Moonsea

Overview: The lands surrounding Moonsea are a collection of harsh kingdoms ruled by despots, madmen, and inhuman creatures of the most evil nature. It is no wonder that the people who live in these places are grim, paranoid, and secretive. While it is true that not all “Mooneyes” are this way, it is by far the norm. With this being the case for the average man, one can imagine that adventurers (who tend to be grim, paranoid, and secretive anyway) from that region are as dark and sinister a lot as one is likely to find anywhere on Faerûn.

Description: Though there are minor changes in personal appearance due to the standards of their homes, the majority of the people of the Moonsea (often called Mooneyes) carry certain common elements in their looks and demeanor. The average Moonsea character is clad in hardy, functional clothing made to ward off the chill winds that blow down from the north; warm woolen cloaks, furs, thick gloves, wool garments, and heavy boots are the norm here.

Armor and weaponry carried by Moonsea adventurers is as varied as the cities themselves. No type or style is improbable here, given the many travelers found in these parts. In addition, most of a Moonsea adventurer’s equipment appears to be often well-used, and rarely is it kept in the best state of repair.

Mooneyes themselves often have ruddy skin that has been exposed to the sun, wind, and other harsh elements. This hardly means that Mooneyes are unattractive; they simply have a weather-beaten, rugged look. Most of the time, a native of the Moonsea has a dour, demeanor. Their mouths are creased often in grim frowns. Their eyes look right through people, as if they are quietly assessing whether they can take the subject in a fight. This fixed, challenging stare was what originally gave residents their unflattering nickname of “Mooneyes.” Some people have noted that Mooneyes have a “lean and hungry look,” as if they always expect opposition and trouble at every turn, and seek it out if it does not appear quickly enough for them.

Role-playing: The Moonsea is harsh and unforgiving, and the same can be said of her people. In the past, the typical Mooneye has had to defend his city against the numerous humanoid raids from the north. And, if the monsters were not enough, there are always the threats from fellow citizens, especially those citizens of Zhentil Keep. In any case, battle-weary cynicism is a hallmark of the Moonsea.

Moonsea adventurers are hardly what any would call conversationalists. They can be as dour and taciturn as any dwarf, and this sullen silence does little to endear the Mooneyes to outsiders.

A certain cold-hearted practicality rules in the Moonsea. Such a character has no qualms about betraying, waylaying, or killing anyone outright who stands in their way. They accept that life is harsh and unfair, and they act accordingly. Thus, Moonsea adventurers accept many crafts or trades that are far less principled than those a Cormyrean would. They can be schemers, plotters, slave-traders, vultures, and sneaks.

Jump to:
Hillsfar
Mulmaster
Zhentil Keep
The Minor City-States


Hillsfar

Base Requirements

  • Races: Human
  • Classes: Any
  • Ability Requirements: Str 11
  • Alignments: Non-Good
  • Starting Cash: 3d6 x10gp
  • Bonus Languages: Tharian
  • Recommended Languages: None
  • Local Religions: Chauntea, Lliira, Malar, Tempus, Torm, Umberlee

Proficiencies

  • Weapon Slots: +1 slot
  • Non-weapon Slots: By class
  • Available Categories: By class, plus Rogue
  • Bonus Proficiencies: Hide, Reading/Writing (Common)
  • Required Proficiencies: none
  • Recommended Proficiencies: Blind-Fight, Spellcraft
  • Forbidden Proficiencies: Modern Language (any other)

Thief Skills:

  • Pick Pockets:
  • Open Locks:
  • Find/Remove Traps:
  • Move Silently:
  • Hide in Shadows:
  • Hear Noise:
  • Climb Walls:
  • Read Languages:

Overview: The city of Hillsfar is one of constant repression and strife. Xenophobia runs rampant and criminals (including all spellcasters), except for those who have paid their protection money to the constabulary, are hunted down ruthlessly and thrown into the Hillsfar Arena to amuse the public. Adventurers from Hillsfar have learned their craft well, for failure to do so results in death. So skilled are these brigands that they can turn any encounter in which they attain surprise into a gory bloodbath from which their enemies are unlikely to emerge alive.

Special Abilities:

  • Hillfarrans begin with a suit of chain mail, a shield, and a single melee weapon.
  • Hillsfar natives can come and go from Hillsfar at will.
  • The people of Hillsfar are very alert against magic, given magic’s tight regulation in Hillsfar. As a result, they get a +1 bonus on saving throws versus spells.
  • Whenever a Hillsfarran successfully attacks a target from behind, he deals double normal damage (or adds 1 to his damage multiplier if he has the rogue’s Backstab ability).

Special Disadvantages:

  • Zhentilar and Mulman warriors attack Hillsfarrans on sight.
  • All NPC encounters are penalized at -2 due to Hillsfar’s reputation. This increases to -4 against non-humans due to Hillsfar’s reputation for xenophobia, bigotry, and exploitation.
  • A Hillsfarran’s lack of trust and general paranoia is evident in the reactions that others have to him. All Hillsfarrans suffer a -4 penalty to their starting Leadership scores (minimum 1).

Mulmaster

Base Requirements

  • Races: Any
  • Classes: Any
  • Ability Requirements: Str 11
  • Alignments: Non-Good
  • Starting Cash: 3d6 x10gp
  • Bonus Languages: Tharian
  • Recommended Languages: Easting, Chardic, Cormanthan, Daraktan, Chuklian
  • Local Religions: Azuth, Cyric, Lathander, Lliira, Loviatar, Malar, Mask, Talos, Tempus, Tymora, Umberlee

Proficiencies

  • Weapon Slots: +1 slot
  • Non-weapon Slots: By class
  • Available Categories: By class, plus Rogue
  • Bonus Proficiencies: none
  • Required Proficiencies: none
  • Recommended Proficiencies: Blind-Fight, Herbalism, Poison Use, Spellcraft, Toxicology

Thief Skills:

  • Pick Pockets: -15%
  • Open Locks: -15%
  • Find/Remove Traps: -15%
  • Move Silently:
  • Hide in Shadows:
  • Hear Noise:
  • Climb Walls:
  • Read Languages:

Overview: Mulmaster is a city of spies, treachery, and intrigue. Blackmail is so common as to be more of a pastime than a crime. Hardly a week goes by without the assassination of one petty official or another, which has shaped the adventurers of Mulmaster, turning them into assassins of the highest expertise. The assassination method of choice in Mulmaster is poison.

As assassins and poisoners, the people of Mulmaster are not well-liked around the world. They are quickly hired when an enemy must be eliminated, but they are never trusted nor retained permanently. Even the forces of the Zhentarim and the Red Wizards eschew prolonged contact with these deadly folk.

Special Abilities:

  • The aptly-named “City of Danger” produces lethal fighters who survive at any cost. Each Mulman thus is hard to surprise; they are successfully surprised only on a 1-2 on a d10.
  • A character from Mulmaster may use and gain proficiency in any weapon, even those normally barred to their class. Learning a weapon outside of those normally available costs 2 slots (instead of the normal 1 slot).
  • As characters from Mulmaster advance in levels, they are able to create poisons for themselves if they have the Herbalism proficiency. When a Mulman character gains a level, they roll percentile dice and refers to the following table to determine the exact type of poison he is now capable of creating.
    As the character advances in level, he eventually rolls and gets a toxin that he already knows how to make. When this happens, it indicates that the character has created an antidote for that type of poison. Antidotes are injected if the percentile die roll is odd; even rolls indicate the antidote is ingested. Antidotes are fast-acting and neutralize the poison they are created for instantly if administered during the onset time of the toxin.
1d100 Roll Poison Type
01-06 A
07-12 B
08-18 C
19-24 D
25-30 E
31-36 F
37-42 G
43-48 H
49-54 I
55-60 J
61-66 K
67-72 L
73-78 M
79-84 N
85-90 O
91-96 P
97-99 roll again (-2 save)
00 roll again (-4 save)

Special Disadvantages:

  • Characters of the third evil Moonsea city are penalized by -2 in all NPC encounters.
  • Hillsfarran Red Plumes attack Mulmans on sight.
  • This air of suspicion and paranoia that surrounds the people of Mulmaster has a major effect on the training of characters wishing to acquire new proficiencies or advance in level. Instead of the usual fee for training, Mulmans must pay twice the normal amount. In addition, their natural suspicion of others makes it difficult for them to put their trust in an instructor. This results in longer training times and a higher chance of failure. Normally, the minimum length of a training course is determined by subtracting the teacher’s Wisdom score from 19. When teaching a character from Mulmaster, the Wisdom score is subtracted from 23. If the character fails his first check to master the subject before him, he must wait 10 days before making another check instead of the usual seven days.

Zhentil Keep

Base Requirements

  • Races: Any
  • Classes: Any
  • Ability Requirements: Str 11
  • Alignments: Non-Good
  • Starting Cash: 3d6 x10gp
  • Bonus Languages: Tharian, Zhent Argot
  • Recommended Languages: Daraktan, Erakic, Uloushinn, D’tarig, Cormanthan, Northern, Thorasta
  • Local Religions: Auril, Cyric, Loviatar, Malar, Tempus, Tymora, Umberlee

Proficiencies

  • Weapon Slots: +1 slot
  • Non-weapon Slots: By class
  • Available Categories: By class, plus Rogue
  • Bonus Proficiencies: Local History
  • Required Proficiencies: none
  • Recommended Proficiencies: Blind-Fight, Spellcraft

Thief Skills:

  • Pick Pockets:
  • Open Locks:
  • Find/Remove Traps:
  • Move Silently:
  • Hide in Shadows:
  • Hear Noise:
  • Climb Walls:
  • Read Languages:

Overview: In the year 1368 DR, Zhentil Keep was attacked and reduced mostly to ruin. In 1369 DR, the rebuilding began. Over the years, the fortified Zhentil Keep has come to be identified with the Zhentarim or Black Network. Not every person who lives in the keep is a puppet, willing or unwilling, of the Zhentarim, but this is the case more often than not.

A more insidious power than the Zhentarim would be hard to imagine. Like some terrible beast from the depths of the oceans, the masters of the Zhentil Keep spread their tentacles to all corners of the world, seeking to bring everything they touch under their control.
There is perhaps no more important element in their diabolical scheming than the legions of agents they send out into the world to do their bidding. The Zhentarim maintain training facilities to help their agents master the skills of thievery and magical combat.

Special Abilities:

  • Any Zhentish character starts with a full suit of banded mail, a medium-sized shield, and a single melee weapon of his or her choice for free.
  • Zhentil Keep natives get unlimited access into and out of the Keep.
  • Rogues from Zhentil Keep gain an additional 15 discretionary points to spend on their thief skills per experience level. This benefit extends to any character with rogue skills, even those that do not normally gain discretionary points to improve their abilities.
  • The spellcasters of Zhentil Keep are masters of combat-oriented spells and can bring down even the mightiest enemies with their devastating magic. They cast all direct attack spells as if they were two experience levels higher than they actually are. Thus, a 5th-level wizard casts a fireball spell as if he has attained 7th level, for example. Direct attack spells cause damage immediately upon being cast, like a magic missile, fireball, or lightning bolt.

Special Disadvantages:

  • Zhentil Keep has been the source of much evil in the Realms for quite a long time. All NPC encounters are penalized at -4 for Zhentil Keep natives.
  • Hillsfarran Red Plumes attack Zhents on sight.
  • Zhentarim and Zhentilar agents are forced to funnel 50% of their funds (before expenses) back to Zhentil Keep. Failure to do so results in the issuance of a death warrant that few can escape.
  • Zhent spellcasters suffer a reduction in magical ability when casting divination spells, all such spellcasters must lower their effective caster level by two when casting such spells (minimum 1st). This reduction applies to spells cast personally or invoked with magical items.

The Minor City-states (Phlan, Melvaunt, Thentia)

Base Requirements

  • Races: Any
  • Classes: Any Warrior, Any Priest, Any Rogue, Mage, Abjurer
  • Ability Requirements: Str 11
  • Alignments: Any
  • Starting Cash: 3d6 x10gp
  • Bonus Languages: Tharian, Cormanthan
  • Recommended Languages: Erakic, Chardic, Ulutiun, Easting, Noga
  • Local Religions: Gond, Helm, Iyachtu Xvim, Lliira, Loviatar, Meriadar, Sharess, Selune, Sune, Tempus, Tymora, Tyr

Proficiencies

  • Weapon Slots: +1 slot
  • Non-weapon Slots: +1 slot
  • Available Categories: General, Priest, Rogue, Warrior, and Wizard
  • Bonus Proficiencies: Ancient History, Etiquette, Heraldry
  • Required Proficiencies: none
  • Recommended Proficiencies: Blind-Fight, Dark Lore, Spellcraft
  • Forbidden Proficiencies: Disguise, Ventriloquism

Thief Skills:

  • Pick Pockets:
  • Open Locks:
  • Find/Remove Traps:
  • Move Silently:
  • Hide in Shadows:
  • Hear Noise: -25%
  • Climb Walls:
  • Read Languages:

Overview: The Moonsea region is dotted with scattered city-states. The largest and most powerful of these are Hillsfar, Mulmaster, and Zhentil Keep, although there are several smaller city-states as well. Prominent among the lesser states, and far less sinister than the other three, are Phlan, Thentia, and Melvaunt. These fiercely independent states have been hammered by fate for as long as anyone can remember. The ruling councils of these cities spend most of their time attempting to recover from the latest in a seemingly endless string of disasters, raids, and catastrophes. The only thing that keeps these cities alive is their prime trading locations and the tenacity of their people.

Special Abilities:

  • Starting equipment prices are cut by 5% for natives of the city-states.
  • Over the course of recent decades the spellcasters of the city-states have turned away from offensive magic favored by their neighbors and mastered the more subtle and defensive elements of spellcasting. As a result, they can prepare an additional spell for each spell level available to them. These additional spells must come from the abjuration school or the Protection priest sphere. This stacks with any bonus spells from high ability scores, specialization, or other sources.

Special Disadvantages:

  • These characters have only the normal Moonsea native bias to overcome. Mooneyes from the city-states are at -2 for encounters with Zhentilar, Red Plumes, or Mulman warriors.
  • Characters from the city-states have a lax attitude towards petty or non-violent crimes, being more concerned with the constant violence and calamity in the region. Thieves picking a Mooneye’s pocket gain a 10% bonus to their chance of success.
  • While these spellcasters have mastered the art of protective magic, they have become less proficient when using magic to inflict damage on their enemies. Any spell cast by a caster of the city-states that directly harms an opponent has a -1 penalty for every die rolled for damage (minimum 1 per die).

Return to Homelands.

Moonsea

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