Vilhon Reach Guide
Vilhon Reach Guide
Introduction
In this campaign, you and your fellow adventurers awaken after nearly 500 years
ensorcelled in stone, survivors of a terrible arcane catastrophe. The world you once knew is
no more, though hints of the same dangers that beset your people long ago still persist.
Before you set off, this guide will help you and your companions prepare for the challenges
you will face. Pay close attention to the wisdom contained within, for it may not only save
your life, but your soul.
The wars of the Vilhon Reach have taught both man and elf the fortune and
folly of conflict. They have also taught grand Faerûn that the cost of war
exceeds the blood spilled on the battlefield.
--Miritol Kran, Sage of
Alaghôn
900 DR. Civil war was in full bloom in the Blade Kingdoms when one archmage called
upon forbidden magic to protect his city, resulting in warlords ordering their archmagi to
unleash prohibited arcana on an already blood-soaked confrontation. The legendary demon-
summoner Iggwilv joined the fray, indiscriminately wiping out entire villages. As if the gods’
fury was not complete on the people of the Vilhon Reach area, the titanic dragon Ashardalon
was drawn to the conflict, feasting upon the chaos and druids of the Emerald Enclave in
particular.
902 DR. YOU were engaged in the civil wars, in the battlefield on the Fields of Nun.
During the conflict, you were nearby as Archmage Gilead Artymas struck down the Horned
Lord Moagim, a blood-crazed tyrant. At that moment, the rulers of the various city states,
tired of the conflict and looking for a swift victory, ordered their archmagi to unleash the
most potent magic at their disposal, magic avoided since the days of Netheril.
The result was catastrophic. Necromantic magic poured into the field like waves on
the beach, decimating all sides of the conflict. As thousands died instantly, Gilead chanted
words to a protective spell. A silvery bubble encompassed you as the plague of dark
spellcraft washed over you. The bubble broke….and all went dark and silent.
How to Use this Guide: 1374 DR. Buried for nearly 500 years under layers of dirt and
the sediments of time, you have been restored to the flesh at the hands of an adventuring
party seeking knowledge in the ruined battlefield of Nun. Sympathetic, they took your near-
helpless group to the village of Dagger Rock, by the river Nun, and left you with enough coin
to convince the innkeeper to provide for your care. The races, gods, and politics of your
time are not the same as today, but the need for brave adventurers never ceases. You will
draw upon information in this guide to create characters unique to the area. It is possible
you were on opposing sides during the war, but a party functions best if the characters have
reason to unite.
Adventures: The Vilhon Reach is a sub-tropical, humid land rich in history and considered
the birthplace from which civilization spread across Faerun. The regional wars, plagues, and
natural disasters in the Reach helped shape its people. Understanding these events allows
adventurers to better relate to people they meet along roads and in the cities - grizzled old
traders and slick politicians that always seem to have the information you need.
You’re more than welcome to run around the countryside without learning the
customs of the Reach. You might get lucky and become the next Shinthala Deepcrest or
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Miritol Kran. Of course, you might just as easily find yourself in the clutches of an evil
monster that a more learned person would have avoided.
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Dagger Rock
Wellspring
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Religion
There are nine major faiths in this region, though if one looks hard enough they can find
travelers from other religions.
Eldath, Goddess of the Shining Waters. Oddly popular goddess of peace in a land
sworn to conflict between the city states. DOMAINS: Good, Plant, Protection, Water.
FAVORED WEAPON: Net. ALIGNMENT: NG.
Helm, the Vigilant One. God of duty and unflinching devotion to principles, standing on
the forefront of areas beset by enemies. Preaching as the ultimate guardians, Helm’s
followers stand ready against chaos and terror. DOMAINS: Law, Protection, Strength.
FAVORED WEAPON: “Ever Watchful” (bastard sword). ALIGNMENT: LN
Lliira, Goddess of Joy. Considered frivolous by some, followers of Lliira celebrate life with
song, dance, and the pursuit of happiness. DOMAINS: Chaos, Charm, Good, Travel.
FAVORED WEAPON: “Sparkle” (shuriken). ALIGNMENT: CG
Nobanion, the Lion God. Regionally worshipped god of royalty, lions, and good beasts.
DOMAINS: Animal, Good, Law. FAVORED WEAPON: “Lion’s head” (heavy pick).
ALIGNMENT: LG.
Silvanus, the Oak Father. Widely worshipped god of wild nature, popular for assisting
with breakouts of the plague. DOMAINS: Animal, Plant, Protection, Water. FAVORED
WEAPON: “Great Mallet of Silvanus” (maul). ALIGNMENT: N
Tempus, Lord of Battles. The Cities of Swords, constantly feuding, leads some to the
worship of the patron of warriors. DOMAINS: Chaos, Protection, Strength, War. FAVORED
WEAPON: “Battle Prowess” (battle axe). ALIGNMENT: CN
Tyr, the Even-Handed. God of justice whose followers are highly organized and stern
bringers of fair law. A newcomer to Faerun, he made his entry into the cosmos in this very
land with a cadre of paladins. DOMAINS: Good, Knowledge, Law, War. FAVORED WEAPON:
“Justiciar” (long sword). ALIGNMENT: LG
Malar, the Beastlord. Evil god of the Hunt, popular with goblinoids.
UNIVERSAL CUSTOMS
(1) Society’s elite paint a single dot on the forehead for the ability to read, two for the
ability to write, and three for the ability to use magic. The penalty for forging a dot is
immediate execution, leading to the still-popular custom of nobles and guards stopping
people on the street and having them prove they can read or use magic.
(2) Slavery. All city-states make extensive use of slaves in varying fashion.
(3) Military service. At adulthood, all boys are required to serve in the city militia for a tour.
Females may option out of the tour, but many do so for the opportunity for advancement.
Languages
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In addition to the trade language Common, residents of Vilhon Reach begin with a
regional language based on where they originate from:
Races
The races of your time may not reflect the customs or races of modern times.
Dwarves: Dwarves almost exclusively come from Ironfang, a great city in the mountains.
A dwarven couple might only conceive twice in a lifetime, and the concept of reverence for
ancestors and heavy respect for the dead has built from this. As would be expected, a birth
is a great event celebrated by the entire community. Decoration of beards for men and
women is ritualistic, changing for great events. Dwarves who go to war against dwarves,
however, shave all hair to symbolize the great import of this act. An act of greatest shame
will also result in shaving of all hair. Dwarves have a heavy distrust for magic, and the few
who engage in arcane arts are usually shunned from respectable dwarven society.
Dwarves take great stock in names and view a good name as a pathway to greatness
while a poor name will lead one to fade away. First names are descriptive, given for an
interesting action taken during a Rite of Passage in early adolescence (such as Dukart, the
Earth Fighter). Last names are taken from the family (such as the Silver Hand family), and
each family is divided into several clans, which generally are devoted to a single craft.
Elves: Elves are mostly “Moon Elves,” with fair skin and silvery-white, black, or blue hair,
and no facial hair. Eyes range from blue to green with gold flecks. Other elves do exist in
smaller numbers, including wild wood elves and sun (high) elves. Elves exist in largest
numbers in the Chondathwood and have little interest in the wars and plagues of
humankind. They are skilled in the manufacture and use of poisons for hunting, though
inevitably these poisons find their way into the Black Market for more nefarious purposes.
Elves of advancing age are inevitably drawn to exodus to Evermeet, mythical home
of undying elves on an island far away. Legend says that when mankind has spread, and
the balance of nature has fallen, all elves will make this journey. This has led some elves to
take a more aggressive stance against human encroachment while others seek to influence
through diplomacy.
Gnomes: Called the Forgotten Folk by some for their ability to avoid wars and tragedies of
humankind, gnomes have not migrated to the Vilhon Reach yet, so any gnome would be a
traveler and a rare sight.
Halfings: Halflings are virtually unseen outside Turmish. They form small communities in
the largest cities and are often sought out as servants or slaves due to their small statures
(requiring less food and space for which to care). Feral halflings live in the Chondathwood
but rarely venture outside their woods.
Half-elves: Half-elves are generally the result of arranged marriages, unions designed to
bring trade and alliance between the races. Half-elves are traditionally seen as a blessing,
but an inherent stigma still exists wherein half-elves never seem to rise to the highest
callings of either human or elven culture, leading many to take unnecessary risks to prove
themselves.
Half-orcs: In the infancy of this land, experimenting Chondathan magi were successful in
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imbuing an entire brigade of soldiers with some more desirable features of orcs, and from
these men and women have emerged a successful race, though there are still half-orcs that
remain the product of violence. Half-orcs are in demand for a variety of purposes due to
their imposing statures and reputation. Half-orcs have thrived enough in numbers to have
begun their own societies, and most favor the human blood enough to pass as human with
an exotic flair.
Humans: Most residents of Vilhon Reach and the Blade Kingdoms are human. Humans
tend to be tall, olive to mahogany skinned, and depending on the region groom themselves
a certain way (Turmish merchants wear square beards, armor is a status symbol; Sespech
natives keep hair short and shave facial hair; Chondath originated the forehead dots).
No major activity within the Reach goes on without at least the tacit approval
of the Emerald Enclave. That group of green-thumbed peace-keepers is the
biggest threat to business and well-being that exists in the Reach. Not that I,
personally, mind them, of course.
--Erixal the Black, Wizard of
Alaghôn
Classes
Barbarian: Before there were towns, there were barbarians in these lands, and some part
with their clans to seek out greater adventures, bringing them into civilized lands. The
barbarians are often sought out as scouts and welcome in any expedition, though their
reputation for chaos causes them distrust in towns. Barbarians strongly adhere to a
particular clan animal totem, and though primarily human and half-orc, other races have
branches, notably the feral halflings and wild elves of the Chondathwood.
Bard: Great conflicts make great stories, and bards are constantly being asked to record
history as it is being made. Others make excellent spies due to their ability to enter most
any area and be welcome. As the soul of a culture is preserved in its art, bards are given
great berth to create, resulting in a hodgepodge of amateurism mixed with genius. Popular
in this region is the “glaur,” a curved horn that looks like a cornucopia fitted with valves.
This instrument produces sounds like a trumpet in high winds.
Clerics: A variety of faiths are practiced in these lands, primarily the nine major religions.
Still, worshippers from virtually any ethos can be found in some form. Each faith has certain
rituals and holidays in addition to attire and world views.
Druids: The Emerald Enclave, consisting primarily of druids, is the supreme force in this
region, regulating the growth of cities and balance of nature. As such, druids are more
common here than anywhere else in the Realms (even if their interference is not desired).
Fighters: Fighters have no problem finding jobs or acceptance in any region. In many city
states, military service is a highly honored career.
Monks: The diversity to fight armed or unarmed makes monks in-demand bodyguards.
Although this region has no official monasteries, many monks are self-taught or wanderers
into the city states.
Paladins: Though few can meet the lofty notion of such, the paladins of these lands are
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more common than elsewhere with the heavy presence of Helm and Tyr’s followers. Their
ideals of justice and good can bring them into conflict with the harsh rulers of the city states
and Emerald Enclave, leaving many a holy warrior standing alone.
Rangers: Rangers find many reasons to find employment, both in urban settings, ruins,
and the wilderness. The promise of exploration attracts many adventurers as do the
mountains. A ranger's best choice for enemies includes monstrous humanoids, outsiders
(evil), and humans. In this humid setting, there are no icy regions.
Rogues: Though there are plenty of opportunities in the city for a rogue, many hunt glory
in the wilds. Thieves’ guilds find themselves on the side of the ruling authority just as many
times as against due to the need to keep economies rolling. Gambling games are popular in
this region and always have been, leading many rogues to make extra money on the side.
Sorcerers: Sorcerers are rare as the friction between the people and casters in general is
exacerbated by the alien nature and appearance of sorcerers. Many are forced to keep their
appearances secretive lest they be blamed for spreading the latest plague and executed
without a say.
Wizards: Wizards hold great power and distrust. Many people believe wizards are
responsible for plagues that conveniently strike a rival city. However, any good warlord
keeps a cadre of archmagi at his or her side.
SNAPSHOT HISTORY
Vilhon Reach, also known as the Blade Kingdoms for its collection of warring city-
states beset by plagues, volcanoes, and occasional monstrous invasions, is considered by
some the birthplace of nations, from which Sembia and other northern lands became
settled. Ironically, the warring city-states have never unified into one nation, though
Chondath attempted to do so until civil war broke out, the war in which forbidden Netherese
magic instantly slaughtered thousands, the war in which the collision between Gilead’s spell
and the Netherese spells turned you to stone…
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CHARACTER CREATION and HOUSE RULES:
Online Resources: Our group site contains character sheets and links to the online rules
as well as other character building tools such as a random name generator.
Traits: Players may choose 2 non-campaign traits from the online Pathfinder trait list,
subject to DM approval, and are highly encouraged to write these into the character
background. Remember, trait bonuses do not stack.
Ability Scores: We will use the 20 point-buy option. The point costs are contained on the
Pathfinder online guide.
Classes: Only base classes and prestige classes found in Pathfinder. While additional
classes such as the Witch and Cavalier are in the works, they are still only test quality and
have not been balanced for gameplay. Classes from 3.5 core material may be acceptable at
DM discretion.
Hit Points: Maximum at 1st level. From thereon out, you may choose (1) average method
(half +1) or (2) roll the dice. Once you choose a method, you must continue with it.
Core Rulebook: Only core options for Feats, gear, etc., allowed unless otherwise specified.
Equipment: Each character begins wearing an outfit (10gp value or less). Characters will
roleplay the purchase of items as they begin with nothing. While it may be constructive to
prepare a “shopping” list, there is no guarantee all items desired may be found at your
starting location. Divine-based characters begin with the appropriate holy symbol. Wizards
may begin with their bonded object or familiar, and it is assumed by DM fiat that their
spellbook survived undamaged.