Adamar Session was a bard, scholar, and teacher who lived in the city of Starmantle in the 14th century DR. Over a span of twelve years, he spent his youth as an adventurer, traveling across nearly the entirety of the Vilhon Reach. A year after retiring, at the age of 29, he authored a travel guide on the region.[4][speculation][note 2]
Personality[]
This valley, known as the Valley of the Eye, is said to be the home of beholders.
Not a place that "eyed" like to visit.
Adamar was possessed of a bit of a jovial personality, enjoying telling jokes[2] and stories.[2][5] Among the things he had a distaste for were slavery[6] and serpents.[7]
Abilities[]
As a bard Adamar was capable of some degree of arcane magic. Among his known spells were magic missile.[2]
Activities[]
On more than one occasion as an adventurer, Adamar and his friends went in search of fabled ruins,[8][9] such as Ironcloak,[8] Nonthal's Hold,[10] or the elven city of Rucien-Xan, the latter of which they spent months searching for.[9] In the years they were active, his adventuring company never visited the Chultan Peninsula,[5] the city of Surkh,[11] or the Wetwoods.[3] Of the three, Surkh was the one place Adamar had no intentions of ever visiting.[11]
For several years of his life, after a visit to Sapra as an adventurer, Adamar devoted time to learning all that he could about the Emerald Enclave,[12] including the ties between them and the Church of Silvanus.[13]
Though the Emerald Enclave were his primary area of interest, Adamar had heard very tales of Red Wizards, Zhentarim spies, and even Harpers operating in the Reach. Most of the tales he heard centered around their activities getting them killed by members of the Enclave. In regards to the Harpers in particular, Adamar resented the assumption that most bards were secretly Harpers.[8]
After retiring as an adventurer, Adamar worked as a teacher of history at the college in Starmantle.[4] Long after his days as an adventurer were over, he continued making a yearly trip back to the city of Alaghôn to take part in their celebrations of the Feast of the Moon. However, he made it a point to always be back home in Starmantle before the next grand festival, the Reign of Misrule, began.[14]
Relationships[]
For a time Adamar was part of an adventuring group composed of friends in Starmantle. This included Anathet the fighter, Dwin the Tymoran cleric, and Sarun the wizard.[5] With Sarun he had a sort of love-hate relationship, often giving the wizard a hard time whenever he felt that he was getting too arrogant.[14]
Religious Views[]
Over the course of the twelve years he spent in the Vilhon Reach, Adamar bore witness to a wide range of faiths, from arcane Azuthans to the fanatical ranks of the Umberlants. Due to his experience many travelers would ask him of the region's religious outlook, whether it leaned towards good or evil. Adamar always to such questions by saying that the Reach was an amalgamation of both, its people neither fanatical agents of good nor tyrannical servants of evil.[15]
Over the years he read many a scholarly paper, post-dating the Time of Troubles, on the deity Helm. They seemed to indicate that the god had lost his powers from that cataclysmic event, but observing no lax in his popularity in the Reach, Adamar considered such observations to be hogwash.[15]
Adamar felt that the Church of Eldath, what with its pacifist doctrine, was somewhat out of place in the contentious and warring landscape that was the Reach. For many years he had a passing curiosity with the Eldathan faith, dabbling in parts of it to see what he liked and disliked. After unintentionally attending a sermon in the Eldathan temple the Grove, he decided that the faith was simply not for him.[15]
Unlike some in the Reach, he did not hold the opinion that Lliirans were no more than foolish revelers.[13]
History[]
Adamar began his life as an adventurer in the Year of the Prince, 1357 DR, at the tender age of 16.[4][note 1] When he first heard about the island of Wavecrest, he tried to assemble a group of friends into an adventuring company to go explore it. Problem was, it took quite some time for Adamar to convince his friends that there was a reason to do so. Everyone they met would warn them that some kind of evil creature roamed the island, slaying man and beast alike.[4] Eventually he managed to assemble together Anathet, Dwin, and Sarun. The small band set out for Wavecrest, intent on finding the fabled buried treasure of Captain Hanshet, a pirate captain whom legends say buried a thousand gold bars near a large grove of petrified briars.[5]
They arrived to Wavecrest in the early summer and found themselves assaulted by the jungles' insects, namely mosquitoes. For more than two days they hacked their way through Wavecrest's dense forests, luckily never encountering trouble greater than the insects. They rested each evening with a campfire, regaling themselves with stories of Captain Hanshet.[5]
Just as the adventurers were drawing close to Wavecrest's center they found a large artificial cave, made up of broken trees and shrubs. Instead of golden bars, they found merely a couple of copper trinkets inside and the lair of a shimmering jaguar-like creature, measuring 7 feet (2.1 meters) tall at the shoulder. Anathet drew his sword as the creature leapt at him, believing he could block its strike, but with one swipe of its to his head the fighter was sent tumbling to the ground with a nasty, bleeding gash.[5]
The adventurers cautiously circled around the creature with the injured fighter, making their way out of the cave as the creature watched them with its emerald eyes. With panic they ran and stumbled through the jungle for several hours, making it back to their rowboat just as night was falling. As they paddled under the cover of dark, Dwin used her divine magic to heal Anathet. While none of his friends blamed him for what happened, with Dwin even quipping that "Fortune favors the bold," Adamar felt he was at fault for dragging his friends into such danger.[5]
Once back on the ship that had brought them to Wavecrest, the adventuring band headed across the Strait of Silvanus to Ilighôn,[5] Wavecrest's isle twin.[4] The ship's captain spoke of how dangerous it was to sail to Ilighôn and its port city Sapra, due to a treacherous underwater reef called Eldath's Ring, remarking that told them that many a ship had been lost making the attempt. No sooner had the captain said those words that a strong current whipped the ship. The captain wasted no time in ordering his crew to action, lest their ship slam into the reef, but desperately trying as they might the ship was sluggish in changing course.[5]
Pessimistic of their chances, feeling certain that they were all doomed, Adamar began to ponder if swimming ashore was feasible. But before long, the waters of the Inner Sea calmed down and their ship came to a halt, reversing course, and steadily moving through the opening in Eldath's Ring. To Adamar's astonishment, he found no one was at the helm of the ship guiding its movement. When he looked to the captain, the man merely smiled and with great sincerity replied, "Eldath's my first mate," before making his way over to the wheel to steered them the rest of the way into Sapra's port.[5]
His friend Dwin later told Adamar that elementals had seized their ship,[5] the Seven Sentinels of Silvanus,[16] and guided their way through the channel. Adamar wondered to himself if his friend attributed their lucky break to her goddess, Tymora, or some other power. Either way, he had a feeling that deities were surely watching them that day.[5]
Time in Ilighôn[]
Adamar felt that Ilighôn was a bright and sunny isle of majestic trees, with a port that was the cleanest he had ever seen. However, he also found Sapra to be one of the most costly towns to live in. They stayed the night at the Dazzling Dolphin, wherein he performed for some people, but much to his chagrin they tipped little better for his music than the folks back in Starmantle. The next day, whilst looking around Sapra a conversation caught his intention — a man from Alaghôn bartering an obscene amount of coins for a local's "mansion", a price that seemed outrageous to the adventurer.[5]
He accompanied the homeowner back to his abode and found it to be a nice place, albeit small. By Adamar's estimate, it likely measured less than 1,000 square feet (93 square meters). Adamar couldn't fathom anyone paying highly for such a house and wondered why the undoubtedly rich Turmishan didn't just have his own built. He turned to Sapra's city hall for answers and whilst looking through its archives was shocked by two discoveries. No new building permits had been issued in Sapra since the 1340s DR and as a consequence all archived sales of homes on the island had outlandish prices attached. However, this provided Adamar no answer as to why this was the state of things on Ilighôn.[5][note 3]
Sometime after leaving City Hall, Adamar was approached by his friend Sarun. The wizard was beside himself, saying he wanted to leave Ilighôn and never return. Adamar dragged the man into a nearby bar and bought him a drink, hoping to calm his nerves and talk about what had gotten him so worked up. With a hushed whisper he explained, "None of my magic works! I'm powerless here, and I feel like people are watching me." Feeling that there was little he could to stop him, Adamar left his friend to take the next ship bound for Alaghôn. When he rejoined the rest of his friends that evening,[5] the cleric Dwin explained to Adamar that Sapra was controlled indirectly by "The druids of the Emerald Enclave," saying that their organization had dictated the boundaries of Sapra over 50 years ago and were unforthcoming to any requests made to expand them. With that, Adamar finally understood Ilighôn's housing market and became unduly interested in learning everything he could about this Enclave.[12]
Time in Alaghôn[]
The adventuring company later followed Sarun to Alaghôn, capital city of Turmish, just as it was a few months away from having a big election for the Assembly of Stars. When they first arrived, Adamar wondered as to why the Turmishan merchants spoke so loudly and slowly when conversing with him. His initial impression was that he was simply having a bad run of luck, repeatedly running into rude merchants. Then one day, when admiring a wineskin at a bazaar, Adamar was approached by a merchant. The man shouted "Two silver", holding up two fingers with one hand whilst the other pointed to a silver prosthetic tooth. He then proclaimed, "You give me two silver, and I give you the wineskin". Irritated by the man's in-your-face style, the urge to strike him welled up inside Adamar, but he resisted the urge on account of not knowing the local penalties for striking a merchant.[17]
Recognizing the anger on his face, the merchant began laughing and asked, "You're not from around here, are you?" He then explained to Adamar the Vilhonese custom of painting small dots on one's forehead to indicate one's level of learning. Being as his forehead lacked any dots, all the merchants that he'd encountered had assumed that Adamar couldn't read or write. Before parting ways, the man sold Adamar some colored inks.[17]
The adventuring company ended up spending several months in and around Alaghon, being there for much of the fall season and its grand festivals.[14] Whilst there Adamar marveled at the feats of architecture in the city[10] and attended one of Denton Crimsguard's sermons. Denton would try to implore the adventurers to bring the Huntmaster Jaras Silverblood to justice, but they passed on the offer, feeling that they had better things to do.[18] The grand festivals they got to participate in included the Feast of the Moon, Highharvestide, and the Reign of Misrule. When the latter—a festival unique to Turmish—was underway the adventurers were taken aback by the fighting that broke out in Alaghôn's streets. A burly man Sarun had befriended previously lunged at Adamar and gave him quite a thrashing, leaving the bard never wanting to experience the Reign of Misrule ever again.[14]
One day on their adventures in the fall season, the group were hit by a blinding rain storm that melted the dirt trail they had been following into a river of mud. Clothes drenched, the adventurers stumbled upon a nearby cabin and ran to its porch, hoping to ask for shelter. They found no one to be home, safe for a safe posted out front. This would end up being their first exposure to the Turmishan custom of building guest houses, stocked with with wood and food for travelers such as they.[17] From that day onward they started keeping their eyes out for guest houses wherever they went and, sure enough, they began to notice they were passing about three or four a day.[19]
These guest houses would end up becoming the favored rest stops of Adamar and his friends. On one occasion they aided a homeowner by the name of Arshen in repairing damages to his guest house that a prior tenant had inflicted, working late into the night. Adamar was rather astounded by how ornate the guest house was with all its fittings and trappings, having a look and feel on par with a permanent residence. He would come away from the experience feeling that it was the best guest house he had ever bared witness to.[19]
Being an older gentleman, Arthen was grateful for the adventurers' help. As they all worked he regaled them with stories about Turmish guest houses. Whilst putting on a fresh coat of paint on a newly erected door frame, the old man grumbled about how vandals were always a problem that guest houses faced, but remarked that one simply couldn't let deteriorate as, "a guest house is the sign of a man's good nature in Turmish."[19]
The very next day, the group crossed paths with a young man in leathers, furiously digging with a shovel and only briefly stopping to glance at them. Curious at what he was up to, Adamar and Dwin stopped to observe his efforts. Before long the man stopped down and drew forth from the ground a large ruby, one that by Adamar's estimate had to have been worth at least 500 gold pieces. Intrigued by such a rare find, Adamar thought to give digging the ground a try himself, but then the familiar click of a crossbow caught his attention. The sound came from a group of Alaghôn guardsmen, who emerged from some nearby bushes.[19]
Terrified and panicking, the stranger tried to flee through the only open path, the space between Adamar and Dwin. He narrowly managed to deflect a bolt directed at him with his shovel. However, Dwin had started casting a spell as soon as the young man started his retreat and managed to strike him just he reached the clearing, paralyzing his body. As the guards walked over to retrieve him, Adamar was prepared to inquire with their Sergeant as to what the young man had done, but before he could speak they were congratulated on subduing him. The adventurers learned that it was custom in Turmish to give offerings to the earth in return for bountiful growing seasons and that digging them up was considered bad luck. These offerings were targets for thieves, such as the young man they had paralyzed, and if they hadn't gotten to him first it was likely the man could have gotten killed by the landowner in "self-defense".[19]
They received an invitation by the City Guard to work for Alaghôn in an "official capacity". They would end up taking them up on the offer, after a group of children told them of having been chased by a large, lumbering creature through the hidden passages that winded around the city. They investigated one of the capital's upper mazes, following the childrens' tracks through the dark and musty corridors. As they rounded one of its corners, they were confronted by an over 8‑foot (2.4‑meter) tall creature wrapped in cloth. With one strike of its fist it knocked Anathet off his feet, whilst another to Adamar's head left his helmet ringing. The frantic adventurers backed away, Dwin praying to Tymora to turn undead and Sarun throwing a magic missile at the monster, but to their shock the spell fizzled out as it got close. Even their swords were proving ineffective as inflecting any harm upon the monstrosity. Feeling out of their depths, the adventurers retreated into the labyrinthine corridors, hoping they could find an exit.[10]
The monstrosity followed them for a short time, but before long it had vanished. All the while Adamar kept running, eventually blacking out in the mazes. He would later awaken in a room he was renting at the Timekeeper Tavern. Both he and Anathet would be bedridden for nearly two tendays, nursing wounds that the party's cleric found herself unable to heal with her restorative magics. They were later interviewed by the Master of the City Guards, who was doubtful of the story they regaled him with, but when Adamar fired back that he'd be willing to lead him through the corridors to see the creature himself the guardsman declined. He instructed the bard to get some rest and to heed his words, "monsters don't live in Turmish."[10]
Time in the rest of Turmish[]
Eventually the adventurers parted ways with Alaghôn and traveled to the cities of Gildenglade,[20] Nonthal,[10] Ravilar's Cloak, and Xorhun, chasing tales of lost treasure.[20] In Nonthal they witnessed the skilled wizard Fern walk along the heavily trapped path behind the Three Trees Inn, leading to Nonthal's Hold, using some type of spell that interfered with the magical traps. When he got to the end of the path, the wizard deactivated his spell, thinking he was safe, only to find himself teleported away to Anauroch.[10]
After departing from the city of Xorhun, the adventuring company went and explored the southern reaches of the Orsraun Mountains, taking care to avoid any large caves, lest they stumble upon the offspring of the blue dragon Anaglathos. For over a tenday they searched through the Orsraun for kobolds to slay, as the cities of Turmish were concerned of the activities of the creatures ever since the sacking of the city of Hlondeth[20] by the Tattered Cloth Legion in the Year of Tatters, 527 DR.[21][22] They would end up fighting over a dozen patrols of kobolds, as well as goblins and orcs. However, the adventurers never found any large community of the creatures. Feeling ready to move on, they decided to travel west, leaving Turmish for the Shining Plains.[20]
Time in the Shining Plains[]
In the month of Tarsakh,[23] they attended one of the annual remembrance vigils held at the Hill of Memories by the Three Free Cities of the Shining Plains and the humanoid tribes of the Shining Plains. For the most part, their assembled leaders discussed necessities, things such as seasonal trade routes or reports of monsters, but they did bare witness to some tense moments between Chief Entawanata of Lheshayl and Kissikit'a, representative of the thri-kreen tribes of the Rushing Hills.[24]
Over the next four months in the Shining Plains,[23][note 4] they would to visit all three of the Free Cities,[25][note 5] bear witness to the local Festival of the Hunt, received invitations to the Sun Festival after a public act of heroism.[24]
When they first came across the Free City of Assam, Adamar's first instinct was to keep on riding. Growing up in Starmantle, Adamar had heard rumors that this was a lawless and disorderly city. Surely there had to be a more hospitable town further north, but deep down Adamar knew better — he had already been further north then Assam at that point, so he knew the only other settlement for between between Assam and the plains was far off Nathlekh. Accepting they had little other choice, Adamar ventured into Assam. To his pleasant surprise, whilst the streets there were indeed rough, he found them to be nowhere near as bad as what he had witnessed back in Ravilar's Cloak. While at a tavern, a bartender told him that mayor Honlinar Tempest had influence over judicial decisions. Adamar didn't get too deeply involved in Assam's politics to discover the validity of this claim.[2]
One nightfall in the town of Ormath, lounging over drinks in the Thunderhoof Lodge, the adventuring company heard a loud crash from outside. Rushing out to investigate the cause, they found that across the street three powerful manticores fighting the local militia. Adamar's troupe wasted little time rushing into battle. Anathet sliced deeply into one of the monstrosities with his longsword, causing it to rear back and fire off a volley of its deadly tail darts at the troupe and lodge.[24] At least one of the darts struck, hitting Sarun in the chest and causing him to fall over into a horse trough.[2]
Adamar and Dwin quickly moved to flank the creature, with the cleric running left and him circling right. As she moved Dwin worked to cast cast protective magics on her friends, but her spell drew all of the manticores' attention and before long she was struck by several tail darts. Adamar took the opportunity of their distraction to hurl a magic missile at their leader. The roaring beasts then took to the air, but Anathet had just enough time to get in one more strike with his longsword.[2]
After dragging himself out of the trough, the perturbed wizard joined the rest of the spellcasters in firing more spells off at the manticores, whilst the fighter Anathet tried to distract them with his bow. The leader between the three let loose a volley in Adamar's direction — most of the tail darts fell around him, but at least one struck the bard squarely in the shoulder. At that moment Sarun cast a lightning bolt, striking the leader in the chest and grazing those behind him. The manticore's lifeless body plummeted, driving the other two to make an air-born retreat into the night, but Dwin managed to strike down another with a well-placed flame strike incantation just as they were turning.[2]
The adventurers were celebrated and in gratitude for their heroism Thunderhoof Lodge offered them free lodgings. The next day, they were invited to the home of one of Ormath's elders, who invited them to come back to their small city when 30th of Highsun rolled around to participate in the Sun Festival. Honored by such an offer, they agreed, and when the day came that they returned to Ormath they found free lodgings once more at the Thunderhoof Lodge and warm greetings from its owner. When night fell upon the city, they participated in ceremony where their hands were cut, leaving several drops of blood to hit the ground. With the rite completed, Adamar and his grouped were honorary citizens of Ormath. They then spent the rest of the night celebrating and feasting with the locals, telling jokes and making up tall tales about their past adventures.[2]
While staying in Ormath, Adamar would often walk in the quiet fields northwest of the city to contemplate, staring out into the sky or across the plains. This time away from all the adventuring provided him a moment to think about what he wanted do with his life, how much he really enjoyed adventuring, and how much he valued his friends.[3]
One day in the fields, he had an encounter with a group of six wemic cubs, whom to him it also seemed as though they were lying in wait. Absorbed in deep contemplation, the bard was taken unawares when a cub landed on him, right on his chest, and sent him sprawling into the grass. Adamar quickly recognized his attackers as wemics, whom he heard were quite playful in their youth, for if they had been saber-tooth tigers he would had been dead. One cub haughtily declared, "I got ta' humin firrrst," before another growled an objection and the group as a whole lost focus on Adamar, descending into arguing amongst themselves.[3]
Rising to his knees, Adamar caught size of an adult wemic lumbering towards him. Though she wasn't moving that fast, Adamar doubted he could outrun her. She laughed as she got near, chiding the cubs that humans made for poor hunting. Then, likely recognizing in the fear in Adamar's eyes, she growled out a comment that he presumed to be some form of wemic humor, "Wemics arrren't bearrrs, we don't eat ourrr cubs' playthings."[3]
Adamar and the chatted with each other as she walked alongside him for a while, her presence ensuring the droves of cubs hiding in the grass kept away from him. All the while, she never gave him her name. The two walked in a circuitous path, until eventually she left him near the fields that surrounded Ormath.[3]
Time in the wilds of the Vilhon[]
To the east of the Shining Plains,[26] Adamar ventured into the Deepwing Mountains on several occasions. On many of those treks he witnessed firedrakes, hunting for food in the grasslands and nearby Rushing Hills. Never once was he attacked by the dragonets during these encounters, due in part to him never attacking them or trying to track one back to its lair. Later on he heard reports of a dragon lairing somewhere in the Deepwings range, but Adamar shrugged this offer, for in every major town in the Realms one could hear gossip and tall tales of some "dragon's lair" or another.[1]
Further north,[26] Adamar spent some time living in the settlement of Cedarspoke in Gulthmere Forest, wanting to exploring the forest's northern reaches[1] and learn more about the Emerald Enclave.[8] He never stumbled across any great discoveries in his time there, though he didn't put it past himself to have missed something, on account of just how large of an expanse the Gulthmere Forest covered.[1] While looking through Cedarspoke's historic archives, he searched for documents concerning the tenure of Shinthala Deepcrest as the Grand Druid of the Emerald Enclave's Elder Circle.[8] Whilst in the area that he also visited the Grove[15] and the Silver Scythe.[3] He initially mistook the former to be a mere Eldathan shrine, rather than a main temple. The Grove's head priest, Shemratha Callingowl, happened to be delivering a sermon at that time. Centered on self-awareness and nonviolence, it concluded with calling upon those who wished to embrace peace to dispose of their weapons. It was with this that Adamar decided that Church of Eldath was not for him.[15]
At some point Adamar's adventuring company traveled to the country of Chondath, searching the Chondalwoods the fabled lost elven city of Rucien-Xan. They spent six months there searching for it, to no avail. While there they had many violent encounters with satyrs, whenever they found themselves too close to their homes. They also had a peaceful encounter with wood giants, who let the party go on their way after recognizing that they weren't an expeditionary force.[27]
Wandering southward through the Chondalwood, they eventually stumbled upon the community of Elbulder in Sespech. While there Adamar made the observation that its people were far more at peace than any of the other communities that surrounded the Chondalwoods.[28]
At some point after 1364 DR, when the three-day-long festival was first instated, Adamar was in Sespech as the Feast of the Purple Majesty was being held. The experience was such that it left a lasting impression on him. He especially enjoyed the jousting and horseback racing done with plainsteeds,[29] the stoutest and swiftest breed of horse he had ever seen.[24] At another point in his adventuring career, Adamar visited Hlondeth, stayed at the Slithering Serpent Inn, and attended the Rotting Dance festival.[6]
Time Beyond Adventuring[]
In the Year of the Gauntlet, 1369 DR, after spending twelve years of his life as an adventurer, Adamar decided to retire. He had at that point grown quite tired of running from perilous monsters and watching his dear friends die from injuries or strange diseases. He took up work back in Starmantle, as a teacher of history at the city's college.[4] However, even with his life as an adventurer at an end, Adamar continued to stay abreast of all manner of goings on in the Vilhon Reach.[30]
In Year of the Tankard, 1370 DR, Adamar received a letter from Chief Entawanata, requesting that he return to the Shining Plains, if possible, and help the people of Lheshayl against the string of horse thefts that were plaguing the trail known as Pikemen's Folly.[1]
Appendix[]
Notes[]
- ↑ 1.0 1.1 An exact date of birth for Adamar Session is not provided, however, as The Vilhon Reach is dated to have a Present Age of 1370 DR and Adamar gives his age as 29 the birthdate can be approximated as 1344 DR. This method has likewise been used to determine the start of Adamar's adventuring career to be in 1357 DR.
- ↑ It is presumed that the first-person narration provided by Adamar Session in the Player's Guide book of The Vilhon Reach box-set has an in-universe counterpart, much in the same way as texts like Aurora's Whole Realms Catalogue, Elminster's Ecologies, the Encyclopedia Serôsica, Van Richten's Guides, and Volo's Guides.
- ↑ An exact date for Adamar's adventures are never given, thus it's difficult to provide exact estimates for other date ranges given therein. The Vilhon Reach is dated to have the Present Age of 1370 DR, with Adamar age at that time being given as 29, and Adamar states that his life as an adventurer began at the age of 16. Taken together, it can approximated that his time on Wavecrest and Ilighôn are set around the 1350s DR and therefore "the last ten years" would be around the 1340s DR.
- ↑ The adventurers were around to attend a Hill of Memories vigil, which take place in the month of Tarsakh, a month that is part of Faerûn's spring season. The Festival of the Hunt occurs sometime around summer and the Sun Festival takes place on Eleasis 30. Taken together, this would mean that Adamar and company had to have spent four months in the region.
- ↑ It is unclear from the text provided whether Adamar is referring to lone visits of these cities or visits made with his adventuring company. For the sake of simplicity, these have been grouped together.
References[]
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 20. ISBN 0-7869-0400-3.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 19. ISBN 0-7869-0400-3.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 21. ISBN 0-7869-0400-3.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 3. ISBN 0-7869-0400-3.
- ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 4. ISBN 0-7869-0400-3.
- ↑ 6.0 6.1 Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 24. ISBN 0-7869-0400-3.
- ↑ Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 28. ISBN 0-7869-0400-3.
- ↑ 8.0 8.1 8.2 8.3 8.4 Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 6. ISBN 0-7869-0400-3.
- ↑ 9.0 9.1 Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 10. ISBN 0-7869-0400-3.
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 15. ISBN 0-7869-0400-3.
- ↑ 11.0 11.1 Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 25. ISBN 0-7869-0400-3.
- ↑ 12.0 12.1 Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 5. ISBN 0-7869-0400-3.
- ↑ 13.0 13.1 Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 8. ISBN 0-7869-0400-3.
- ↑ 14.0 14.1 14.2 14.3 Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 14. ISBN 0-7869-0400-3.
- ↑ 15.0 15.1 15.2 15.3 15.4 Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 7. ISBN 0-7869-0400-3.
- ↑ Jim Butler (1996). The Vilhon Reach (Dungeon Master's Guide). (TSR, Inc), p. 23. ISBN 0-7869-0400-3.
- ↑ 17.0 17.1 17.2 Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 12. ISBN 0-7869-0400-3.
- ↑ Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 9. ISBN 0-7869-0400-3.
- ↑ 19.0 19.1 19.2 19.3 19.4 19.5 Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 13. ISBN 0-7869-0400-3.
- ↑ 20.0 20.1 20.2 20.3 Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 16. ISBN 0-7869-0400-3.
- ↑ Jim Butler (1996). The Vilhon Reach (Dungeon Master's Guide). (TSR, Inc), pp. 9–10. ISBN 0-7869-0400-3.
- ↑ Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 90. ISBN 978-0-7869-4731-7.
- ↑ 23.0 23.1 Jim Butler (1996). The Vilhon Reach (Dungeon Master's Guide). (TSR, Inc), p. 44. ISBN 0-7869-0400-3.
- ↑ 24.0 24.1 24.2 24.3 Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 18. ISBN 0-7869-0400-3.
- ↑ Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), pp. 19–20. ISBN 0-7869-0400-3.
- ↑ 26.0 26.1 Map included in Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast). ISBN 0-7869-1836-5.
- ↑ Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 32. ISBN 0-7869-0400-3.
- ↑ Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 32. ISBN 0-7869-0400-3.
- ↑ Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), p. 28. ISBN 0-7869-0400-3.
- ↑ Jim Butler (1996). The Vilhon Reach (Player's Guide). (TSR, Inc), pp. 4–32. ISBN 0-7869-0400-3.