360 DR: Year of the Turret: Pirates in the Bay of Skulls discover the Wyrmskull Throne of Shanatar in the sheltering lee of Hook Isle; then it is once again lost to the world.
  • 1361 DR: Year of Maidens: Word reaches Tethyr and Calimshan of the discovery of the western lands of Maztica.
  • 1362 DR: Year of the Helm: The Council Schism in Amn results in the deaths of Amn’s Meisarch, Thayze Selemchant, and the Namarch and Pomarch of the Council of Six, who are soon replaced. The death of the Meisarch, an ally of Syl-Pasha Ralan of Calimshan, stalls his plans to conquer Tethyr
  • 1369 DR: Year of the Gauntlet: Start of the Twelfth Serôs War: Led by Iakhovas, denizens from under of the sea plague the Sword Coast, resulting in attacks on Waterdeep, Baldur’s Gate, Calimport, and other random ports on the Outer Sea.
  • War of Gold and Gloom: A large group of crusading gold dwarves leaves the Great Rift to reclaim the lost caverns of Deep Shanatar. The duergar of Dunspeirrin march on Deep Shanatar as well. The War of Gold and Gloom soon rages between the two armies of the Stout Folk.
  • The Trades Conflagration: This blaze in Calimport engulfs over 60 percent of Emerald Ward and 50 percent of Grand Ward. Marekh Sabban is destroyed by the fires, along with numerous areas in the Muzad beneath it.
  • 1370 DR: Year of the Tankard: Sufontis, the ailing Pasha of Calimport, dies, leaving various predators and heirs to fight over his estate.
  • 1378 DR: Year of the Cauldron: A crazed cultist of the bound efreeti Memnon in Calimshan attempts to instigate a holy war in Memnon’s name. After some success in assembling the beginnings of a great fleet in Calimport to “scour” the Sword Coast to the far north, the cultist Roshanak has a dream so startling he abandons his effort. Roshanak disappears to a fate unknown.


The Dragon Wars

The Dragon Wars began shortly after Calim arrived and established the Calim Caliphates. Prior to Calim’s arrival the lands of Calimshan and Tethyr were claimed by elves who ruled the land hidden beneath the forest canopy, dwarves who ruled under the land, and dragons who claimed everything as theirs.

The dragons had once been ruled over by a single great red dragon known as Xaxathart, but he had been dead for 3000 years at this point and his dominion has splintered between various other dragons seeking to emulate Xaxathart the Retributor. When these dragon lords discovered Calim had begun clearing the forests in the south western corner of their domain they banded together and attacked in force, destroying the Calim’s first palace and the surrounding settlements.

Calim retaliated in kind by attacking the dragons in their homes among the mountains and forests. The first year of the war was bloody for both sides, with the genies losing many slaves and janni to the dragons. Slaying a dragon often cost the life of both the dragon and the genie as the dragons had developed a magic that could imprison a genie inside a vessel (this usually required a sacrifice of some sort and was most famously used when the blue dragon lord Tenaarlaktor imprisoned the djinn general Hadar inside the Blue Bottle of Tenaarlaktor using herself as the sacrifice).

It wasn’t until the Abbalayar were discovered that Calim and his forces gained an edge over the dragons. The Abbalayar were half dragon descendants of Xaxathart the Retributor, and in return for the freedom to live unmolested on Mount Abbalayat, they gave Calim the secret of the genie bottles so that he could counter it and use it for himself. After sealing the pact with a union of spirits, Calim and his forces were able to combat the dragons more effectively and succeeded in eradicating all dragons in the Calim Caliphates over the next 10 years.

Not everything went Calim’s way during this war however, and his most northern Caliphate; ruled by a great djinn known as Bhaelros (long a vocal opponent and rich but unreliable ally of Calim), actually rebelled against Calim and joined forces with the dragons, many suspect that Bhaelros may have in fact brought Calim’s presence to the attention of the dragons in the first place. Bhaelros and his bronze dragon allies were among the last to succumb in the Dragon War, and ultimately Calim used the magic of the genie bottles against his own former ally and bronze dragon mount to imprison the pair in a gigantic mocking statue of gold.

The Steam Clashes

The Steam Clashes is a series of battles between the forces of the marid Ajhuu and the djinn Calim. Calim’s planar empire included alliances with genie of many kinds, including the dao and the marid. All his allies were welcome to claim land in the Calim Caliphates and enrich their mineral wealth and their holdings on the Inner Elemental Planes, providing they swore allegiance to Calim and provided a tithe of all their gains.

Ajhuu was one such marid ally of Calim, and powerful in his own right, with many marid under his command. In -7687 DR Ajhuu suddenly stopped paying the tithe to Calim and renounced his allegiance, calling all marid and associated janni and genasi to his newly founded nation that claimed all the land east of the River of Ice. It is unknown what prompted the former steadfast ally of Calim to rebel, but some believe he found something ancient and powerful relic around his capital city of Ajhuutal (which now lies underwater off the coast of the Almraiven Peninsula.

The Steam Clashes were relatively short (compared to the earlier 10 years long war with the dragons and the later centuries long war with the efreeti), with Calim desiring a quick resolution because Ajhuu was attracting more of his allies each day thanks to a promise of reduced tithes if they won.

By -7684 DR, Calim had advanced little further than the Volomir River thanks to the power that Ajhuu had discovered. Calim and the Ataman of Imir used the Sceptre of Calim to bring more dao to Faerun to swell the Ataman’s forces so a joint attack could be mounted upon Ajhuu in return for lands and wealth from the Material Plane.

The dao marched on Ajhuutal from behind (using tunnels in the Underdark to reach the Alimir Mountains) and were met in a fierce battle by the marid generals Haj and Luar that ultimately ended in a stalemate for both sides and the deaths of Haj and Luar. At the same time Calim marched on Ajhuutal from the west and was met by Ajhuu and his remaining forces 10 miles west of the city. While the battle raged, Calim used the Sceptre of Calim to open a huge portal beneath the city of Ajhuutal, causing the bedrock beneath it to collapse. Unfortunately it collapsed almost the entire coastal shelf and submerged hundreds of miles of coastline (moving the coast north by 30 miles).

Ajhuutal and his forces were broken and Calim himself took the marid lord prisoner, marching him in chains as far back as the River of Ice, where he took him to a small cliff at the confluence of the River of Ice and Bakkal’s Creek. It is unknown what happened to the once great Ajhuu, but he was never taken back to Calim’s Palace and has never been mentioned again in the annals of history.

The Era of Skyfire

This conflict saw the armies of Calim and Memnon clash in a centuries long war that ultimately ended with the destruction of the Calim Caliphates and Memnonnar.

Border skirmishes between the Calim Caliphates and Memnonnar had been common since c. -6700 DR, and the founding of Memnonnar amid the burned north-western edge of the forest of Darthiir, quickly followed by Myratma and Mirithma (modern: Shoonach). This skirmishing did little except cause the deaths of many innocent bystanders among the elves of the forest and dwarves of the mountains while both leaders probed their rival’s forces for weaknesses.

In -6500 DR these border skirmishes escalated when Calim personally led the assault on Mirithma and sacked the city in a battle known as the Fall of Agis. In response Memnon burned the city of Teshyl within a decade in a campaign known as the Blood March. Settlements were rebuilt while others were destroyed, and each general spent decades building new forces, new weapons, and brilliant new strategies, before deploying them with devastating effect for their rivals and the native humans, elves, dwarves, and giants.

The final decades of the war saw the genie lords grow in their desperation to end the war, and Memnon launched a series of risky attacks on Calim’s personal holdings, including the great fortress of Dashadjen.

Ultimately Memnon’s goal was the Skyfire Portal itself, seeking to cut off Calim’s reinforcements from the Elemental Plane of Air. Memnon’s raid on the Skyfire Portal was anticipated and Calim had laid a trap for his rival, seeking to divide his forces. However, Memnon’s army unexpectedly won through to the portal and were busy sabotaging it while Memnon and Calim duelled 10 miles away.

While the battle was raging the elves of Darthiir, Tethir, and Shilmista had been making their way via faerie crossroads and backroads towards a number of ancient faerie groves (rings of menhir and dolmen) outside Memnon, west of the Teshyllal Fields, and the Isle of Nykkara near Schamedar. Here 3 groups of 3 High Mages at Memnon, Teshyllal Field and the Isle of Nykkara (centred upon Pharos and two other mages who had been smuggled into Teshyl by the dwarves and the jhasina) began the workings of the N’Quor’Khaor ritual which would banish the genies from Toril forever.

The ritual finished just as one of Calim’s generals tried to use the Sceptre of Calim on the Skyfire Portal (to undo the damage by Memnon’s forces) and caused the Sceptre and the Portal to shatter. The magical backlash of the misfiring portal altered the ritual and began to absorb the magic banishing the genies, instead drawing them into the Skyfire Portal itself.

In response the surviving elves (Pharos was now transformed into a Baelnorn at this point), changed the ritual to bind the essence of the genies to the land itself and then performed the ritual of Elaorman to create a prison to house the newly formed Calimmemnon Crystal. This incredible feat of performing two High Magic rituals cost the lives of every High Mage present except for Pharos who was now part of the Binding ritual and imprisoned within the confines of the Spinning Keep of Siri’wadjen.


Nomads of the Wastes: Despite the harsh conditions and the unforgiving land, some people choose to live within the desert’s confines. Sometimes called raiders (for their infrequent attacks on the equally infrequent caravans along the Trade Way), the nomads of the wastes migrate and live life similar to the nomads of the Land of the Lions. They are tribes of people who have banded together to ensure their independence from oppression and still eke out a decent life. They partially support themselves by recovering items and lost curios from the desert ruins of more than a dozen lost cities, selling them to others, or bartering them for items they need. Few of these items are magical, and those that are the nomads keep. All the recovered items are, however, noteworthy to sages of history, architecture, or metalwork.
No fewer than 500 nomads, divided into three tribes, dwell among the desert wastes, though panicked caravan owners insist they number in the thousands! Aside from the noisy and disorienting battle cries they use when they ride down the dunes to attack the Trade Way or the Coast Trail, they are a quiet people. Even while trading with the markets of Teshburl, it is rare to hear a nomad speak more than five words in succession during haggling.
Due to their laconic tendencies, of all of the families and clans among the tribes, only one family name is known: Jhannivvar. The Jhannivvars are a large family whose name and descendants long ago spread across Tethyr and Calimshan. Evidently one small family of Jhannivvars within the nomads sheltered the so-called Pretender Prince Yusuf Jhannivvar until he could make his unsuccessful bid for Tethyr’s throne in the Year of the Banner and the Year of the Gauntlet (1368 and 1369 DR).
The syl-pasha wants the desert nomads either brought under his control or destroyed. Since a titular head cannot be discovered through whom the nomads can be controlled, the military is currently under orders to root out and destroy any nomads found in the desert unless they surrender. These orders are in addition to the ongoing orders to repair of the Trade Way minarets, starting from Calimport, a job that el Sadimmin is carrying out slowly but thoroughly.


Bhaelros: This deity of destruction is now synonymous with the Illuskan god Talos, since 250 DR when the Netherese and Jhaamdath diasporas were truly ended and their cultures began to coalesce along with their religious beliefs. The name Bhaelros is still used by the elite of Calimshan (to further distinguish them from the common folk), but few really believe that Bhaelros is anything other than an aspect of Talos.

The truth is however that Bhaelros has been worshipped as a deity in his own right since around -2375 DR when the Erehnir Dynasty of Calimshan started the practice of revering the genies as gods. While no one of sound mind would worship the likes of Calim or Memnon, it was perfectly acceptable to worship rivals and peers of these great genies of legend.

Bhaelros was supposedly one of the few genies to stand up to Calim and rebel against his rule, joining the cause of the dragons in the Dragon Wars of -7790 DR to -7690 DR, it is whispered that Bhaelros may have even influenced the dragons into attacking Calim and his palace while the genie lord was away on one of his conquests. Bhaelros gained a reputation for being unbeatable in battle, especially when atop his great bronze dragon ally, and even Calim feared to face him in direct combat. When the Dragon Wars ended, Bhaelros and his allies were forced to flee north and west to other mountain ranges (where the triple lightning bolt symbol of Bhaelros can be found on ancient cave art).

Eventually, prior to the Era of Skyfire, Bhaelros was cornered by Calim and trapped in a genie bottle (a magic devised by dragons to use against the genies that Calim had gained for himself) in the form of a great golden statue of a genie. The statue was dragged back to Calim’s Palace for display. Bhaelros’ statue was buried following the fall of Calim, it was unearthed by the Erehnir’s in the Calim Desert and taken to Calimport. During the various destructions of the city it has been lost amid the Murad and rediscovered time and again, and is now on display in the temple of Talos.

The One Sun: The sun has long been the most important aspect of Calimshan symbology due to the large impact it has upon the weather and culture of Calimshan. Today the sun is often worshipped as Lathander the Morninglord, but such is the custom of Calishites to gradually adopt the names of foreigners so as not to offend visitors.

The noble and sagely elite of Calimshan, that still cling to the old ways and use ancient names and titles to show their superior culture and education, use an ancient name “Lanaurdys” which roughly translates into common as the “One Sun”.

While non-Calishites equate the One Sun to Lathander and use his temples for worshipping the Morninglord, Lanaurdys has a complex and separate mythology that the Calishites do not expound so as not to offend visitors.

Lanaurdys is depicted in the most ancient mythology as being created by Father Sky who creates all the world and the people in it and helps guide the Calishites to safety and freedom. Whether the ancient Calishites worshipped Father Sky before the arrival of Calim is unknown, but the events surrounding Calim and his fall drastically changed the climate of Calimshan, making it much more dry and arid, and making the importance of the sun (for good or ill) much more prominent.

Following the Era of Skyfire the people of Calimshan rejected the worship of Calim and the other genie lords and tried to resurrect their ancient tribal worship including ancestors such as Father Sky, whose symbology had become mixed with the sun, and so was born Lanaurdys the One Sun.

Lanaurdys’ worship remained constant for much of Calishite history, and is most prominently remembered when the beleaguered Pasha Violir IX of the Cajaan Dynasty called upon the power of the One Sun to blind the beholder and their slaves, shortly before he was petrified by a beholder on the steps of Lanaurdys’ temple and the beholders enslaved Calimport.

During the time of the Shoon Imperium all religions suffered, especially the likes of Lanaurdys and Ilmater whose philosophies challenged the activities of many Qysars. While Ilmater survived and recovered thanks to its patronage of the common people, worship of Lanaurdys remained subdued in Calimshan as the nobility sought to appease the Qysars, and it is only because worship of the One Sun had spread to other regions (like Jhaamdath) that it survived at all. 

In modern times, the worship of Amaunator and Lanaurdys was brought together in the Shining Plains where migrants from fallen Netheril and survivors from Fallen Jhaamdath mingled along with their cultures to form the beginnings of the Faerunian Pantheon. The Netherese rejected Amaunator entirely due to the abuse of his clergy in the last days of Netheril, Lanaurdys was gradually rendered into Lathander in the emerging Thorass tongue and embraced as a deity of new beginnings as well as his role as a sun god. This vibrant new clergy was responsible for mitigating much of the evils in the chaotic Vilhon Reach at the time and was well rewarded by the common people as a result who venerated the new deity in earnest and spread this religion far and wide as growing Chondathan culture spread.

Temples to Lanaurdys still survive in Calimshan, despite his religion having had a minor role in Calishite culture for the past millennia. These temples have been renewed over the last 5 centuries by clergy of Lathander as Tethyrian traders and expatriates brought that growing religion to Calimshan’s shores.




Desert Worms: The Calim Desert is home to huge, tunnelling worms that many believe are related to the Underdark terror known as the Purple Worm. This variant is comparable in size to the purple worm (50-100 ft long), and covered in thick chitinous plates with large pointed spikes, the overlarge maw ends in a set of huge jaws with prominent fangs at the front, its tail ends in a poisonous stinger. This variant of the purple worm is a pale yellow colour, disguising the weaker armour of its underbelly.

The desert worms often follow in the wake of Memnon’s Crackle as his passing loosens the sand and stone of the desert. It is believed they lair, sleep, and hoard their treasure (excreted in waste) in caverns beneath the sandy desert floor. The desert worms travel in groups of between 2 and 5 individuals (there are 3 known groups of these worms), and they excrete sand and whatever else they happen to swallow while burrowing.


Calim Cactus: The Calim Cactus is one of the few plants able to survive in the Calim Desert, it has done so by adapting to the magical threats around it. The cactus is incredibly broad and has roots that spread out three times wider than the plant itself and can burrow deep into the desert sand.

The plant is threatened by both the winds of Calim and the quakes of Memnon, and in order to survive it has adapted by having roots that can push the entire cactus up 6 ft above the ground when faced with any mild stimulation at the roots or base of the plant. When the cactus feels a lateral force (like blowing wind), the roots pull the plant into the sand so that only a broad round disk is visible on the sand. These responses take less than 5 seconds to complete and more than one novice traveller has been severely injured when leaning against a Calim Cactus.

The Calim Cactus is the primary food source for the lautum and other small creatures of the desert, and the only reliable source of water outside of the few known (and well guarded oases).

Important Sites

Alimir Mountains: The Alimir Mountains are the eastern boundary of modern Calimshan (which in the past has claimed territory as far away as the Lake of Steam and the Shaar), and are part of a group of mountain ranges known as the Iltkazar range which starts with the Troll Mountains and the Giants’ Run Mountains.

The mountains are steep, jagged, and filled with ravines, most of the peaks measure over 6000 ft tall, the rest level off at around 4.000 ft. The peaks are forested up to about 3000 ft and then bare rock up to the snowy caps. The central peaks; Mount Kahdas and Mount Phevos, overlook the Maridflow headwaters and are 7,800 and 8,500 ft respectively. 

The Alimirs are home to very few large predatory wildlife, largely because of the pervading presence of beholders that frequently emerge from various caverns in the mountains to prey upon anything living they find, even dragons only establish temporary lairs here before moving on to safer regions. The few large creatures that do survive here are large cats such as panthers, pumas and displacer beasts (known locally as omlar cats which spread south from the Omlarandin Mountains), they all prey upon the goats that survive in the mountains, along with several groups of galeb duhr (which few creatures can eat). All creatures in the Alimirs seek shelter in shallow caves (especially at night) that dot the mountainsides.

The most commonly encountered creature in the Alimir Mountains are the beholders of the Alimir Hive which lies almost directly beneath this mountain range. The deeper caverns of the Alimir Mountains are full of servitor creatures and slaves who capture wanderers and take them to be interrogated by beholders who are eager for news of the Realms above.

The Alimir Mountains are relatively mineral poor, and what little is to be found is of poor quality, as a result few bother to mine the mountain range, especially so when the danger of uncovering a beholder tunnel is considered. There are few trails through the mountains as they sit between two major bodies of water so ship travel is quicker and easier (and safer), the mountains are often too steep to traverse, and the beholders are an ever present danger.

Echoing Canyons of Kush: Located in the middle of the Alimir Mountains, 10 miles northwest of the Pevadaas Trail. This series of deep canyons is riddled with tunnels that lead deep into the Underdark, and the wind that whistles through them echoes around the canyons, giving them an eerie mood. Because of its close connection to Zokir, the Echoing Canyons of Kush are among the most dangerous places in all the Realms, and only a fool would venture here after dark.

It is believed that the first beholders of the Alimir Hive crashed to Faerun here and fled into the Underdark through a cavern that they tunnelled into using disintegration rays. The canyons are now full of tunnels that the beholders have made to link the city of Zokir to the surface, many of these tunnels are sheer drops for many hundreds of feet that only a beholder or floating creature could navigate.

Eye Tyrant Cliffs: About 50 miles northeast of Almraiven lie two sheer mountain cliff sides, standing side by side, with the cliff facing toward Calimshan. These mountain sides are Mount Phevos (the more southerly mount) and Mount Kahdas (the more northerly mount), and carved into them are a diorama depicting victory over the humans by the beholders of the Alimir Hive in 1414 DR where the humans used earthquake spells to try and collapse the beholder’s connections to Zokir and prevent further reinforcements.

Mount Phevos’ carvings are of the life-size human forces panicked and fleeing, starving and covered with scars, with a dozen or so flying humans that are incredibly lifelike representations of these wizards (right down to their dress and jewellery), these carvings were undoubtedly made by the defeated and enslaved humans of these battles and hidden in the carvings are hidden messages in alzhedo that detail the names of the slain and leave messages of vengeance . The three beholders carved into Mount Kahdas are over 100 ft tall and were created by the disintegration rays of the beholders themselves, they look enormous when compared to the humans.

Rumours claim that those able to find the mark of Mystra in the carvings, and touch it while speaking her name, will find themselves transported to a secret safehouse. In truth the secret safehouse is a series of caverns hidden behind Mount Phevos that can be accessed by touching a star shaped amulet of one of the wizards. This safehouse was used by rebels and escaped slaves to hide from the beholders, but it has long since been found by the eye tyrants and now connects to tunnels leading to Zokir.

Pevadaas Trail: This trail runs from Almraiven to Yeshpek, through the Alimir Mountains. It is believed this trail was ordered created by the Murabir Pevadaas of Mir and was made safe by the beholder who wished to more easily transport their slaves from Calimshan to Zokir and the Lake of Steam.

Calim Desert: The Calim Desert is an ancient, but artificial dry desert, that has spread since the fall of the Calim Caliphates. What started as a salt flat created from the magical fallout of a titanic battle between two genie lords and their armies and the last remnants of a once great elven nation, has since spread and grown to encompass all the land south of the River Agis and west of the River Calim, aided by the last remnants of the genie lords Calim and Memnon. Very few alive today are aware of the origins of the desert and most in Calimshan only know about the desert second or third hand, they never dare to venture into its interior themselves.

Much of the desert consists of endless miles of flat, barren plains afflicted with frequent dust and sandstorms that roll the dunes across the horizon. The majority of the natural wildlife are small rodents (called lautum that resemble hamsters), reptiles, birds of prey, the occasional predatory mammals like jackals and small desert cats, and a variety of insects that cluster around ancient ruins and rock formations that provide shelter from the desert conditions. The Calim Cacti is among the few plants noted to survive in the desert.

More monstrous inhabitants can be found anywhere in the desert and include the likes of dragons, giant scorpions, sphinxes, dustdiggers, giant ant lions, dune stalkers, desert worms, drakens, lamia, large solifugids, rhaumbusuns, and various extraplanar creatures (demons, devils, elementals, smoke and magma paraelementals, djinn, dao, efreet, marid, jann).

The Calim Desert is home to a number of human desert nomad tribes, the majority of which originated as bandit groups and outlaws that have survived because few are sane enough to venture into the desert to find them. The Jhannivar are among the most notable and eldest of the desert “tribes”, and have survived long enough to spread their kindred to neighbouring lands.

Weather in the Calim Desert is variable (not least due to the presence of Calim and Memnon), the temperatures vary between 50 C in the daytime to 15 C at night, which leads many seasoned travellers to cross the desert at night, despite the increased risk of monster and bandit attack. The desert is very dry (requiring all creatures to double their water intake to survive), rainfall is limited, but even the rain provided by the regular and violent thunderstorms dries up incredibly fast. Wind is always present in the desert, obscuring eyes and stinging uncovered eyes and flesh, but the big danger is from the all too common and unpredictable sandstorms that can bury a traveller whole in hours.

Infrequent oases dot the Calim Desert, not marked by an open pool of water but by a patch of scrub trees and vegetation that indicate a water source beneath the surface. Those digging a well in the right spot will be rewarded with life giving water. These oases are often guarded by monsters or desert nomads, and so should not be approached unwarily. The Trade Way routes through many of the known oases between Calimshan and Memnon.

Calimban Knoll: Also known as Calim’s Bane, this rough hillock topped by a circle of stone menhir is the location of Ankar’s defeat of an entire legion of Calishite soldier after he escaped from Keltar, located a cache of ancient weapons in the foothills of the Marching Mountains, and then headed towards Memnon to cross the River Agis.

Despite being located within the Calim Desert, neither Calim’s Breath nor Memnon’s Crackle are able to affect the menhir in any way, (the stones cannot be toppled by Calim’s whirlwinds or Memnon’s earthquakes, although they can be covered by the sand and dust that both genies throw around), but a number of the stones have been toppled over for other reasons. Sages speculate that these stones were erected by the elves as part of the magic that bound Calim and Memnon to the desert in which they are confined.

Over the millennia the desert has extended beyond the stone circle, suggesting that either the binding magic is weakening, or that Calim and Memnon are growing stronger.

Calimstone Oasis: This oasis lies in the eastern heart of the Calim Desert, former home of the blue dragon Thoklastees which perished in the year 1143 DR. Thoklastees hoard was plundered by the Dun Blades adventuring company in 1144 DR, but it is rare for a hoard to be completely plundered.

Caverns of the Serpent Mother: This series of caverns lies 12 miles north of Calimport on the edge of the Calim Desert that has become home to one of the many snake cults worshipped in Calimshan, this one known as the Sacred Order of Akabar, which kidnaps victims and drugs them into an endless, nightmare filled coma to feed Dendar the Night Serpent whom they worship and hope to awaken.

Coast Trail: This one cart wide path allows one to travel from Calimport to Teshburl and then Memnon by skirting the desert’s southern and western edge. It is a rocky path assailed by the winds at all times and on occasion monitored by bandits or monsters.

Along the trail are erratically spaced huts, hovels, and waysides built by those seeking to avoid civilisation (although not altogether as they build them on a trade route). These “structures” are often torn down by patrols or by bandits and monsters so hermits have taken to building them further inland out of sight of the path, but beyond a mile into the desert and Calim’s Breath or Memnon’s Crackle are like to claim them at least once a decade.

St. Noradnar’s Hermitage: The hermitage of St. Noradnar is one of the few wayside huts that has survived over the centuries. Noradnar was once the master of a slave caravan that abandoned his life to follow the teachings of Ilmater. Abandoning all his worldly possessions he wandered into the desert seeking enlightenment, eventually building a shack along the Coast Trail.

Over the years Noradnar learned to defend himself from innumerable attacks by bandits, monsters, and nomads, developing a peaceful fighting technique that disarms, disables, and dismays foes without ever harming them. Gradually Noradnar gained a following among the caravanners that he saved from similar attack and the hermitage has grown as a result. The monks of Ilmater that serve here still teach the fighting style developed by Noradnar long ago.

Dashadjen: This large area of rubble, sand and shattered monuments are the remains of a once great fortress of the Calim Caliphates that has been shattered and pulverised again and again by the shadows of Calim and Memnon that clash repeatedly among the ruins. Only one structure remains whole and that is the Altar of Air at the centre of the ruins.

Dashadjen was formerly the greatest fortress in the Calim Caliphates, the base for Calim’s generals and armies and primary garrison of Calim’s own lands. The destruction of Dashadjen was the main focus of Memnon and his forces, towards the end of the Era of Skyfire the fortress was sacked and Memnon quickly seized the opportunity and marched upon the Skyfire Portal.

The High Magic of the elves left Dashadjen empty and gifted a mighty fortress to the newly founded nation of Coramshan, helping them easily secure their borders. With the aid of enslaved djinn the fortress was rebuilt and remained in use for several centuries before one of the outer walls completely collapsed under the tireless assaults of Memnon’s Crackle. Since then the fortress has been smashed to rubble by Memnon and only the Altar of Air remains untouched (protected by Calim).

Altar of Air: This shrine was originally a place of worship dedicated to Calim, for the human slaves to properly revere their ruler. It was abandoned after the end of the Era of Skyfire, but while the fortress of Dashadjen collapsed around it, Calim concentrated his efforts on preserving this shrine.

During the time of the Erehnir Dynasty it was restored to use (although even the Erehnir’s would never consider worship Calim) and was irregularly visited by the faithful of various elemental worshippers over the following millennia. It was restored to its former glory during the 8th Age of Calimshan by El Sadhara, a priestess of Akadi that is convinced Calim serves her deity and has fallen in love with the remnants of that genie lord. El Sadhara has gathered a horde of magic and treasure from the desert into the crypts below Dashadjen in preparation for Calim’s return.

Guallidurth: This city of Lolthite drow exists in the Middledark below the caverns of Alatorin, deep beneath the Calim Desert about midway between Calimport, Teshyl, and the Monastery of St. Noradnar.

Memnonnar: The ruins of Memnonnar are the former capital of the efreet nation of the same name. It was rebuilt by dwarves after Memnon and Calim’s defeat, and since then was rebuilt at least twice by humans before it was finally abandoned.

The ruined city lies north of the River Agis, partly into the cliffs and sea caves along the Sword Coast, and directly across from the current city of Memnon. The ruins are riddled with bandits and monsters, but despite the danger the city of Memnon sends stonecutters (guarded heavily by soldiers) into the ruins to scavenge stone to repair or decorate buildings, a practice that has been continued for centuries despite the annual losses. Troops from Tethyr, County Calimmon rarely approach Memnon closely, but do send border patrols regularly.

Teshyl: This ruined settlement is little more than a few shattered wall sections of buildings long since toppled and scavenged in the 8000 years since its destruction. These ruins are partially protected by the magic of the Trade Road and so have been spared the attacks of Calim and Memnon for almost a millennia.

Teshyl was the largest settlement in the Calim Caliphates owing to it being a large market where the food from the Teshyllal Fields came to be sold, and that Calim spent a lot of time at the Jhasina’s Palace (rumoured to house 2000 jhasin and jhasina) in Teshyl rather than his own palace near present day Calimport. Teshyl was named for one of Calim’s queens, a half elven janni born in the Jhasina’s Palace that is believed to have survived the Battle of Teshyllal Fields and the fall of the Calim Caliphates.

Following the Battle of Teshyllal Fields, Teshyl was one of the first settlements to fall to the slave uprisings, aided by elves from Tethir and dwarves that mysteriously appeared in the centre of the city with gifts of weapons and armaments for the slaves. Teshyl continued to be inhabited for a hundred years or more before the expanding Teshyllal wastes consumed all the surrounding fields and forced the people of Coramshan to abandon it to the desert, it has been a regular haunt for bandits and monsters ever since.

The Lonely Tower: This tower is the only structure still standing within the ruins of Teshyl, everything else has long since been reduced to rubble and ruins. It stands within sight of the Trade Way, 7 miles east of the road, and is notable for having no doors, windows, or any other known means of access and being magically reinforced against all attempts to damage or bypass it (including the activities of Calim and Memnon).

Inside the tower is completely hollow, and descends for half a mile into the bedrock before opening onto the caverns of Shanatar and the domain of Sapphiraktar the Blue. The tower and tunnel shaft are filled with traps as only a centuries old dracolich of considerable magical power can devise, these traps are all designed to have no effect on undead creatures.

Teshyllal Wastes: The centre of the Calim Desert, some 30 miles west of the ruins of Teshyl, is known as the Teshyllal Wastes, named after the Teshyllal Fields which they consumed (although originally the Teshyllal Fields contained all the land for 50 miles around the city of Teshyl). The Teshyllal Wastes dominates the western half of the Calim Desert.

The Teshyllal Wastes are correctly believed to be the source of the Calim Desert, where the forces of Calim and Memnon clashed in a final battle (known as the Battle of Teshyllal Fields). Memnon is known to have used a devastating weapon dubbed the Fan of Teshyllal Wastes to consume the land with magical fire and started the process of desertification, but it was the defeat of the genies and the binding of Calim and Memnon to the land itself that allowed the Calim Desert to grow so vast.

The local “tribes” of the Calim Desert hold that the night winds howl with the spirits of the genies bound to the desert, and many claim that they sound loudest on the 4th day of Ches (leading some to speculate this was the day of Calim and Memnon’s binding).

Endurance Rock: This ring of menhir lies on the far western edge of the Teshyllal Wastes, roughly 50 miles west of Teshyl. It is almost always covered by sand and dust so that only a single finger of rock (the tallest stone in the centre of the ring) lies exposed, and even then only the tip is often visible.

Like other faerie rings, this one is immune to the activities of Calim’s Breath and Memnon’s Crackle, although it can be covered by the sand they throw around. It is said that those touching the central stone are granted healing to ease their suffering and as a result it has long been sought out by the Janessar who wish to establish a shrine or temple of Ilmater about the rock.

Unbeknown to many, this faerie ring acts as a crossroad that connects to another faerie ring known as Herkemon’s Hub on the western shore of the Lake of Steam.

Icosiol’s Tomb: This tomb is the home of one of the great generals of the genie lord Calim, who was slain by the shattering of the Sceptre of Calim, and so escaped binding in the Calimmemnon Crystal. The Janni and genasi that survived the fall of their sires clung onto power in various places of Calimshan for 4 decades and constructed a lavish tomb for this revered djinn.

Located in the heart of the Teshyllal Wastes, the tomb has been covered by 7000 years of sand and dust (about 1000 ft) thrown up by the remnants of Calim and Memnon in his eternal conflict. The tomb is said to be guarded by a janni, Zifforian, and is home to 4 powerful items; the Lightning Sword, the Ring of Djen, the Sword of Teshyllal, and a single piece of the Shattered Sceptre of Calim.

Monastery of the Scouring Sands: This underground monastery is dedicated to the Monks of the Dark Moon. The tunnel complex that houses this monastery is believed to be scoured out of a hillock in the centre of the desert by the blasting desert winds, although there are indications that the tunnels have been inhabited since the time of the Calim Caliphates and may have been used by escaped slaves to bedevil their former genie masters.

The Monastery of Scouring Sands is secret to all but its membership and is home to the most stoic and independent monks of the order.

Oasis of Brass: This solitary oasis in the salt flats of the Teshyllal Wastes is the secret home of the old brass dragon Syernvignarngix and his extended family of half dragon desert nomads that specialise in rescuing travellers from the perils of the desert in return for a boon that involves working against the Calishite practice of slavery or greed (usually by performing an unselfish task for another or freeing a slave).

The camp is run by Joth (Good, half dragon – brass, half jann, Magic User 5) who deals with all newcomers and deals with outsiders. Joth will only allow outsiders to visit with Syernvignarngix after they have performed a boon for her (to test their attitudes align with the dragons).

Spinning Keep of Siri’wadjen: Siri’wadjen (a corruption of “Gate Prison of the Djen” in alzhedo) is an invisible crystalline keep made of translucent stone that hovers 40 ft above the desert floor near the western edge of the Teshyllal Wastes. Its location is only known thanks to a single scroll penned by a gnome illusionist that gives an account of their discovery of the keep and the huge, multifaceted gem inside that bestowed the power of genies upon her. The scroll is located deep in the personal library of the Syl-Pasha of Calimshan and a copy also resides within Elminster’s own hidden libraries, unfortunately the gnome did not bother to detail how she managed to gain entry into the keep.

The keep itself is a dodecahedron structure, roughly 70 ft in diameter that is made of crystalline stone (and to those that can see through the invisibility it looks pearly translucent to obscure all vision of what is inside). The shape spins slowly and appears to move at random (controlled by Pharos) across the Teshyllal Wastes, but most often resides above Endurance Rock.

The Spinning Keep is protected by a vast array of magics that make it immune to physical damage, magic, weather effects, and teleportation magics. It is shielded by an antipathy effect that prevents all sentient beings from approaching it, and it cannot be moved by any amount of external force. Inside the keep is the Calimmemnon Crystal, which remains suspended in the centre of the shape, untouched in 7000 years. 

Siri’wadjen was created by the 12 High Mages of Tethir, Shilmista and Darthiir in an attempt to imprison the escalating magics of the N’Quor’Khaor ritual, each of them comprising one facet of the structure. Within Siri’wadjen is the baelnorn Pharos who was transformed as part of N’Quor’Khaor, and who agreed to become the eternal guardian of the Calimmemnon Crystal.

Tomb of the Astronomer: On the western edge of the Calim Desert, 10 miles north of Teshburl, lies a small hillock marked on the southern side by a shattered, half sunken, stone face in the likenise of a djinn. A single scroll in Candlekeep notes that this place is the site of an ally of Calim that renounced his allegiance and refused to join in the war with Memnon. In response Calim marched on the “Astronomer’s” Palace and buried it with a sandstorm that lasted 10 years, erecting a huge statue to warn all who refuse the will of Calim.

The dome of the Astronomer’s Palace lies 300 ft below the desert sands. The halls of the Palace are filled with extraplanar creatures at war with one another, fed by the rifts and portals placed throughout the regal chambers. None know the fate of the Astronomer, but since he renounced his allegiance to Calim it is possible he escaped the Calimmemnon Crystal.

Trade Road: This fully paved, stone road (the far southern end of the famous Trade Way) is wide enough to allow 3 carts or 6 horses to travel abreast, although it is no longer continuous from Calimport to Memnon, with some sections buried beneath the desert sands or broken apart. The Trade Road serves to neatly carve the Calim Desert into two halves.

Every 2 miles apart are a pair of minarets either side of the road, these buildings were constructed during the Sixth Age of Calimshan (the Age of Shoon) to protect the road from the repeated destructive visitations of Calim’s Breath and Memnon’s Crackle and the occasional Desert Worm. Many of these minarets have long fallen into disuse and been plundered, and this has allowed the road to become broken in several places, forcing the authorities of Calimshan to replace them to facilitate overland trade.

Friary of St. Amahl: This temple of Ilmater is dedicated to the saint of the desert nomads and those who roam the desert, St. Amahl. The Friary of St. Amahl is built in and around one of the Shoon Towers on the Trade Road about 75 miles out of Memon, adjacent to a naturally occurring desert spring (the well is now located in one of the open air courtyards of the friary).

The Ilmatari maintain a constant vigil at the friary, and its beacons are still functional, which has protected this caravanserai and the road around it from destruction by the desert. The priests of Ilmater welcome all travellers, and a small community has built up around this waystop.

Shoon Towers: Every two miles along the Trade Road is a pair of minaret towers constructed during the time of the Shoon Imperium as part of a magical protective field to keep the road intact. Each tower maintains a basic barracks at its base and a brazier on the rooftop parapet, with a fist sized blue omlar gem at the peak of the minaret above.

When the beacon is lit on a pair of towers then a translucent blue field envelops the road and extends outward for a mile. This magical field protects the Trade Road from any means of destruction (including Calim’s Breath, Memnon’s Crackle, and the attacks of a Desert Worm). These towers were constantly manned and the beacons constantly lit during the Shoon Imperium, but since then many of the omlar gems have been stolen and the roads have since been damaged.

Walking Oasis: In the midst of the Calim Desert there are tales and descriptions of a miniature oasis of rich plantlife and a spring of cool, fresh water, shaped roughly like a gigantic foot print (20 ft wide and 60 ft long).

The descriptions of this oasis are repeated and date back since before the First Age of Calimshan, when the humans rose up against the last remnants of the Calim Caliphates. Those taking time to plot such appearances have noted that the location changes and it is in fact gradually shifting its starting position in the Teshylllal Wastes, southwest towards the coast.

Due to its changing location, unexpected greenery, and seeming immunity to the conflict between Calim and Memnon, has led some sages to speculate that this oasis is linked to the twin rituals that ended Calim and Memnon’s rule and bound them to the land, thus creating the Calim Desert. Some go further to claim it is the last remains of the High Mage linked to the ritual and that it is heading towards Teshburl (which seems to be its end destination). Others have proposed theories that involve various deities including Chauntea, Silvanus, Kossuth, and Istishia.

Marching Mountains: The Marching Mountains have been known by many names over the millennia ago. In ancient times they were the Dragon Peaks until Calim eradicate the great wyrms that lived here. Then they were known as the Marching Mountains for the dwarves of Shanatar that marched out to found their surface lands. More recently they were called the Spine of Empires during the Shoon Imperium. Today they are the Shield of the South for the defensive barrier they form between Calimshan and the invaders of the north.

The Marching Mountains are a range of broad, conifer covered peaks up to 8,500 ft (most average 4,000 to 5,000 ft), though not as steep or as jagged as the nearby Alimir Mountains. They are surrounded by broad foothills, and are much cooler than the surrounding lowland plains of the south. Snow covers most peaks during winter, but rarely descends to the lowlands except in the harshest of winters that strikes maybe once a century. Howling winds whip between the mountains and race through the valleys, making flight difficult except for experienced aviators.

The mountains and foothills are home to many hidden vales, some of which are completely inaccessible and haven’t been walked upon since Calimshan’s founding. Stone causeways and bridges of dwarven make used span the valleys and ravines, these were shattered in wars long ago and have been replaced by rope and wood suspension bridges. The Axemarch Stone is a famous landmark, constructed atop Mount Gommat by the dwarves of Shanatar millennia ago. The Janessar have numerous enclaves among the Marching Mountains, hidden from view, there are also Hin settlements that move location every time anyone approaches them. Numerous monasteries to Ilmater, two necropolis’ of Nykkar, and innumerable manorial estates belonging to Calishite Satraps taking advantage of the cooler climate dot the foothills. There are rumours of an ancient duergar hold now long abandoned that may have been a former dwarfhold, as well as the secret lairs of dragons, and the famous Ruler’s Ridge that is home to the tombs of ancient Pashas of Calimshan.

The Marching Mountains is home to a variety of life, with many animals living in the sheltered vales hidden deep in the range. Goblinkin tribes of all varieties (including the more recently arrived mountain orcs of northern Faerun) live in the mountains, raiding nearby settlements and swarming out once a century to threaten entire nations. Dragons have returned to the Marching Mountains once again after being exterminated millennia ago by the genie Calim and his djinn. Fire giants are also rumoured to live on the slopes of the volcanoes that lie in the centre of this mountain range. There are legends of herds of chestnut coloured pegasi that used to flock around the mountains, but there have not been any verified sightings since Qysar Shoon VII hunted them all to fuel his magical experiments.

Enclaves of the Janessar: The lawless rogues against whom pashas and vizars rail are the Janessar, small groups of paladins and crusaders out to right the injustices done to the majority of Calimshan’s people, especially the slaves. Janessar do their work in the name of the Triad (Tyr, Torm, and Ilmater). Janessaran strongholds are scattered among the foothills of the Marching Mountains. The Janessar have managed to avoid detection for centuries through the use of sound tactics and memory-altering magic, and by defeating any who pursue them to their hideaways. While full details are not given here about the structure and layout of the Janessaran enclaves in the Marching Mountains, they are all military strongholds with all persons within them answerable both to the gods of the Triad and to a senior captain or lord, who is often a priest of one of the Triad. Most of the people in these enclaves are escaped slaves, as those rescued by the Janessar often join up to help bring others into freedom. Each enclave is nearly self-sufficient, though the enclaves trade amongst themselves for variety.

Faeressar: Faeressar is the westernmost of the enclaves. It looms on a cliff’s edge overlooking the southward bend of the Calim River and the city of Keltar more than 40 miles to the south. Approachable only along one narrow ravine pass, Faeressar is the most militaristic and least religiously driven of the Janessaran enclaves. It has 150 inhabitants, 25 of whom are paladins.
The paladins of Faeressar often ally with certain tribes among the desert raiders against the pashas’ slave caravans heading along the Trade Way, and because of this, they know the desert and some of its secrets.
At least once a year, a group of Janessar enter the desert from Faeressar to seek the Endurance Rock—a holy site within the Teshyllal Wastes where (reputedly) the first slave under the djinni Calim cried out in supplication to Ilmater and the god answered his cries. The rock, which allegedly holds healing properties, has long been buried in the sands of the desert. Despite the dangers of the desert, the Janessar want to found a church over the rock.

Khanall: Khanall is the oldest and most important of the enclaves. It is also the largest and houses approximately 300 souls, 75 of whom are priests or paladins. It is the site where Janessaran leaders convene and organize their many forces. Khanall lies due east of the Qian Hillfort and technically rests inside Tethyr’s borders among the northern foothills of the Marching Mountains. An ancient curtain wall surrounds the small hilltop fortress, and its age and extremely weathered appearance make many passing within 100 yards of it believe it is merely an exposed stone wall that is naturally part of the hill. The enclave is not visible above the wall, for the hill itself has a depression at its peak, and the one and two-story buildings within the wall all stay well hidden. The Tower of the Three, at the centre of the enclave, is its largest two story building. This stone tower is both the home of the Janessar leaders and three shrines to Tyr, Torm, and Ilmater, the patron deities of the Janessar.

Rutawwa: Rutawwa is not defended by stone or mountains like the other enclaves. This small community of 80 people, including 15 priests and paladins, is a tree village high up among the branches of the forest that covers the easternmost foothills of the mountains. Cannily constructed by elves and rangers, this enclave is nearly impossible to detect unless one travels or climbs more than 15 feet above the ground among the branches. The closest rope bridges or buildings attached to or within the trees are 25 feet from the ground, and only select whistle calls cause the inhabitants to lower a rope or vine to allow a Janessari to enter. While they are equally committed to the Triad’s worship, the citizens of this enclave also honour Mielikki, the rangers’ goddess, for “her aid in finding a home for justice in this land.”

First Necropolis of Nykkar: This long-abandoned site is where Necroppar (morticians/clergy of the dead) prepared the Cormanshite and Calishite royalty and nobility for burial in Calim’s See (now Ruler’s Ridge) in the days of the Calim Caliphates and the realm of Coramshan. It rests in the foothills that lie in the shadows of the westernmost peaks of the Marching Mountains. Now, all that remains of the necropolis of preparation chambers, necromantic laboratories, shrines, and crypts of advisors, minor nobles, and priests is a wind-blasted plateau where necromantic magic lingers. The only thing that distinguishes the plateau from the surrounding terrain is a large, wind-eroded stone slab set upright at it far eastern edge. Most of the carving on the slab is illegible, but the letters or word “KAR” is visible at the bottom if weeds, dirt, debris are cleared away. The corpses of people who die on this plateau walk as revenants or return as ghosts or phantoms until a proper burial, in the religion they espoused in life, is conducted for them.

First Necropolis of Nykkar: This collection of ruined buildings sits on a wind-blasted plateau in the hills west of the Marching Mountains. Crumbling walls and fallen roofs are all that remain of ancient preparation chambers, laboratories, temples, and libraries, but dozens of scattered stairwells still give access to the underground tombs. Dirt and debris carried by the constant winds have scoured the ruins, eroding away the stone signs and statues that once graced its buildings.

A strange magic residue on the plateau bestows the benefits of the Empower Spell feat on spells from the school of necromancy, though they do not require higher spell slots or longer casting times. Azzami (LN male djinni fighter 5), the guardian of Nykkar, prevents the ogre tribes dwelling in the mountains and valleys around the First Necropolis from plundering the tombs.

Second Necropolis of Nykkar: Four decaying temples dedicated to the elements still stand in the City of Sorrow, which rests in the hills just south of the central Marching Mountains. The Second Necropolis served as both preparation place and burial ground for hundreds of thousands of deceased Calishites from Calimshan’s Second Age until the Age of Shoon. The crypts below the second necropolis are more grand and opulent than those of the first, featuring immense mausoleums and family crypts guarded by elaborate traps that combine spells with physical perils. Nizzem (LN male djinni rogue 5), the twin of Azzami, guards the City of Sorrow.

Second Necropolis of Nykkar, City of Sorrow: The almost-obliterated ruins of four huge temples (only a few stones from walls and pillars remain) and a great deal of weathered rubble and scrub-covered hummocks are all that remain to mark the location of the second necropolis of Nykkar, the City of Sorrow.

As the Erehnir family rose to power in the Second Age, the Bakkal Aqar al Erehnir’s fascination and reverence for djinn brought their worship back into vogue within the empire. Since the first necropolis of Nykkar had long fallen into disrepair and had been occupied by ogre tribes, Nykkar, the City of Sorrow, was established in the foothills north of the River of Ice’s headwaters.

The four largest of the major temples here were each dedicated to one of the major types of geniekind. They offered burial ceremonies by air (exposure and disposal by raptors and scavengers), fire (cremation), earth (interment), or water (burial at sea).
Within the second necropolis of Nykkar’s cavernous undertombs are the remains of more than 500,000 rulers, nobles, and folk of all classes from the Second through Fifth ages, interred there at the request of the deceased. While robbers have plundered more than 400 sites within the undertombs, guardian creatures and traps aplenty still protect the thousands of remaining graves and tombs.

Hin Holds: More than a dozen tiny halfling towns and villages dot the interior and northern slopes of the Marching Mountains. Set primarily upon high plateaus reached easily only by the halflings’ goat mounts, these villages are composed of aboveground storage sheds and structures that are both surface cottages and subterranean burrows.
The inhabitants of the hin holds (an antiquated name for halflings and their homes) live placid lives removed from the evils of the lands below them. Lines of communications among the communities are kept open by pigeons and other domesticated messenger birds. Few of these hin holds bother to name themselves, as the inhabitants simply refer to their own village as “home.”
Rarely, a halfling leaves the safety of one of these bucolic communities to experience on a life of adventure, but she or he is always careful to take precautions to prevent his or her home from being discovered, such as taking a roundabout route or confusing his or her tracks. The halflings’ ultimate strategy to prevent themselves from being enslaved or conquered by the main Calishite society is simple but effective. At the first hint of any hostile force, they abandon their hold and establish a new one elsewhere. This leads to the impossibility of pinpointing the holds on a map, since they are frequently relocated.

The Iltakar Garrison/The Katar Garrison: The southeasternmost garrison along the western foothills of the Marching Mountains and the northern shore of the river comes under frequent attack by the raiders out of the Calim Desert. Its nickname comes from the commander’s preference for training his soldiers to fight with a Calishite katar (a punch dagger) along with the more traditional scimitar or long sword. This garrison fell to the wizards of Mulsparkh decades ago, but it was later reclaimed and refortified by Tethyr.

Monster Lairs: Everything from mountain goats and birds to wyverns (which live among the interior peaks) can be found in the Marching Mountains. Given the grand scale and spread of the mountains and foothills and the tree cover throughout them, more monsters live in these mountains than in any in nearby Tethyr. Most monsters are small scavengers and typical forest inhabitants, such as kobolds, goblins, and the usual sylvan peoples. Many of the more horrific and gruesome creatures live closer to, if not in, the Forest of Mir, and these include mongrelmen, fomorian giants, and deepspawn. With Tethyr’s recent attempts at culling the monstrous population in its eastern Highlands, many formerly Tethyrian monsters are fleeing into the Forest of Mir and the Marching Mountains. Unless the humanoid and other sentient populations wage a war amongst themselves for territory, some of them may rumble out of the peaks and into the civilized lands due to lack of space (and to plunder and experience the only stress relief understandable to goblin hordes). Two major monster lairs in the mountains are still inhabited, and one other long abandoned is also of note.

Xiimonraavir the Devourer: Xiimonraavir the Devourer, the beholder of Minthrux Vale, is one of the Twisted Rune’s peripheral agents, though he does not know it. His lair, a minor hive, is situated in a tiny dell among the mountains that coincidentally blocks the passes and the easiest access to Shangalar the Black’s fortress. Beneath the vale is a massive subterranean complex occupied by eight other young beholders under Xiimonraavir’s control and a number of enslaved human and halfling servitors.

Shangalar’s Pyramid: Shangalar’s Pyramid hovers languidly among the eastern peaks 200 feet above the plateau between Minthrux Vale and Mount Sarengard. Despite its great height and massive size, the pyramid is magically cloaked in such a way that it is not visible if one is more than 1,000 feet away. This prevents most flying creatures from bothering Shangalar the Black, who lairs in the pyramid. Any beings who approach within 300 yards of the pyramid are subject to the effects of Shangalar’s many magical and physical defences. The only beings allowed to access the pyramid enter at the will of its master, who opens the nadir of the downward-pointing pyramid. A visible levitation effect then draws the person or persons up into the unique structure. (For more on Shangalar, see “Appendix I: Power Groups” under the information on the Twisted Rune.)

The Yawning Cavern of Rhimnasarl the Shining: The Yawning Cavern of Rhimnasarl the Shining was once the home of the silver wyrm Rhimnasarl. During the Shoon Imperium, Qysar Shoon IV hunted and slew the silver dragon and escaped with his treasure hoard of magic and gold only days before the dragon’s nemesis, the blue dragon Iryklagathra (also known as Sharpfangs), arrived for a formal duel to the death. Angered both by the lost chance to battle her great foe once more and the loss of his hoard, Iryklagathra became a constant threat to the Imperium’s qysars for the rest of their days. The cavern where the great silver wyrm lived, which is directly between the Qian Hillfort of Tethyr and the Janessaran enclave of Faeressar, still lies empty and abandoned, as anything that attempts to live there is soon slain by Iryklagathra. Whoever finally slays Sharpfangs can claim this cavern and her nearby treasure caches.

Mount Abbalayat: Mount Abbalayat has long been seen as a holy place. The  mountain is riddled with caverns that were useful for providing shelter to early settlers. In those caverns live a people whose the tribal name is long lost (even among elves) and whose native human bloodline has shown a remarkable aptitude for prophecy. Modern folk only know these people as the Abbalayar (after their mountain home). Across the centuries, the Abbalayar have seen things that make kings cower and cause dragons to turn tail and flee. No one knows what the tribe’s founders did to gain such oracular powers, but rumours persist of djinni mates and pacts with both fell and virtuous powers.
Mount Abbalayat is an isolated peak along the western ridges of the Marching Mountains. It is surrounded by no fewer than two peaks of a higher elevation than itself on all sides and an expanse of razor-sharp rocks and ice shards between itself and them. It can only be reached by climbing the surrounding peaks and finding a way to pass over the three-mile-wide moat of shards. The mountain itself is almost a sheer megalith. Its lower slopes are steep cliffs with few places that allow purchase for climbing. Only near its eternally cloud-shrouded summit does there seem to be any moderation of the severity of its incline. Intrepid mountaineers must also withstand the region’s dangerous downdrafts and wind shifts, not to mention the
magical fields and protections of Ul’sahab, City of Seers.

Ul’sahab, the City of Seers: The legendary City of the Oracles is the home of the Abbalayar on Mount Abbalayat. It is a mystical city whose marvels have been unparalleled since the fall of Myth Drannor. Myths say that only the worthy are able to find it and that those who can locate it find knowledge, peace, and love within.

The Tunnel of Uladvir: a tunnel spanning from the gate of the city to the eastern peak of an adjoining mountain, is the singular safe entrance into and exit from the city. Of course, the tunnel and all those in it are invisible to the naked eye, while those inside the tunnel can see the floor that is hidden from all others.

The Abbalayar: The Abbalayar have always wielded mystical powers, and they use them to protect themselves and their kin from exploitation. When the djinn ruled the lands around the Marching Mountains, the Abbalayar were given sovereignty over Mount Abbalayat. With the fall of the djinn, the Abbalayar hid their home from the eyes of mortals, and only rarely have any recognized Abbalayar ventured from it since then. Alternately lauded and feared for their abilities, the Abbalayar swiftly learned to hide themselves, or at least their true natures. Many in past centuries have posed as Abbalayar or agents of the same, but the legends that have grown up around the Abbalayar paint them as so mighty in prophetic and divinatory Art that few pretenders can hope to measure up to popular expectations. In the mind of the average person from the southern Sword Coast or Shining Sea nations, the Abbalayar are as mighty as Mystra’s Chosen and are also the actual children of the gods. In truth, those of the Abbalayar bloodline are quite mortal and far less powerful than the superstitious would believe.
They make no effort to refute the wild claims that common folk make about them, since the fear of retribution keeps all but the most earnest or greedy of seekers off Mount Abbalayat’s slopes.
True Abbalayar are easily identified by the following distinctive features, which they all share: four joints in every finger and three in each of their thumbs, a skin tone close to the pale skin of the northern peoples, but with a reddish tint; a metallic sheen or undertone to their hair; and a unique transparent inner eyelid, similar to an owl’s, that slips over their eyes and is barely noticeable unless an observer is specifically watching for it. The extra finger joints they possess allow them a particularly graceful somatic spellcasting capability, but they are not so obvious that they cannot be concealed to a large degree by gloves. Their metallic hair is also easily misperceived unless closely observed, with the gold, silver, and copper tints registering to most observers as blond, white, or auburn.
The most distinctive Abbalayar physical feature, the inner eyelid, helps prevent the Abbalayar from being blinded, dazzled, or hypnotized (granting a +2 bonus on saving throws vs. any blinding effects and those that dazzle, hypnotize or stun through visual means). It also renders them immune to gaze attacks, heat mirages, and blindness induced from glare, such as from off of a large snow field or sand dunes.
The reason most folk desire (or fear) the legendary Abbalayar is that they possess “the sight.” All Abbalayar have some innate touch of magic in themselves passed down in their blood from their genie progenitors, and while a few manifest massive physical powers similar to dao, the majority gain the oracles’ sight. (See the Abbalayar Oracle Sight sidebar.)
All Abbalayar come from Ul’sahab. Because they Abbalayar remain hidden and isolated in their city, most people believe they are naught but myths. Few people know that no fewer than seven males and seven females of each generation are chosen to become the Gifted and are allowed to leave the City of Seers in order to secretly teach others the wisdom of the Abbalayar, The Gifted are chosen and sent out into the world every 20 years, and they return to Ul’sahab by the next Time of the Gifted if at all possible. The duty of the Gifted is to covertly share their prophecies and those of their elders with those who need hear them, to spread their magic and learn that of others, and to always return to Ul’sahab with trustworthy mates to preserve the Abbalayar bloodline and way of life. On average, only four Abbalayar of each gender survive to return to the fold and live out their old age in Ul’sahab, but when the time to return comes, no Abbalayar ever fails to do so.

Mount Sarengard: Mount Sarengard is noteworthy as one of the higher peaks of the
eastern Marching Mountains, but it otherwise strikes most folk as unimportant. However, the lowers slopes of Mount Sarengard conceal the entrance to a hidden subterranean drow temple that lies a mile below the mountain. This temple is the most important holy site of Vhaeraun. The Masked Lord’s expansive cathedral city nestles within a massive cave once among the ruling caverns of Ultoksamrin, the richest of the kingdoms of Deep Shanatar. Known as the Vault of Cloaked Midnight, the temple and its altar occupy no less than a third of the 1,000-foot-high cavern. With the addition of the Vault’s ecclesiastical support buildings, this hallowed enclave claims just over half of the entire cave. The drow that support the temple live within the dwarf-worked stalagmites and stalactites clustered around it and in the grotto walls.

Qian Hillfort: This fortress among the foothills of the western Marching Mountains is a major defensive post against Calishite incursions into Tethyr. The commanders at Qian constantly drill their soldiers and use specially bred mountain ponies for cavalry attacks among the uneven foothills. This is the best posting in Tethyr for military training when there isn’t a war.

Ruler’s Ridge: The peak formerly known as Calim’s See was once about 500 feet
higher at its crest, but a long-ago genie war shattered both the summit and the mountain, cleaving the peak and opening a now-weathered crevasse that separated the base of the mountain from its neighbours. Ruler’s Ridge, is it is now known, recalls an echo of the events that shaped it in its appellation, but no living souls recall why it is so named (see below). The avalanche that turned a large, conical, weathered, and eroded mountain into a jagged peak covered the golden tombs of approximately the first 20 dynasties of Coramshan and Calimshan. Since that time, centuries ago, no human hand has touched the crypts. Most believe either that the
gold and riches remain there still or that the dwarves of Deep Shanatar plundered the tombs long ago from below.
A recent rumour about Ruler’s Ridge speaks of an aurumvorax that lives there. The golden gorger has reputedly grown to the size of a dragon due to its voracious eating. While the gossip about the beast might well be false, hearing it might exist has sent a number of heroes into the mountains seeking its solid gold pelt and any
other treasure lying about its lair.

Calim’s See: The bakkals (priestly rulers) of Coramshan and the caliphs of Calimshan were buried in Calim’s See, a cluster of great mausoleums built into the northern Marching Mountains. Dozens of passages in this ancient burial ground lead to great underground crypts that bear the names of famous Calishite dynasties. The bakkals believed that a rich burial ensured a better position in the afterlife, so nearly all the rulers buried here took copious amounts of gold and gems with them into their graves. All the mausoleums are heavily warded with spelltraps and inhabited by genies bound to protect the deceased for all eternity. The people of both Coramshan and Calimshan buried their dead in Calim See until the end of Calimshan’s Seventh Age, when battling genies caused an avalanche of rock that buried the main entrance.

The Tombs of the Bakkals: Because they inherited much of the rich spoils of the Calim and Memnon regimes, the bakkals of Coramshan lived in luxury and subsequently were buried in splendor and wealth. They believed a rich burial would earn them a greater position in the afterlife. It would provide them with an generous offering to the god of the dead to ensure their position among the nobles of the afterlife and then allow them to maintain the rich lifestyle in death to which they were accustomed in life.
All of Coramshan’s bakkals and those of Calimshan’s first seven dynasties, along with all their wealth, were buried in tombs within Calim’s See in rich sarcophagi and gold-filled crypts after a 90-day ritual of mummification in the First Necropolis of Nykkar (see that entry). After preparation, the noble dead were carted up a narrow road that wound about the steep mountain to a single pair of access doors, and they were thence placed in physically and magically trapped tombs. The golden doors in the cliff face glinted marvelously in the light of the setting sun, and it was said the reflected light was a favourable blessing or sign from the bakkals, who were now among the gods.
Thieves, treasure hunters, and sages alike would doubtless love to visit Ruler’s Ridge, but those tombs are long since hidden beneath rubble. In -1990 DR, a consortium of no less than seven djinn, efreet, and dao battled among the Marching Mountains, and their final showdown took place upon Calim’s See. When the dust settled from their months-long conflict, the face of Ruler’s Ridge had been forever altered. A huge cleft severed the mountain, and much of the peak had been obliterated by the furious storm of power and magic.
The western face, where the golden doors had led into the tombs, now lay covered in an avalanche of rock and debris, deeply burying the royal graves. The winding road that led up the mountain was lost under numerous rockslides. If that were not enough, the death of a noble dao in the final clash opened a huge crevasse and separated the base of the mountain from its neighbours.
As might be guessed, countless treasure hunters have tried all manner of mundane and magical methods to reach, find, and plunder the rich crypts for centuries, all to no avail. Unless the dwarves of Shanatar or the drow of Guallidurth have tunnelled in from below, the untold riches of all those rulers still lies beneath the forbidding face of the ridge.

St. Dobla’s Abbey: This abbey is actually the fourth-oldest site in Calimshan dedicated to Ilmater, and its primarily female clergy have made it one of the most populous. Dobla, a jhasina during the First Age, was publicly beaten to death by her master, but her spirit allegedly keeps safe those women who resist the oppressive state in which they live. Her abbey, which is not as militant as some outsiders expect it to be, preaches equality and coexistence, not matriarchal rule and revenge. St. Dobla’s is one of the few places in Calimshan that women can pursue better lives and an education, and where they openly wield some influence (without, of course, turning to positions in the underworld). “As pure as Dobla’s dancers” is a insulting phrase hinting at the corruption of virtue and decency, used against paladins and like heroes by base folk; it plays to a crude mindset that attributes the jhasinni origins of the order to its current members and misinterprets the actual nature of the abbey’s activities in typical Calishite fashion.

St. Faelar’s Cloisters: This single rustic stone-and-log building houses a dedicated group of monks and rangers (12 in all) who teach escaped slaves (or other folk) how to survive in the mountains, how to climb rock and trees, and other skills that might help them escape into the safer lands to the north.

School of St. Rucir: Ilmater’s monks at this three-building villa high in the mountains are scholars, engineers, and stonecarvers. Their notoriety has even attracted a number of dwarf converts. Their philosophy, in the words of their patron saint when he turned to the service of the Martyred One, is that “we suffer with the stone and its cracks, but we shall reduce suffering by looking to the stone’s strength and designing better defences for cities.” Over the five centuries since its founding, St. Rucir’s also has begun an artistic program that teaches stone carving and sculpture. The artistic products of this program are quite popular in the markets of Keltar.

Sarenestar: The southern arm of the Forest of Mir was once home to the elven nation of Sarenestar back when the Darthiir Wood extended south to cover all the lands of Calimshan. Darthiir Wood ceased to exist when the beholders of the Alimir Hive burned and destroyed much of its eastern expanse (extending as far as the Lake of Steam) in -1550 DR, it has been known as the Forest of Mir since then. Sarenestar is often thought of as a separate forest by the people of Calimshan and Tethyr (each claiming the forest within their own border and naming it separately). In modern times this forest is known as “Khalahmjiri” (meaning place of deadly teeth in alzhedo).

Sarenestar is a huge pine forest where the forest floor is stifling, hot, dense with underbrush and centuries of pinecones, with no breeze or cool shade to provide relief. Most plants that grow here are hardy and used to dry conditions, the most dominant have roots that sink more than 50 ft into the ground. Springs and streams are not uncommon and water is plentiful (albeit often warm).

Navigation in the forest is problematic as it is very dense with few identifiable landmarks, even the sun is blocked out except in the occasional clearings. There are a number of streams that aid in navigation but only if you know your approximate location, and the hilly terrain makes any travel incredibly tiresome.

Sarenestar is home to many types of creatures; giants, ogres, goblinoids, and gnolls have carved out small chunks of territory for their small tribes, but these are often prey for the other large monsters. Aranea have spread from the Spider Swamp to claim minimal territory in the south of Sarenestar. Mongrelmen and fomorians come down from the Marching Mountains to live in the forest. Hydrae, black and green dragons also lair here. Drow are the biggest threat to wanderers in the forest, and they regularly send parties exploring the southern forest of Sarenestar.

Among the more normal creatures of the forest are small rodents, foxes, birds, wild boar, panthers, and snakes. The forest is also home to sylvan creatures like korred, satyr, dryad, brownies and gnomes.

The Boar Caves: In the southern edge of Sarenestar, near the Spider Swamp are a series of hill caves and burrows that are home to a concentration of wild boars and their wereboar familiars. This lycanthrope colony has been here for many centuries, but has been occupied in regular conflict with the aranea of the Spider Swamp which has kept their numbers under control.

Recently an escaped slave from a nearby satrap’s slave plantation was infected and became dominant over the tribe (slaying the former leader). Adhavox the Render (Evil, Human – Wereboar, Warrior 2) is now his own master for the first time in his life, and is organising the wereboars far more than is natural for their kind, getting ready to raid plantations and passing caravans.

Wellspring Endless: Folklore speaks of a ring of white stones in the southern arm of the Forest of Mir, where a crystal blue spring emerges from the ground to form a clear pool of water. The spring’s location has never been mapped, despite a variety of groups and individuals over the years claiming to have found it, the truth is that the spring and the forest around it move location and change visually so that no one may find it except by chance.

Those that drink from the spring are gifted the ultimate restorative (some claim even curing disease, curses, geas, and death) that even returns ones youth, too much however causes the drinker to relive their worst nightmares while they are trapped in a stupor. The clergy of Eldath claim that the goddess herself has bathed in these waters (and thus count bathers here as heretics and blasphemers), and will pay heavily for a vial of the pool’s water.

Spider Swamp:

The Spider Swamp, or the Venommire, as some have taken to
calling it in recent years, is a hot, fetid swamp that is far more
dangerous than any mere marsh or quagmire in northern Faerun. Fed
by many springs and two small and sluggish rivers that once merged
to drain the area, the marshland developed after the fall of the marid
Ajhuu into the fen known today. The Calishite heat and the area’s
slow-draining moisture combine to create one of the singularly most
uncomfortable places known to humanity on Faerun.
The waters of the Spider Swamp are choked with life and death
both. The area is literally clogged with massive amounts of vegetation,
lichens, and mosses, which in both living and rotting support
a cornucopia of life forms that, in turn, contribute to the teeming
life and death of the ecosystem. The northern half of the swamp
and those areas directly abutting the major streams through it contain
fresh water, as do some smaller oases where springs provide
clear cooler patches of potable water. The rest of the central and
southern swamp holds brackish water because the area’s elevation
dips to near or below sea level, allowing the seepage or backflow of
sea water. Those undersea races that can survive breathing fresh
water often flee into the lower swamp from the Shining Sea to
avoid pursuit by sahuagin. Only the semiaquatic races, such as bullywugs
and lizard men, have settled the swamp’s interior, though.
Trees and their long-ranging low branches and roots provide
much of the support for the few patches of solid ground throughout
the swamp. However, proximity to a tree does not always guarantee
safety either, due to the large numbers of carnivorous plants or
animals that either look like or lurk in trees. Other dangers include
quicksand, the unbelievable swarms of biting flies and mosquitoes,
leeches, giant slugs, or even sudden explosive expulsions
of superheated swamp gases guaranteed to set even the waterlogged
trees of the swamp aflame for short periods.
The moss- and vine-covered trees, waters, and fens are equally
infested with more mobile dangers. Amphibious lizard men and
bullywugs have established a few small villages within the swamp
in its near-impenetrable core, and at least one group of lizard men
is reported to have muckdweller servitors. Mudmen who are equal
parts native and land inhabit at least seven areas throughout the
swamp, but they rarely number more than 10 in a given patch.
Other less-numerous creatures include darktentacles (see
MONSTROUS COMPENDIUM Annual, Volume Two or the Ruins of
Undermountain boxed set), will-o’-wisps and nishruu, giant insects
(wasps, mosquitoes, and ants), crocodiles of variable sizes, and, of
course, spiders of all sorts. In addition, the swamp’s most notable
inhabitants are the “werespiders”—the aranea.
The Aranea: While not all historians and sages of zoology accept
the following as canon, here is the widely accepted Calishite
origin of the “werespiders” (they are not lycanthropes) that inhabit
the Spider Swamp: During the long-ago Night Wars against
the drow, the rulers of Calimshan had their court wizards create
creatures loyal to them that could infiltrate the drow and destroy
their organization from within. These early aranea had the ability
to shift between a massive spider form and a humanoid drow form.
These shapechanging creatures aided Calimshan immensely, but
once the immediate troubles with the drow faded, the aranea were
discarded by the Calishite authorities and forced into the Spider
Swamp—if not killed outright.
Within a few centuries, the aranea developed a relatively neutral
culture. Their commerce with humankind in silk (silk worm
and spider types), herbs, and poisons was often conducted through
intermediaries to avoid the detection of their inhumanity. They
even traded in Volothamp in their illusion-cloaked humanoid
forms. However, some accidents and rumors eventually led to their
exposure as spider people, or werespiders, as they also were called.
While not trusted or even much liked, their access to rare herbs
found only in the swamp and exquisitely fine silks made them useful,
and so they were grudgingly tolerated.
Then Qysara Shoon V, seeking a scapegoat for a plague accidentally
unleashed upon Almraiven in the Year of Full Cribs (290
DR), conveniently found blame in the aranea. She set upon the
swamp and its previously peaceful denizens with her legions. The
military attacks and the backlash of the inhabitants of Volothamp
against the “plague carriers” nearly saw the aranea completely destroyed.
Many remaining aranea, especially those who shared
blood ties with humans (and had the shape change forms of halfelves
and Calishite-looking humans), were broken in spirit. A few
of the pureblood aranea turned to harsh foreign sources of power
to retaliate for the harm that the Calishites had visited upon them.
They embraced the dark power of Zanassu, a spider being whom
they summoned from the Lower Planes to avenge their fallen.
Zanassu took the battle to Shoon V in the Year of Frostfires (292
DR). Despite Qysara Shoon’s inability to personally wield magic
through spellcasting, she commanded an arsenal of magical items
and loyal guards, and these sent Zanassu screaming back to the
Abyss. (Unknown to the aranea, Zanassu was later defeated by and
subsumed into the drow god Selvetarm, and this is the being they
worship to this day.). Still, while uneasy about allowing the aranea to
live, the Qysara’s troops found it increasingly difficult to locate and
slay them and eventually abandoned the purges altogether.
Since the early Fourth Century Dalereckoning, the aranea
have lived within the forest peacefully. The militant priests of
Zanassu the Demon Spider, while chaotic in the worship of their
forceful demon god, are content to serve him and the community
by craftily defending the temple. They only use their fighting
prowess and priest magic against encroaching denizens of the
northern forest, such as the Wereboars of Adhavox the Render (see
Wereboar Colony under the Monster Lairs subsection of the Forest
of Mir section). The aranea, in their human changeforms, have infiltrated
and set up small trading agreements with Volothamp and
Almraiven again, though their identities are hidden beneath the
cover of the Silverstars Trading Coster out of Saradush, where an
allied human and aranea pair manage the money and wagons that
bring the goods to the Calishite towns.

Spider Swamp: This hot, fetid swamp was formed when a great
Inarid (water genie) was slain near two sluggish rivers. Inhabited by
monstrous spiders, aranea (who trade for fine silk and rare herbs),
bullywugs, and lizardfolk, the swamp is avoided by all but the most
foolhardy. In the northern part of the swamp is Lost Ajhuutal, a
submerged aranea city. A third of the three hundred aranea living
here worship Zanassu (an aspect of the drow deity Selvetarm) and
tend toward neutral evil alignment and aggressive tendencies.

The aranea of the Spider Swamp venerate Zanassu with a totally
different set of rituals, notable in comparison for their emphasis
on patience, craftiness, and subtlety. Such ceremonies
involve animal sacrifices to the Spider That Waits-typically a
boar or lizard-and repeating litanies beseeching him to return.
The holiest day of the year is the 6th of Kythorn, the day on
which Zanassu returned after his millennial exile. On this day all
of the aranea celebrate their deliverance through fasting and ritual
Major Centers of Worship: In the northern reaches of the
Spider Swamp of Calimshan lies a ruined city known as Lost
Ajhuutal, rumored to have been the capitol of the Maridlands
millennia ago. The ruins have been inhabited by a race of
werespiders for centuries. The aranea are large, intelligent spiders
capable of assuming a single humanoid form. Originally all
could assume drow form, but increasing numbers assume a
human or half-elven form identical in all ways to Calishites of
the same racial mix. In the center of oft-rebuilt Lost Ajhuutal
stands the Apostolaeum of the Spider That Waits, one of the
city’s few buildings that is still relatively intact. The temple has
a massive stone spider as its central dome, with stone webs
spreading out to the four minarets flanking it at the corners.
Less than one hundred priests and followers of Zanassu dwell
within the temple, impatiently awaiting opportunities for hunting
or wars, but content to serve The Spider Who Waits and the
community by defending the temple. Recent expansions of the
aranea’s territory into the southern reaches of the Forest of Mir
have given Zanassu’s clergy the opportunity to war with the
community of wereboars who are resisting the incursions, but
the primary worry of the Spider Demon’s priests is the concern
that they may lose their fullblood status as fewer and fewer of
the aranea keep only drow changeforms.
According to legend, the aranea were created by Calishite wizards
during the Night Wars to infiltrate the ranks of the drow
and destroy them from within. With the defeat of the dark elves
and the end of 260 years of warfare in -530 DR, the aranea
were cast off by the Calishites and either killed or driven into the
Spider Swamp. Among the dank fens of the Venomire, as the
Spider Swamp is also known, the aranea developed a relatively
pacifistic, neutral culture, trading in silk, herbs, and poisons
with the coastal city of Volothamp. During this time some
aranea began to manifest humanoid forms other than that of
dark elves, facilitating their ability to move unhindered through
Calishite cities and towns. When Qysara Shoon V cast the spider-
people as scapegoats for a plague that ravished Almraiven
in the Year of Full Cribs (290 DR), the aranea were nearly
destroyed by the resultant backlash from Volothamp’s military
and populace. In response, some of the aranea turned to
Zanassu, then a minor Abyssal Lord, to defend them against the
Shoon Empire. Zanassu was banished back to the Abyss by the
qysara in the Year of Frostfires (292 DR), but by that time the
Spider Demon’s cult had taken root among a large fraction of
the oncepeaceful aranea. Since early in the 4th century
Dalereckoning, the aranea have dwelt relatively peacefully in
the City of Maridsorrows, their safety secured by the militant followers
of Zanassu.
For ten centuries, Zanassu’s aranea priests foretold the triumphant
return of their deity after his ignominious defeat by
Qysara Shoon V. While the Spider Demon was rumored to have
stalked the Spider Swamp on multiple occasions during his millennial
absence, his avatar did not actually return to the
Apostolaeum until the Year of the Wandering Waves (1292 DR),
1,000 years to the day after his banishment. For 66 years (a
baleful portent given the Spider Demon’s lair in the 66th level
of the Abyss), Zanassu-or a powerful tanar’ri claiming to be
him-dwelt within the heart of the Apostolaeum. Zanassu did not
emerge from his temple until the Fall of the Gods in the Year of
Shadows (1358 DR), at which time the Lord of the Venomire
stalked northward toward the Forest of Mir and did not return.
During the nearly seven decades of his rule, Zanassu’s minions
infiltrated the corridors of power in Volothamp and the surrounding
region so thoroughly that the then-reigning vizier,
Ramslett N’door and a number of his senior advisers fell victim
to Zanassu’s charms. During the Time of Troubles, however,
Zanassu’s hold over the government of Volothamp swiftly dissipated
in the magical chaos of the time. With the strife of the
Darkstalker Wars of the Year of the Serpent (1359 DR) following
on the heels of the Avatar Crisis, 66 years of unseen tyranny
vanished with barely a trace.

The only other interesting feature to
the Calimshan landscape is the Spider
Swamp, just south of the Forest of Mir
between Volothamp and Almraiven.
This is a particularly nasty place, with
tall cypress trees dripping with moss
and fungi, great still pools of shallow
brackish water, and swarms of stinging
and biting insects and other small pests.
All in the swamp is perpetually damp,
and the smell of rot and decay is every-

The people of Volothamp are subject
to occasional raids from the giant spiders
and other foul creatures from Spider
Swamp, only a few miles to the east.
These creatures are the minions of a
great spider demon who has taken up
residence in the swamp. The demon is
trying to expand its influence, first to
Volothamp, then perhaps Almraiven,
then beyond. Toward that end, the demon
has charmed some of the more important
members of Volothamp society
and government. That is how the raiding
monsters have been able to avoid
city patrols, and it is also why there has
not been a great outcry for a large-scale
raid on the swamp. Volothamp suffers
silently while its leaders sit idly by.

The vizier of Volothamp is Ramslett
N’door, the son of a Chult trader. N’door
is a lifelong resident of Volothamp, however,
and a respected leader despite his
mixed racial background. Unfortunately,
N’door is controlled by the demon
of Spider Swamp, as are a good
number of his senior advisors. The
other advisors who have suspected
something was wrong and let the
wrong people know about those suspicions
have mysteriously disappeared.

Spider Swamp
Spider Swamp is a flat, foul, fetid patch
of lowland on the Shining Sea Coast between
Volothamp and Almraiven. It is
fed by two small, sluggish rivers extending
south from the Forest of Mir, as
well as several springs in the swamp itself.
The swamp is thick with vegetation,
including sprawling,
moss-covered cypresses, cedars, and
other trees. The result is a shadowy,
dark swamp that is still hot, humid, and
breezeless. It reeks of decay, and is often
referred to by Calishites as the
“Tenth Plane of Hell.” They do not know
just how close that jest is to the truth.
The Spider Swamp is also a throughly
evil place, filled with giant spiders,
snakes, will-o’-wisps, poisonous toads,
giant wasps, and minor demons of
many shapes and descriptions. All of
these creatures are under the control
of a Demon Lord named Zanassu.
Zanassu appears in the form of a great
spider, 15’ across and 6’ high, and is
simply called the Spider Demon by
most of his subjects. In addition to the
denizens of Spider Swamp, the Spider
Demon has charmed many of the leaders
of the nearby city of Volothamp (see
description above). Zanassu’s description
is as follows:

Lost Ajhuutal: The ruined city that rises up out of the northern part of the Spider
Swamp has been called Lost Ajhuutal for millennia because its location
is close to the former Maridlands and the swamp itself was
one of the results of the clash between Calim and Ajhuu. However,
the ruins are actually those of Fifth Age dissidents who
wanted to avoid the rule of the bakkals and pashas. In its heyday,
the swamp city was hardly larger than a small town containing the
basic services available in most such communities. However, the
vaulted stone construction and the magic that keeps the swamp at
bay from the ruins give the modern impression that they are those
of a greater place than the town really was. The whole of the town
rose more than 20 feet above the swamp, raising the community
above even the worst of the spring floods, and the engineering
works of its undercity allowed for indoor plumbing and pumped in
fresh water from deep springs far beneath the city.
Sometime after the Night Wars, the aranea moved into the
area and overwhelmed the human population, sharing the city for
a time but leading to the extinction of the purely human culture.
The aranea were adopted into this isolationist culture and interbred
with its inhabitants, bringing about the changes seen in the
aranea species in the modern day. While most of the modern-day
aranea inhabitants of the town are pacifistic and do not want to
fight invaders, they are rarely allowed the option of discourse over
combat because of the innate fear most folk have of spiders. The
spider folk defend their homes quite passionately and have become
quite paranoid of any nonaranea arrivals. In all, at least 240 aranea
of various ages live in Ajhuutal at all times, and another two dozen
lurk about the swamp and the forest, patrolling the city’s outskirts
to warn of impending attackers.
Over the course of time, numerous wars have repeatedly destroyed
parts of the town, and the aranea have rarely had the
wherewithal to rebuild it. Thus, only the undercity, which is magically
sealed against the surrounding waters of the swamp, survives
virtually intact. It is this that the aranea now count as their city.
Atop the swamp lie numerous fallen buildings, statues, and ruined
walls of former imposing structures. In the Seventh Age, an
explorer of the swamp wrongly designated this site as Lost Ajhuutal
with no evidence other than not knowing of any other ancient
city in the general vicinity. Since that time, despite many attempts
to clear up the misconception, increasing numbers of folk have
come to believe this to be the ruined city of marids, pointing to
such happenstances as the fountains of fresh water (tapping into
deep springs) as an example of surviving marid magic. The primary
reason folk want to believe that this is the City of Maridsorrow is
the legendary treasure lost with Ajhuutal’s fall: Folk still cling to a
hope of recovering it, and they cannot do that if they do not really
know where it rests. The greatest treasure rumored to lie buried in
Ajhuutal is the lost scepter of Calim, the clublike golden rod of
metallic fire that apparently fueled the Shattering (as the event of
Ajhuutal’s fall is called).
One of the few buildings within the city that has remained relatively
whole is a temple with a massive stone spider forming its central
dome and stone webs spreading out to the four minarets flanking
it at the corners. This is the temple of Zanassu, the Spider that Waits.
His priests and followers number fewer than 100, and unlike their
noncombative fellow aranea, wait impatiently for chances to defend
the city, to hunt, or to even—in their nascent dreams—fight a war.
The followers of Zanassu (really Selvetarm, who subsumed him) are
neutral evil in alignment, rather than the neutral of the other aranea.
The more extremist views of Zanassu’s aranea are tolerated because
their protective martial abilities help their race survive.

Sablaxaahl Three-Horns: As Charvekannathor’s and Balagos’s
last culling took place over 20 years ago, one young black
dragon has been able to move into the Spider Swamp. He knows
he either has to move away from his current lair or eventually face
the ancient wyrms who claim this land as theirs. The young
Sablaxaahl Three-Horns, so named for the short, extraneous third
horn he has between his normal foreswept horns, lives at the eastern
edge of the swamp where the hills rise above the muck. His lair
is a hill cave reached only through a submerged tunnel entrance
that is totally unnoticeable from without. (Sablaxaahl might never
have found it if he had not been born there.)
The young dragon has survived a few fights with lesser beholders
in the Alimir Mountains to the east. From them, he has won a certain
amount of treasure, but he knows he must either find greater
magic to challenge the red wyrms of the land or relinquish his lair
and life to them. Of late, he has conversed with a brave adventurer
who penetrated his lair and gave him a powerful magical staff merely
to be allowed to live and talk to him. Sablaxaahl believes he is
craftily robbing this woman, the Lady Mage Shunnari al Ynstar, of
her potent magic. He intends to allow her to live as his pawn so long
as she continues to enrich his might through gifting him with knowledge
and magic. (The dracolich Sapphiraktar the Blue lets him continue
to believe that, as Shunnari is an agent acting on his behalf.)

Important Organisations

Abbalayar: This mythical tribe of humans gifted with the power of foresight is said to dwell in the Marching Mountains on Mount Abbalayat. They are all believed descended from El Nar’ysr the Phoenix (although his name actually translates as “of the fire eagle”) who was alive before, during, and after the time of Calim and Memnon.

The Abbalayar are descended (through El Nar’ysr) from the great red dragon Xaxathart that ruled over Calimshan and Tethyr from Mount Abbalayat, and had a host of dragons at his command, and a tribe of humans as his slaves. Xaxathart was slain by the elf Tethir, but his descendants and slaves survived to continue his bloodline.

When Calim arrived and made war with the dragons, he was fortunate enough to encounter the Abbalayar, for they gave him the secrets of the dragons and the magic they had devised to imprison Calim’s genie inside vessels. In return the Abbalayar were granted Mount Abbalayat for all eternity, and the pact was sealed with a child born of both people.

El Nar’ysr was born of that union, a mix of dragon, human, and djinn. He possessed incredible powers of prophecy that allowed him to make accurate (albeit cryptic) predictions for the next 8000 years, including the Genie Wars (known as the Era of Skyfire), the Twelve Peaks War, and the Eye Tyrant Wars. The Abbalayar are the descendants of the tribe enslaved by Xaxathart, and are by now all at least partially descended from El Nar’ysr himself, giving many of them the gift of foresight as well (although not nearly so accurate as El Nar’ysr).

Although El Nar’ysr vanished some 4 centuries ago, his descendants still try to carry on his teachings, this involves sending out 14 of the Gifted out into the world to share their predictions and find mates (to continue the bloodline) before returning to their hidden city of Ul’Sahab on Mount Abbalayat with their families. This occurs every 20 years, and those Gifted that survive the journey always return to Ul’Sahab in time for the next Gifted to venture out into the world.

Sacred Order of Akabar: This snake cult, dedicated to Dendar the Night Serpent, is based in Calimport and run by the merchant Ali Kumara, who uses his wealth to arrange for people to be kidnapped and drugged into a prolonged coma filled with nightmares to feed Dendar.

Important NPCs

Calim: Calim was the genie lord of legend after which Calimshan is named. He was a paragon of his kind, over 50 ft tall, and empowered with abilities far beyond his kin that allowed him to rule over a large portion of the Elemental Plane of Air and command the loyalty of hundreds of djinn and even noble djinn.

Calim is known to have arrived from somewhere outside of Toril, records of the elves of Sarenstar from their escaped brethren of tales from Calim’s human slaves show that they originate from a variety of other places and other worlds. Most believed that Calim was originally a slave himself that escaped his masters and stole away powerful artefacts that enabled him to open a portal to another world. After that time, Calim journeyed to many other worlds enslaving the local populations and increasing his power before moving on to the next place. Calim carved out a territory on the Elemental Plane of Air for himself and eventually a portal was opened onto Faerun allowing Calim to bring through his subjects and allies to gain more territory, wealth, and power.

Calim was believed slain during the Battle of Teshyllal Fields, either on the blade of Memnon or by the magic of the elves. In truth Calim’s essence was separated from his body and trapped within the landscape he had despoiled, but the fallout from the destruction of the Skyfire Portal warped the High Magic ritual so that while Calim’s body and the bodies of every other genie within a thousand miles that swore fealty to Calim or Memnon were drawn into the remnants of the Skyfire Portal, his essence was imbued with the power of a hundred djinn that allowed him to exert a measure of control over the land to which he was bound.

Calim now manifests as a whirling wind known as Calim’s Breath or the Firewinds, which can control the winds of the Calim Desert, allowing him to manifest shapes in the sand (forming illusions), make noise (allowing him to whisper on the wind), and cause terrifying sand storms that have greatly shaped the desert over the millennia (3/day—gust of wind, major image, wind wall; 1/day—control weather, whirlwind). Calim often sends whispering noises on the wind and manifest illusions to communicate with travellers (and torment Memnon), sending whirlwinds against those that anger him.

El Nar’ysr: The part dragon, part human, part djinn leader of the Abbalayar was born before the Era of Skyfire, from a union of the half dragon descendants of Xaxathart the Retributor and one of the djinn of the Calim Caliphates. His birth sealed the pact made between Calim and the Abbalayar that allowed them to keep their home of Ul’Sahab in return for the secrets of dragon magic (in particular, knowledge of how they permanently bound genies into prepared vessels – “genie bottles”).

El Nar’ysr was an extraordinary individual and as well as near immortality, he possessed the gift of incredible foresight, allowing him to make accurate predictions of events for the next 8000 years. His predictions were sent out into the world by the Gifted (a practice that continues to this day), and he was sought out by many wise and powerful individuals (although few could find Ul’Sahab that the Abbalayar did not wish to). El Nar’ysr’s last visitation was by the Herald Swordswreath over 400 years ago, where she documented as maby of his prophecies as possible in an ordeal that took over 25 years. El Nar’ysr has not been seen since by outsiders or the Abbalayar (although they will not reveal that information to anyone).

El Sadhara (Evil, Human – Calishite, Undead – Mummy, Magic User 10): El Sadhara was a faithful priestess of Akadi during the Eighth Age of Calimshan. She came to the desert (banished, on the run, crazy, dying????????) and has fallen in love with Calim while tending to the shrine of Akadi in Dashadjen.

El Sadhara has gathered a fortune of magic and treasure from all the ages of Calimshan that has been scattered across the desert (helped by the whisperings of Calim), and stored it in the vaults and cellars below Dashadjen. In return for her faithfulness, Calim has promised her unimaginable power once he is restored to his body.

Memnon: The legendary efreet lord and rival of Calim was similarly a ruler of a portion of the Elemental Plane of Fire. Memnon’s history is believed similar to Calim’s in that he was also enslaved on another world (with Calim), at some point during the escape Calim opened a one-way portal and hurled Memnon through it to the Elemental Plane of Fire, keeping all the stolen magic and slaves for himself as he journeyed to other worlds. Memnon never forgot the slight (although Calim considered it a gift that he sent Memnon home as a reward for aiding his escape) and spent an age brooding over his revenge.

Eventually Memnon was given the opportunity for revenge when the dwarves of Clan Azerkyn magically contacted him to help deal with Calim. In return for a period of servitude Memnon promised to deal with Calim and so the dwarves changed the Skyfire Portal to allow Memnon and his army to march through. The dwarves even helped him construct the Great Brass Gate in Memnonnar to allow him to bring through more efreet when the conflict became a protracted war. Eventually Memnon was bound to the land of Calimshan at the climax of the Battle of Teshyllal Fields. While Calim forms the wind of the Calim Desert, Memnon is bound to the land itself and manifests accordingly.

Known as Memnon’s Crackle or the Scorching, Memnon manifests as a rumbling, localised earthquake that rolls across the landscape, toppling sand dunes and anything in his path. His presence is noted by an intense heat that can fuse the sand into glass if he remains in one place for too long. Memnon has been known to make the ground form shapes such as a wall or even a fist, and with it he can communicate with those nearby (3/day—major image, wall of fire, wall of stone; 1/day—incendiary cloud, earthquake).

Important Items

Inside the Spinning Keep is a hollow area without any apparent
gravity. Any being who penetrates the outer field and can find
and activate one of the three secret doors on the Spinning Keep’s
shell can step or fall into the Keep’s interior. (The triggers to the
magical secret doors are exceptionally difficult to puzzle out. DMs
may invent their own arcane door lock puzzles for players to roleplay
unlocking or require a successful Intelligence ability check
with a penalty of-6 to open them. It is recommended that at least
two spells or magical effects must be cast or invoked in order to activate
the opening trigger. Successfully unlocking a door renders
its panel immaterial for one round.) Once inside, any intruder
floats placidly around the only item held within the shell walls: the
Calimmemnon Crystal. One long-hidden account by a gnome
prospector and illusionist describes the Crystal and the fact that
the time she spent exposed to the Crystal temporarily gave her genielike
abilities. What is maddening to the syl-pasha, whose library
contains the scroll (as does Elminster’s), is that the gnome
did not provide details as to how she penetrated the Spinning
Keep’s defenses. (For further details on the Crystal, see “Appendix
D: Magic.”)
DMs Note: If either Calim or Memnon gains entry to the Spinning
Keep, merely touching the Crystal would restore the djinni or
efreeti to his original form and abilities, with the addition of all
the combined power and capabilities of the other absorbed genies,
including the reconstituted genie’s nemesis. In the event of this
unlikely scenario, the Calim Desert would either gradually disappear—
a process that would take a mere 800 to 1,000 years—or expand
as part of the vengeance of the reborn power-mad genie.

THE CALIMEMNON CRYSTAL: This crystal is the greatest legacy of the elves of Tethir and Mir. Grown with the aid of high magic, the diamondlike gem contains the trapped physical forms of the genies Calim and Memnon, as well as more than one hundred of their genie servants.

The Calimemnon Crystal floats within another construct of elven high magic—the Spinning Keep of Sir’wadjen. This bizarre structure is a rounded tower that hovers above the Calim Desert. Numerous spellwards around it prevent access by sending intruders to the far ends of Faerûn, and dozens of air elementals patrol the halls of the chilly keep. The chamber containing the crystal is freezing cold and illuminated only by the soft light of the crystal itself. If the disembodied mind of either genie were to bypass the Spinning Keep’s wards and touch the crystal, it would be reunited with its physical form and gain the powers of all the other genies in the gem.

The ancient baelnorn Pharos (N male moon elf baelnorn wizard 24) cast the high magic that created the crystal prison and the keep, and he has stood guard over both for nearly nine thousand years. He has placed illusions of the crystal throughout the keep to mislead gem-seekers and set traps to warn him of their presence.

The Firefan of Teshyllal Fields: This ornate, rose-red metal fan, made of tempered mithril, is deceptively solid and capable of dealing a wicked slash if wielded by a trained user. It was fashioned by the genie lord Memnon and was used many times during the Era of Skyfire, but its most famous appearance was during the Battle of Teshyllal Fields (for which it is named).

The Firefan is enchanted so that when it is wafted, any flame within 50 ft is double in size and intensity, this augmentation can be increased with every waft of the Firefan. Memnon and his generals used the Firefan to devastate the entire Teshyllal Fields, creating flames that towered even above Calim himself, and scorching the ground so bad that nothing would grow for several centuries even if Calim and Memnon had not been bound to the area.

The Firefan was lost following the High Magic ritual and probably scavenged from the battlefield. It has since ended up in the hoard of the sapphire dragon Bleucorundum who lairs beneath the Omlarandin Mountains.

The Shattered Sceptre of Calim: This golden rod of metallic fire is believed to have been stolen by Calim from the masters that enslaved him long ago. It has the power to open new portals and control existing portals (closing, redirecting, and even stabilising malfunctioning portals).

Calim used the sceptre to travel to many other worlds, and even to his home on the Elemental Plane of Air, creating a huge empire across the planes, and enslaving many thousands of humanoids. During the Steam Clashes, Calim used the sceptre to open a huge portal beneath the bedrock of Ajhuutal, unfortunately the collapse of various Underdark caverns drastically altered the geography of the land causing much of the coastal shelf to collapse (creating the Almraiven Peninsula and the Spider Swamp).

This great magic cracked the Sceptre of Calim (unbeknown to its wielder), so when its powers were called upon again during the Battle of Teshyllal Fields to reopen the Skyfire Portal, it backfired, collapsed the portal and its gateway arch, and shattered the sceptre (scattering its pieces across the planes). The magical fallout from this backlash, combined with the High Magic ritual of the elves of Sarenstar resulted in Calim and Memnon and all the loyal genies between Memnon and the Schamedar being drawn into the crystalline remains of the Skyfire Portal.

The Skyfire Portal: Eponymously named for the conflict it caused and which caused its destruction, the Skyfire Portal was described as a large circular ring of crystal covered in intricate runes of an unknown origin (unknown to the genies and their human slaves). It lay unused in the foothills of the Marching Mountains, until suddenly around -7800 DR it connected to the Gateway of Alzin (a stable gateway portal of the type often created by outer planar lords to allow supplicants from the Material Plane to connect to their demesne).

Calim scouted through the portal, finding a virgin land untouched by civilisation (except for a few woodland dwelling humanoids), and so led his armies and his marid allies through the portal to gather more slaves and to further enrich his wealth and power. The portal remained open to allow the Calim Caliphates to bring that mineral wealth to his holdings on the Elemental Plane of Air, and also to allow his allies to enjoy the pleasures of the Material Plane (something that Calim himself had grown to greatly appreciate).

After a millennia of prosperity and plundering, the Skyfire Portal was sabotaged and connected to the Elemental Plane of Fire and the demesne of the efreet lord Memnon who marched through his own army ready to create a rival state to combat Calim, and seized the lands north of the Marching Mountains.

After Memnon’s arrival, Calim moved the Skyfire Portal to the plains just outside Teshyl, near the Jhasina Palace where his harem was kept and he spent most of his time. Two centuries of border skirmishes with Memnonnar began, culminating in a final conflict between Memnon and Calim at what is now known as the Battle of Teshyllal Fields. Calim and Memnon personally led their armies against one another and duelled fiercely while their generals enacted the battle plans. Memnon’s forces attempted to seize the Skyfire Portal and open it onto the Elemental Plane of Fire or deactivate it, the djinn general Icosiol was forced to use the Sceptre of Calim to reopen the portal but instead the Sceptre exploded and the Skyfire Portal collapsed in on itself.

At the same time, and unbeknownst to either genie lord, the elves of Sarenstar had infiltrated the Jhasina Palace and the Teshyllal Fields, working great high magic while the genies fought. As the Skyfire Portal (and the Sceptre of Calim) exploded, the high magic ritual was completed and drew Calim and Memnon and the nearby genies into a gigantic crystal. The magic was augmented by the fallout from the failing portal, and also drew every genie (that had sworn fealty to Calim or Memnon) into the crystal within a 200 mile radius).

Those scholars that have heard of the Skyfire Portal imagine it is now nothing more than a series of scattered fragments that litter the Teshyllal Wastes, its magic completely absorbed by the Sceptre of Calim, the reality however, is that the Skyfire Portal was transformed by the high magic of the elves into the Calimmemnon Crystal itself, and presents the only means to access Siri’wadjen Keep, by travelling into the interior of the crystal from the portal that it is connected to (it randomly connects to portals across Faerun each day, temporarily altering the destination of those portals). It can only be restored to its original form by the power of the Shattered Sceptre of Calim, unfortunately the Sceptre was overloaded by absorbing the Skyfire Portal and when it shattered its 7 pieces were scattered across the planes (they will need to be reforged).

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