THE VAST
“Come one, come all, here to the Vast. All the killing’s happening here, and the next handful of dooms to befall us all are a-hatching here – why wait for them to crawl to you? Come to the Vast, and join the slaughter.” Guldaeth Grimshield of Highbank Forest, old dwarven adventurer
The Vast is a renowned as a land of adventure and daring, where Orcs and Goblins horde in the mountains, where bandits lurk in the hills and roadside woodlands, where hidden crypts and ruins call for exploration, and where buried treasure is hidden in every hole and village. Intrigues abound between merchant lords and malevolent cults and thieves’ guilds. It is known as a land where adventurers can make a name for themselves, strike it rich and hit the big time.
“Treasure? Aye, lots of it in the Vast, lad; why didn’t ye ask earlier? Oh... I see; ye wanted to live a while, first.” Buirin Thalshond, merchant of Tantras
It is also known as a land of opportunity and prosperity, where people can make a new life themselves, without prejudice. It is a pioneering, frontier land, where civilization pushes against the savage Orcs in the mountains, and villains plot to seize control. In some parts, the Vast is civilized, prosperous and cultured. In others it is wild and lawless and gripped by tyrants.
The Vast might only be a small land, but it’s much bigger on the inside.
“[The cities of the Vast] …aren’t exactly stable and easy-going places to dwell, now, are they?” Elminster of Shadowdale
“Beware – there are beasts and secrets sleeping in those mountains that had best be awakened only by someone with a ready blade and fast spells, if they would live to boast of it...” Elminster of Shadowdale
Capital: None
Population: 1,308,960 (at 1372): Humans 78% (49.14% Damaran, 25.74% Chondathan, 2.34% Vaasan, 0.78% others), Dwarves 9%, Halflings 5%, Elves 3%, Gnomes 2%, Half-Elves 1%, Half-Orcs 1%
Governments: City-states and feudal holdings; most cities are ruled by councils of merchants and landowners
Human Languages: Damaran (Dethek)
Human Religions: Chauntea, Eldath, Malar, Mystra, Oghma, Tempus, Torm, Tymora, Waukeen
Dwarf Religions: Moradin, Clangeddin Silverbeard
Imports: Glass, luxury goods, salt
Exports: Copper, grain, iron, livestock, nickel, parchment, silver, textiles
Alignment: LN, N, NG
Folk Of The Vast
Humans
The human people of the Vast are a diverse and hardy lot, being a mixture of successive waves of colonization from the south and west - from the refugees of the fall of Jhaamdath in ancient times to the settlements of Impilturan lesser nobility several centuries ago to the recent migrations of people displaced by the Tuigan Horde. Mostly, they share the same ancestors as the Cormyreans, the Sembians and the Dalesfolk, so the natives of the Vast view these people as kin. They feel a stronger relationship with them than their strange and exotic neighbours to the East, and they are often allied in trade and war (such as during the Tuigan invasion, when the Vast cities contributed troops or supplies to King Azoun IV war effort). They have less to do the Moonsea territories, particular the nearby Mulmaster, and regard these lands as the home of cheats and spies, bandits and thugs. They also dislike the cities of the Dragon Coast, for many of the pirates that raid the Vast and harass their shipping hail from there.
These are the views of the city dwellers of the Vast. The rural population shares these opinions, but extends their reservations to cover the flashy and potentially dangerous adventurers, as well as the cities of the Vast. They see the cities as dangerous, or shady, or both; Tantras dominated by religion, Calaunt by thieves, Ravens Bluff by religion and thieves, and Procampur with ancient status. They want no truck with it, and are just happy to get their crops with a minimum of hassle. Thus they’ll usually keep to themselves. These folk have pioneering spirit, and see themselves as one with the land. Due to the dangers of orcs and goblins, they will always go armed when in the wilderness, but usually with simple weapons like slings, knives and staves.
On the whole, Vast folk are independent, forming into many separate city-states and townships with local rulerships. Their loyalties lie with their local communities, and not very far beyond that. Apart from the more conservative country folk, the people of the Vast are optimistic and upbeat, with a spirit for adventure and exploration. They are quite accepting and open-minded.
Regions: The Vast, Martyr’s Progeny, Ward Of The Triad (Torm)
Dwarves
The Dwarves have lived in the Vast for millennia, but always they struggled against the Orcs of Vastar. Once, they overthrew the Orcs and established Roldilar, the Realm of Glimmering Swords, but this lasted barely forty years before falling to the Orcs again. The Dwarves survived the frequent Orcish attacks over the millennia by allying with Elves and Humans, and now they often live with or nearby the Humans in their cities and villages. Others live in small communities in the mountains, still battling with the Orcs.
One great city of Dwarves still clings on to survival – Earthfast, a grim, decaying city deep underground in the Earthfast Mountains. They suffered frequent assaults from Orcs and Goblinoids, and many women and children died, leaving many ruined families. But still the Earthfast Dwarves sent troops to aid Azoun IV against the Tuigan Horde, although their Ironlord Torg mac Cei died in the battle. Recently Earthfast has begun to improve, having fought off the Orcs with the aid of Alusair Obarskyr. As the Dwarves have been fighting so long, every forebear is considered a hero, thus each is named after their father, with the appellation “mac” meaning “son of”. Their names are rather different from typical Dwarven, with names like Torg mac Cei, Lleu mac Gwydython, Pryderi mac Immath, Pryderi mac Dylan or Tuir mac Helban.
Regions: The Galena Mountains, Underdark (Earthroot)
Elves
Millenia ago, Moon Elves and Wood Elves once held the forests that dominated the southern shores of the Vast, until the Orcs and Goblinoids shattered their control. The Orcs then went on to cut down the forests in their invasion of Cormanthyr, thereby reducing the Vast Elves’ lands. They held on to the Grey Forest though, and aided the dwarves and humans against the Orcs, and contributed to the downfall of Vastar.
But centuries ago, a Hobgoblin attack from the Earthspur drove out the Moon Elves, leaving only the Wood Elves, who went on to ally with Impiltur against the Hobgoblins. The Wood Elves still live in the Grey Forest, and still contend with the Hobgoblins.
On the other side of the Vast, the city of Ylraphon was once an Elven community, part of Cormanthyr, until it was sabotaged by Drow and conquered by Orcs. Humans went on to settle in the ruins, though a few Elves have returned.
Gnomes
Gnomes have only a minor presence in the Vast, except for the small village of High Haspur located high in the alpine reaches of the Earthfast mountains. The Morninglight clan rules here, and they maintain good relations with humans and dwarves, frequently acting as mediators between the two races. This village is well-defended against Orc and Goblinoid attacks with many traps and gadgets.
Orcs
The Earthfast mountains are home to a number of Orc tribes, which they harass the Dwarven kingdom of Earthfast. Orc raids on the lowlands are rare, but they are often and troublesome enough to keep the human populations concentrated along the coasts. It is quite likely that many unexplored caves and forgotten corners are infested with them.
The Orcs once ruled the Vast, millennia ago, when it was known as Vastar. They launched repeated raids and invasions on the Elves of Cormanthor across the Dragon Reach, and even held Myth Drannor for a while. The Orcs were beaten back and destroyed several times, but each time they would soon rise up again, never down for long. Currently, the Orcs are relatively dormant and squabbling, but given how many times Vastar rose again, it can only be a matter of time before the next great Orc chief tries to unite the tribes into a new horde.
Goblinoids
The Earthfast mountains are also inhabited by Goblins, Hobgoblins and Bugbears. Although they have never had the dominance of the Orcs, they remain just as troublesome. The Hobgoblins in particular have unified into hordes on a number of occasions. They also occupy the Grey Forest, where they threaten the Wood Elves and human settlements of the southern Vast.
Regions: The Earthfast Mountains
Adventurers Of The Vast
Adventurers of the Vast are enthusiastic and daring, with a can-do attitude and bravery to the point of foolishness. They have a spirit for adventure and heroic exploration, and a strong drive to succeed, prove their worth and forge a legend.
They are optimistic and upbeat, unfazed by cynical stories of poor, bad-luck adventurers coming to an early and miserable end. With treasure and fame to be found literally everywhere, no adventurer can ever be down on his luck for long. Even in defeat, they are quick to plan their next adventure and scheme to reclaim lost status and wealth, and they retain their good spirits in the face of disaster. It has been said that if these adventurers did not invent graveyard humor, they certainly perfected it.
Adventurers are usually welcome in the Vast. The cities of Ravens Bluff and Tantras are havens to adventurers of all kinds, while Calaunt favours the darker variety, and Procampur deals with them reluctantly and at arm’s length. As many villains can be found in the Vast as in the nearby Moonsea, but here it seems that they can be defeated and it is the good folk – the adventurers, the merchants and the civilians – who triumph more often than not. It is the adventurers that keep the Vast from becoming another Moonsea, and for that they are welcomed. That, and the stories they tell and the gold and magic they put back into the economy. But when that gold and magic comes out of some dark and forgotten hole, adventurers are less welcome when something else follows them out.
But on the whole, the people and adventurers of the Vast are an open and accepting people. Growing up in a conglomeration of mixed cultures and peoples, they are quite used to foreigners that do things differently. No man’s past is held against him in the Vast, unless he takes no steps to improve his condition. The Vast offers many a chance for a new start and a new life. Many take this as an opportunity to reform, others to seize power.
Many things draw adventurers to the Vast, or tempt its inhabitants to the adventurer’s life. Intrigues between rival factions or cities abound, from feuding thieves’ guilds and merchant lords to the machinations of groups such as the Zhents or the Cult of the Dragon. Tales of buried treasure are everywhere, as though every rock and tree was the site of a hoard of gold, gems and magic. The ruins of dwarven and elven communities hint at forgotten wealth and lost knowledge, while Orcs, Goblinoids and worse monsters in the mountains and forests make good fodder for an adventurer’s blade or spells. Get-rich-quick tales of beggars striking it rich and becoming nobles prompt many to take up the adventurer’s life.
With so much treasure and wealth to be found (or so it is claimed in the taverns), adventurers prefer to show off their wealth and success, with jewelry and flashy clothing and extravagant actions that make their legends grow. But they vary as much as their cities and towns and their respective professions do.
Warriors of the Vast tend to be members of local mercenary companies, or they have come from the ranks of the city guards and soldiers, or they are simple self-taught wannabe adventurers. Although they differ from city to city and town to town, they tend to dress in a style that epitomizes the adventuring warrior, typical anywhere in the Realms, with sturdy and functional armour, well-used weaponry, a heavy cape or cloak, simple utilitarian clothing, and the occasional piece of jewelry or other adornment, to indicate how successful they have been at the adventurer’s life.
Mages of the Vast are usually taught in schools in the big cities, or as apprentices to senior mages in their towers out in the countryside. But with so much magical treasure floating around, and the Vast folk’s spirit of adventure, there are a number of self-taught hedge-wizards practicing the adventurer’s trade. Barring Calaunt, most Vast mages are majestic and glamorous people, confident in their power and happy to display it. They tend to dress in fine clothes that are as suitable for traveling and adventuring as they are for meeting nobility. They wear jewelry and other accessories, often magical, but they remain tasteful.
Rogues of the Vast are often members of the thieves’ guilds that dominate most of the cities and the larger towns. Often, they have no choice. In Procampur or away from the cities, rogues tend to be self-taught thieves or adventurers. When not practicing the thief’s trade, they tend to be dandies, dressing in bright colours, flowing capes, feathered caps and frills, though they are careful to avoiding clothing that will encumber them or make them vulnerable.
Priests of the Vast vary as much as their respective faiths do, and tend to act as befits the tenets of their church, but where applicable, they are usually similar to the typical Vast adventurers described above, wealthy and extravagant, with the style of a warrior and the flashy glamour or a rogue or a mage. They wear the symbols of their faith like others wear their jewelry, and adventure to enrich their church.
Customs And Culture
Although the villagers prefer to keep to themselves, and the city dwellers are preoccupied with their own goings-on, bards, minstrels and storytellers are welcomed everywhere in the Vast. Folk here are always eager to hear news of the Realms “outside” the Vast, often for entertainment or to reassure themselves of the prosperity they have in the Vast. They also enjoy songs and ballads, even those that they’ve heard a hundred times before, so a wandering bard can find good work touring the Vast. Although there are few local bards of distinction, many overseas bards, typically those from Cormyr, Sembia or the Dales, prefer to cross the Dragon Reach and work in the Vast, where they warmly welcomed and greatly rewarded. Said one such bard, “They treat you as a friend, as an honored guest, and as someone deserving good coin and the best food. Whenever I come into an inn, even if there be five or six harpers already gathered, smiles light up the faces of folk there, and they call out to me as if I were an old friend. Soon, I am. I’ll keep walking those roads until I’m too old to walk anywhere.”
There are a number of unique local customs and festivals celebrated throughout the Vast, though they tend to be more popular in the countryside than they are in the cities. However, these cities each have their own customs and traditions and celebrations.
The Arming (4th Tarsakh). This day commemorates the banding together of farmers and merchants to defeat raids from the Earthfast Mountains, Orc raids along the North Road, and bandit and pirate attacks throughout the Vast. On this day, town militias and city armies are mustered and inspected and well-polished weapons and armour are proudly worn. Youths of both sexes are given gifts of weapons and armour in coming-of-age ceremonies – a sign that they are now old enough to join the local adults in defending their farms and villages. There are also weaponry contests that draw spectators and challengers from miles around. At the end of the day, there are feasts and parties where ballads are sung, local troupes act out famous duels and battles, and tales of deeds of valor are told.
The Plowing (6th Mirtul). This is the traditional day of plowing throughout the Vast. Neighbours often work together to break the ground, and do every farm and field in the village over the course of four days, until every farmer has at least one field ready for planting. At sundown eac day, casks of beer aged over the winter are opened for the evening feasts.
Hornmoot (14th Kythorn). Back in the days of the Dwarven kingdoms of Roldilar, this day marked the first trading day of spring between humans and Dwarves, when the Dwarves emerged from their underground and mountain halls at the end of winter. The Dwarves would blow horns in the mountains to signal their coming, and the humans replied with their own horncalls in settlements that wished to trade. The named derives from ‘horn-meet’ thence to ‘horn-moot’ in the local Dwarven brogue. Lesser ‘moots’ are held on the fourteenth of each month. Dwarves still come to these moots, but the custom was fading with fewer and fewer Dwarves arriving every year, being caught up or killed in Earthfast’s wars with the Orcs. In recent years, with the recovery of Earthfast, Dwarven traders are beginning to show up in greater numbers, and business is picking up. Traders come from as far away as Amn to get quality made Earthfast axes and swords.
The Bone Dance (9th Eleasis). With hunting being a major source of food to the Vast folk, benign worship of Malar is not uncommon in rural areas. This hunting festival is hosted by relatively non-malevolent priests of Malar, and involves a night-time combined pageant and feast held around a bonfire. Magically animated bones of huge stags and other beasts enact stirring hunts, with the very young and very old of the community taking the parts of the hunters. Drinking and feasting continues until late into the night. Early the next morning, the village hunters set out to track down and slay local predators and monsters known to be active in the area.
A land of many adventurers and having had little trouble with even the evil gods of the Realms, the Vast is tolerant of many religions. All the major human faiths can be found in the Vast, particularly Chauntea, Malar (for his hunting focus), Eldath and Torm (mostly for his appearance in Tantras during the Time of Troubles). Shrines honouring the “traveler’s gods” Tymora, Tempus and Waukeen may be found throughout the region. There are many more gods venerated in greater or lesser degrees throughout the land, particularly in the cities.
A common relic of the fallen Dwarven kingdom of Roldilar can still be found here and there along the North Road: boulders carved with the crossed battleaxes of Clangeddin Silverbeard, the Dwarven god of war. Many local warriors, soldiers and militia pray to both Clangeddin and Tempus before going to war in the mountains.
Hunting is a way of life and a source of food for many rural Vast folk. Most hunting is down in the small wooded areas that dot the Vast, usually by a few archers on foot, or by four or more men with spears, daggers, clubs and aided by hunting dogs. Hunting in the foothills and wooded mountain flanks is dangerous, and only overtaken by well-armed bands in times of desperation. Wolves, orcs, bandits and monsters frequently attack overbold hunters in the hills. The game has stayed plentiful over the years, despite the regular hunting by humans. The High Country has acted as a sort of protective breeding ground over the years, where few hunters go. The farmlands below tempt the choicest game animals closer to human habitation, and these animals shelter in the wooded areas where they are then hunted.
All around the Inner Sea, the Vast is known by gourmands for its succulent roast stag, the meat of which is of the highest quality and size. Traditionally, this dish is served on large platters, the first bearing the full rack of antlers to the table, surrounded by sweetmeats and the choicest cuts.
Geography Of The Vast
The lands of the Vast are those that lie along the eastern shore of the Dragon Reach, opposite Sembia, the Dalelands and Cormanthor. In the north, it is bordered by the Flooded Forest, where it neighbours the Moonsea, and the Glacier of the White Worm, beyond which lies the Galena Mountains. The eastern edge of the Vast is formed by the Earthspur Mountains and the Grey Forest, which separate these lands from Impiltur. Although geographically a part of the Unapproachable East, it is culturally and historically the eastern boundary of the Western Heartlands.
The Vast itself is generally accepted as consisting of the lands in around the western arm of the Earthspurs in the north, to the plains and fields between the River Vesper and the Fire River in the central Vast, to the foothills of the Earthspurs in the east, the Earthfast mountains that cut across the land in the south, and the lands on the southern shore of the Vast, eastwards to the Grey Forest.
The Vast is a great open land, relatively sparsely settled though far from empty. With few cities and woodlands to get in the way, the plains and fields stretch all the way to the mountain ranges that ring it, so travelers get a great view of the landscape, and an impression of sheer size. Although not particularly large as realms go, the Vast is well-named, though not intentionally, for it derives from Vastar, the ancient Orc kingdom.
Once, huge forests covered the lands of Vastar, especially along the southern coast. But the Orcs cut down great swathes of woodland to construct boats to enable them to cross the Dragon Reach to attack the Elves of Cormanthor. Although their empires are long gone, the lands remain denuded, leaving only isolated stands of trees and smaller forests, such as the Adhe Wood, Brynwood and the Grey Forest. This has however left the lands of the Vast quite fertile, making farming activity very successful, and paving the way for human settlement.
Much of the Vast is rolling farmlands, with the fields being used for all manner of crops suitable to the climate and grasslands used for grazing herds. The Vast has a mild climate throughout the year, with long cool summers and short mild winters, which contributes to the agricultural prosperity of the land. The fields are divided by low walls made of rocks from the foothills of the mountains and the rubble of ruined buildings of the distant past. Near roads, wild hedges are used instead. Small wooded lots appear here and there among the farms, providing easy wood or hunting for the famers.
Hunting is the other major occupation of the Vast natives, and is a way of life in the High Country. The game is good and plentiful, and provides a good portion of the Vast’s food supplies outside the cities. Boar, deer and black-masked bears roam the forests and mountains.
On the coasts, the shoreline is rocky and high, with many underwater stone reefs that make sailing the coasts hazardous. Where the Earthfasts and the Earthspurs meet the Dragon Reach, the coastline is impassable, with sheer cliffs that can only be scaled by the most skilled climbers. Only at a few points are there accessible ports and sheltered bays, and these are the sites of the great port cities of the Vast. This monopoly on shipping in the region has made these cities havens for sailors and pirates, merchants and travelers.
Many small brooks and streams crisscross the land, but they seldom join the major rivers of the Vesper and the Fire. Instead they end in pools that drain into subterranean rivulets that flow down towards the Inner Sea. Some spring up again later and repeat the process. This ensures that fresh water is usually available in most parts of the Vast, thus furthering the land’s fertility and helping local settlements. The crazy jigsaw water table us due to the broken and tilted layers of rock that lie under the deep soil of the Vast. The local Dwarves say that is looks like a huge cauldron of ice chunks was stirred and allowed to freeze with the ice sticking up at odd angles. This all leaves quite a few small sinkholes, caves and rifts about the land. They are well hidden, and usually known only to locals intimately familiar with the surrounding lands. Local farm children often use these to hide from people and each other in a supposedly empty fields, while a number of farmers and adventures either use them to hide their wealth or bury treasure. Others simply build privies over them. They are also occasionally used as hideouts by bandits or wandering orcs and goblinoids.
Due to the scrambled nature of the underlying bedrock, the Underdark of the Vast is quite sparse, poor and uninhabited, though relatively wild. It is a part of the Underdark region known as the Deep Wastes, and this name is quite fitting. Underdark races trying to settle here usually get lost and move on or die or starvation. However this maze-like geography means that much of it is unexplored and almost anything could be down here and undiscovered. The only real inhabitants that are known of are small warring settlements of Dwarves, Orcs and Goblinoids, and even then only in the caves of the Earthfasts and the Earthspurs. The most prominent Underdark city is Earthspur, the beleagured Dwarven city.
History Of The Vast
The most ancient history of the Vast region is lost in the mists of time, mostly like buried in forgotten Elven or Dwarven vaults, or destroyed outright by the Orcs. A scant few scraps of history remain however, that hint at events of this time.
-6400 DR: After the Elves saved the Dwarves of Sarphil from defeat by the Orcs, they meet on the battlefields of the Vast to forge a tenuous alliance.
-1535 DR: The Elven city of Ylraphon is established on the eastern edge of Cormanthor, across the River Lis, called Nuathlis by the Elves.
-722 DR: The Elven city of Ylraphon is attacked several times by Drow raiders in the winter. In the summer, Orc hordes overwhelm the city’s weakened defenses, and the city falls. Elven refugees, aided by the Srinshee, escape back to Cormanthyr, while the Orcs live amongst the ruins.
The First Vastar
The origin of the name “the Vast” is lost in antiquity, but most sages agrees that it is derived from the name of Orc kingdom of Vastar, or something similar, which ruled all the lands of the eastern shore of the Dragon Reach.
At this time, Elves ruled the western shore of the Dragon Reach from the fabled Myth Drannor and the immense forest of Cormanthor, Dragons laired around the Moonsea and the Dragon Reach, and few humans were seen, save adventurers and explorers. The lands east of the Dragon Reach were dominated by the Orcs of Vastar.
Vastar was hardly a unified nation. It was a chaotic mess of infighting, constant coups, counter-attacks and strife with all the other inhabitants of the mountains. Despite this, the high birthrate of the Orcs allowed them recover from even the bloodiest civil war or dragon raid (young dragons would dine of roast Orc, plucked from hillsides and gatherings by the talonful). Every dozen years, they would gather into hordes and build or seize ships to sail south to plunder and slay, or west to raid and slaughter the Elves. Few Orcs returned – they spread out across the Realms into warmed and richer lands, and thereby relieved the overcrowing at home
Their ships were crude and ramshackle, called “barges with sails” by elven writer of the time. To build them, they hacked down the forests of the Vast, until little remained, and they were forced to march north, around the Reach to take from Cormanthor itself. Between hordes, armies of Orcs crossed the River Lis, and were massacred by Elven arrows and magic as they crossed the marshy banks. This earned the Lis the nickname “Blood River”, which local Orcs and Half-Orcs still use today.
-700s & -600s DR: The Orcs rule Vastar, all the lands that are now known as the Vast.
Roldilar, the first Realm of Glimmering Swords
In time, Vastar waned when Dwarves moved into the area, coming west and south underground, following veins of ore. After several subterranean skirmishes, the Dwarven war-councils determined that no Orc who had seen a Dwarf in the mines must be allowed to live, so that no word would get back to the chieftains. However, Goblins and Kobolds, enslaved by the Orcs to work their mines were ignored by the Dwarves, but they never told their Orcish overseers, or aided them the Dwarves attacked.
The Dwarves then founded Roldilar, the first Realm of Glimmering Swords, and were strong in the Earthfast Mountains.
The Chondathan Migrations
-255 DR: A tidal wave created by elven high magic destroys Jhaamdath, the human empire dedicated to psionics, in what is now the Vilhon Reach after Jhaamdathan loggers decimated the Chondalwood. Refugees of Jhaamdath traveled around the Sea of Fallen Stars to settle the lands of Impiltur, Thesk and the Vast. They consist primarily of pragmatic prospectors, elf-hating soldiers, merchants, peaceful scholars and farmers, and would later become known as Chondathans.
-200 DR: Jhaamdathan settlers from Impiltur and the Vast cross the Dragon Reach to colonise the Dalelands.
-153 DR: Chondathans originally from Jhaamdath sail north across the Sea of Fallen Stars to settle the southern slopes of the Earthfasts. The Dwarves found Proeskampalar, a mining colony and outpost of Roldilar.
-73 DR: Chondathan migrants settle above Proeskampalar, with the permission of the Dwarves below.
-72 DR: Chondathan settlers found Chessagol (later known as Tsurlagol).
1 DR: Another wave of Chondathan settlers migrates west from Impiltur and the Vast, into the Dalelands and founding Cormyr. The Standing Stone is raised by the Dalesfolk and the Elves of Cormanthyr.
The Second Vastar
The Orcs of Vastar are resurgent by this time, under a Chief who is cunning but lost to history. Roldilar falls, but the Dwarves hold fast in their mountain halls. Proeskampalar stands firms against the hordes, safe behind their strong walls, while Chessagol is sacked and burned.
The Orcs take to shipbuilding once again, and finally completely decimate the forests of the Vast, reducing them to the grasslands and isolated stands of trees of today.
331 DR: Late in the year, the Orcs of Vastar launch a several unexpected attacks on eastern Cormanthyr, overwhelming the Elven defenses and occupying the lands east of the Old Elven Court.
The Orcs spent the next few years consolidating their forces and hold on eastern Cormanthor. They explored the ruins of the ancient Elven temple city.
335 DR: The Orcs slaughter a thousand Cormanthyr soldiers in the Darkwoods Massacre. Mystery surrounded the circumstances of this defeat, until it was later found to be due to incompetence and bigotry among the Elven officers.
339 DR: A alliance of Humans and Elves rout the Orcs from Eastern Cormanthor.
Vastar remained quiet for a time, but continued to dominate the Vast until they built their numbers up into another horde.
512 DR: The Orcs rampage out of Vastar and other strongholds, attacking Cormanthyr and engulfing many lands in war. They are defeated by the Elves in Cormanthor, and the power of Vastar is reduced.
523 DR: Proeskampalar is refounded and renamed Procampur.
572 DR: Overking Ologh, a monstrous Orc who ruled Vastar, dies in battle with Iyauroth, the Wyrm of the Peaks, a black dragon. His throne is left vacant, and several factions of Orcs contend for it.
Over the next eight years, the Orcs of Vastar were consumed in a vicious and bloody civil war as factions fought each other for the position of Overkind. Many Orcs died in this conflict.
This conflict continued until Grimmerfang defeated and ceremonially spitted, cooked and ate the last of his rivals. He renamed Ologh’s court in the Hollow Mountain “Mount Grimmerfang”.
580 DR: The Orc Overking Grimmerfang claims the throne of Vastar after defeating his rivals, and ends the wars amongst the Orcs.
The Dwarves had been working in secret with a few Humans and Elves to develop a steel whose bite was poison to Orcs, called “orcslayer” metal, and this were fashioned into weapons called orcslayer blades. The secrets of making orcslayer blades have been lost to the ages. The sage Fairin Icemantle had misgivings about these blades, fearing that they would be the first step in the making of weapons harmful to other races, and bringing ruin to the Realms. His work “Treatise Against Blood-Metal” gives the only first hand account of the Dwarven victories.
The Orcs of Vastar, weakened by their earlier invasions of Cormanthor and by civil war stood little chance. The Dwarves broke out of their mountain caverns and invaded the Orcish lands to “run in waist-high riot across the land”, in the words of Fairin. Grimmerfang was slain in his court in Mound Grimmerfang, which became his tomb.
The location of Grimmerfang was lost over the years, and the few Dwarven elders who could still identify it would not speak of it to Humans or Elves. In truth, the Dwarves had made their throne and city beneath Mount Grimmerfang, and desired to keep its location secret.
610 DR: The Dwarves conquer the lands of the Vast, overcome Grimmerfang and the Orcs, and re-found Roldilar, the second Realm of Glimmering Swords.
Roldilar, the second Realm of Glimmering Swords
The victorious Dwarves droves the Orcs far to the north and south into the mountain heights, and claimed all of the Vast as their own. They founded a new Roldilar, a resurrection of the old Realm of Glimmering Swords. Roldilar was ruled by the Deep King Tuir, Blood of Helban, called “Stonebeard” for his grim stoicism and slow humour. He set his throne beneath Mount Grimmerfang.
They build stone towers to keep watch against Orcish attacks, and brought herds of sheep, goats and shaggy-hair cattle up from the lands south of the Inner Sea to graze on the rolling grasslands cleared by the Orcs. The Roldilar Dwarves devoted themselves to drinking (concocting legendary fiery liquors), mining and making fine armour, weaponry and jewelry. They sold these for more livestock and honey for their mead.
611 - 616 DR: The Dwarven city of Sarbreen is built. It will later become Ravens Bluff.
Now that the Orcs were gone, the lands of the Vast under Dwarven rule became habitable once more, and another wave of Human settlers came, among these the powerful archmage Maskyr.
Maskyr was exploring the Realms for a secluded place where he could build his tower, and he found such a place in the far north of the Vast. He came upon it one morning, a valley shrouded in mountain mists, quiet and beautiful. He decided he would make his home there, and there alone.
Maskyr sought an audience with Deep King Tuir mac Helban and asked his price for the Vale. Silence fell over the court as Tuir thought on this for a good long time, stroking his beard, but Maskyr was patient and his eyes met the stony gaze of the Deep King.
Although Tuir was loathe to give up the hard won lands of the Vast to Humans, but was fearful of the mage’s power. At last he replied “The vale is yours, from rim to rim and beneath the grass as deep as four men stand upon each other’s shoulders, upon one condition only. Pluck out thy right eye and give it to me, here and now, and the vale is thine.”
To the astonishment and horror of the Roldilarren Court, Maskyr did exactly that, without hesitation. Tuir, with great respect for the Human, kept his end of the bargain, and gave Maskyr the vale and commanded that no Dwarf disturb his studies. Maskyr, now called One-Eye, lived contentedly alone in his vale for several centuries before disappearing, presumably slain, whilst on an interplanar journey. The valley later became the village of Maskyr’s Eye.
645 DR: The archmage Maskyr gives his eye to the Deep King Tuir as the cost of buying his valley. The first of another wave of settlers begins making permanent settlements in the Vast.
The Realm of Glimmering Swords knew only forty years of peace before falling to swarms of resurgent Orcs in the north. The Dwarves met the Orc and Goblinoid horde at Viperstongue Ford over the River Vesper, but the Dwarves were defeated, setting up a long retreat that ending in the battle of Deepfires, a long and bloody fight that raged throughout the subterranean passages of the mountains for nearly twenty days. This infamous battle is still remembered in Dwarven laments and sayings, such as “I feel as if my axe is broken in the midst of Deepfires”, often muttered by Dwarves who are sick, depressed, in pained or simply overwhelming by a multitude of woes.
The Dwarves of Roldilar avoided extinction with the aid of Human and Elven allies, particularly the elven hero Beluar, who aided the Roldilarren Dwarves against the Orcs. He and his forces would later rout the Orcs at Viperstongue Ford, and vengefully pursued them north into a rugged line of hills southwest of Kurth, and thence to Maskyr’s Eye, where Beluar himself slew the last Orc on the road outside the town smithy. Beluar’s efforts saved the remnants of the Dwarves in the Vast, and saved them from extinction. The hills became known as Beluar’s Hunt, as did one of Kurth’s inns, the other is called the Rolling Heads Inn in honour of the most notable token the Orcs left behind.
Beluar then went south with his riders, but they were ambushed by Orcs in a mountain pass south of Ravens Bluff, and all were slain. This pass became known as Elvenblood Pass, while the nearby village of High Haspur has an inn named the Elf in Armour in their memory. The heroes were buried in a grassy mound known as Beluar’s Tomb in the centre of the small hamlet of Sarbreenar, marked by an intricately carved stone obelisk erected by grateful Dwarves in honour of their fallen ally.
Although the Orcs won, their victory came at high price, for the Dwarves fought hard to defend their homes. Few Orcs survived the Deepfires, and Beluar and his riders greatly lessened their number. Vastar has yet to rise again.
The Dwarves retreated from their former homes, migrating overseas to the east and south, while others went to isolated and hidden communities deep in the Vast, or joined with Human cities on the surface.
649 DR: The Orcs overrun the Dwarves, and Roldilar, the second Realm of Glimmering Swords falls. A new wave of Human settlers arrives in the Vast.
The Age Of Glorious Fools
The fall of Roldilar triggered a new wave of settlement in the Vast, as Humans came in great numbers to exploit the power vacuum. Some came south from the Vilhon Reach, others were lesser nobles of Impiltur seeking prosperity elsewhere. They pushed the Orcs back into the mountains and established a foothold south of the Fire River.
They spread rapidly across the wartorn Vast, clashing often with the Orcs and clearing out the monsters of the mountains that had grown numerous feasting upon the dead and dying. They cleared land for farms, collected rubble and fieldstone to build low walls and built good roads between settlements. Adventuring bands built themselves keeps and defended the pioneers for a “shield tax”.
As one elven writer put it, the Humans bred “almost as recklessly as the burners” (ie. Orcs), and their numbers swelled, from immigration and birthrate. Human settlements sprung up all over the Vast, pushing the Orcs, Goblinoids and other monsters and predators back into the mountains.
An influx of Human adventurers aided in the settlement of the Vast, folk who cheerfully sought out adventure. Bards of the Vast called this the “Age of Glorious Fools”, after the many adventurers who took on hopeless odds and undertook foolhardy and attacks – and won almost as often as they lost. This age is said to still be in progress, a time of pioneering and adventuring spirit.
With good roads free of monsters and patrolled by adventurers linking the ports of Procampur and Tsurlagol to rest of the Vast, and then to Mulmaster on the Moonsea, and several years of bountiful harvests, Human rule of the area was assured. New ports sprung up along the coast: Calaunt, Tantras and the old Dwarven city of Sarbreen (later called Ravens Bluff or the Living City). These ports became trade stops, pirate havens and immigration landing spots, and the Vast prospered under Human settlement. Wealthy farmers and adventurers became the ruling people of Vast communities.
However this age was not good for all races of the Vast. Hobgoblins marched down from the Earthspur Mountains to attack the Moon Elves of the Grey Forest. The Elves fought them, but were steadily defeated. Facing extinction but unwilling to leave their homes, the Elves instead transformed themselves into majestic trees with grey back. Circles of these can be found all over the forest, and other humanoids avoid the area entirely, for the unsettling eeriness of the place. Wood Elves continue to live in the western side of the forest however.
1164 DR: King Palaghard 1st mistakenly declares on war on Procampur.
1222 DR: Ravens Bluff is established over the ruins of Sarbreen, a Dwarven city of that was once part of Roldilar.
1253 DR: Plague strikes Cormyr, Sembia and the Vast.
Mid 1200s DR: A horde of Hobgoblins threatens Procampur, but they are destroyed by the mage Snilloc.
1337 DR: Charles Oliver O’Kane wins the rule of Ravens Bluff and becomes Mayor.
1353 DR: Ironbane’s Rest is founded.
The Time Of Troubles
1358 DR: The Time Of Troubles strikes Toril.
An unnatural windstorm tears through Hlintar, causing a few thousand undead to rise from their graves and attack the town, while the living inhabitants flee to Calaunt, Tantras and Ravens Bluff. The god Torm appears in Tantras and destroys much of the city while battling against the god Bane.
The Sarbreenar Wyrm, a huge green dragon, attacks Sarbreenar and Procampur. Nobles and merchants of Procampur and Tsurlagol flee to their country estates near Maerstar, but are beset by looting mobs and refugees from Tantras, Mulmaster and Calaunt.
The high priest of Oghma in Procampur, and the Grand Patriach of the Oghmyte faith, disappears from his home in Procampur, causing a schism in the church.
Recent History
1367 DR: The Featherlung plague strikes Procampur.
1370 DR: Myrkyssa Jelan and her army of monsters and mercenaries bypasses Tantras and attacks Ravens Bluff. Lord Mayor Charles Oliver O’Kane is ousted, while Lady Mayor Amber Thoden takes over and helps rebuild.
1372 DR: Amber Thoden is deposed and flees after it is revealed that she was Myrkyssa Jelan. O’Kane resumes his rule of Ravens Bluff.
This message was last edited by the GM at 14:41, Tue 08 May 2007.