TEXT:  
   
  Season 2 Narrative 
   
  Originally established as a trading-post, MULMASTER and its oppressed people are now ruled by a council of sixteen 
  people known as BLADES who represent and further the interests of the city's NOBLE LORDS under the guidance of 
  HIGH BLADE JASEEN DRAKEHORN. The High Blade relies heavily upon organizations such as CLOAKS, HAWKS, and 
  THE SOLDIERY to maintain her control over the city; punishing MULMASTERITES bold (or foolish) enough to defy 
  her edicts with exile, torture and death. At the lowest level, the CITY WATCH is charged with maintaining order 
  within the city, but is regarded as little more than a band of government-sanctioned bullies. Above them all, the 
  church of BANE holds sway in Mulmaster, and the High Blade and those loyal to her demonstrate their loyalty to the 
  newly-returned god of Tyranny--all at the expense of its people. 
   But try as she might, the High Blade's grip on the city is threatened. The mysterious RED WIZARDS OF THAY 
  maintain an embassy within the city, REFUGEES from the recently-sacked town of PHLAN to the north stress the 
  city's food stores, and even rumors surrounding the possible return of the former High Blade, SELFARIL 
  UOUMDOLPHIN, are whispered in the darker parts of the city. All of these troubles, however, pale in comparison to 
  the true threat to Mulmaster. The CULTS OF ELEMENTAL EVIL have taken up root within the city's walls and the city 
  rots from within. Together and in opposition to one another, the cults vie for the creation of DEVASTATION ORBS, 
  created by profane rituals at ELEMENTAL NODES. Once detonated, these orbs will unleash disaster on Mulmaster to 
  a degree never before imagined. 
   
  The Setting for Season 2 of D&D Adventurers League Expeditions 
   
   
  by Travis Woodall 
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Season 2 Narrative: Elemental Evil 
   
   
  2 
  Elemental Evil: 
  Mulmaster 
   
  Glossary 
   BLADES. Originally constituted as a means of 
  tempering the amount of control possessed by the 
  High Blade, this council of 16 wealthy nobles has 
  become little more than a group that exists to create, 
  pass, and enforce laws based on the interests of 
  their wealthy constituents. 
   CITY WATCH. Widely regarded as lazy, inept, 
  bullies; the City Watch is staffed with those who are 
  considered too stupid or otherwise unsuitable for 
  enlistment in the Soldiery. They charged with 
  maintaining law and order at the lowest level, but 
  typically beat wrong-doers to the verge of 
  unconsciousness before throwing them into an alley 
  or the harbor. 
   CLOAKS. The rulers of Mulmaster hold magic in 
  high suspicion and see its use as a direct threat to 
  their power and the effectiveness of their 
  leadership. As such, the use of magic is regulated 
  and its practitioners watched, controlled and 
  indoctrinated into the service of the city. Any mage 
  who resides within the city is required by law to join 
  the Cloaks upon penalty of exile. Those who refuse 
  to join and are subsequently caught are dealt with 
  harshly; penalties include torture, maiming, and 
  often death. 
   DEVASTATION ORB. Wildly powerful and equally 
  unstable, these single-use magic items are created in 
  the depths of elemental nodes. Soon after being 
  removed from the node at which it is created, its 
  power is unleashed; causing powerful earthquakes, 
  volcanic eruptions, tidal waves, hurricanes or other 
  catastrophic events depending on the orb's 
  elemental type. 
   ELEMENTAL EVIL. There are four elemental cults; 
  each serving a different Prince of Elemental Evil 
  devoted to the undoing of the world; reducing it to 
  its most basic elemental states. These Princes are 
  beings of pure destruction and those that worship 
  them are wholly evil (and typically insane) and 
  completely dedicated to their goals. 
   ELEMENTAL NODE. Typically found in vast 
  subterranean locations, elemental nodes are 
  locations where the boundaries between the 
  material and the elemental planes are thinned using 
  secret knowledge and powerful elemental weapons 
  wielded by one of the four prophets of the Elder 
  Elemental Eye. The core of an elemental node 
  houses an open two-way conduit allowing free 
  travel to and from the plane to which it is connected. 
  The raw energy from the nodes influences their 
  surroundings; becoming reflections of the elemental 
  planes themselves. 
   HAWKS.  The Hawks are a specialized sect of the 
  city’s standing army, and specialize in subterfuge 
  and sabotage. While the Hawks are based within 
  Mulmaster, their tasks take them throughout the 
  Moonsea and nearby Dragonreach, where they 
  gather intelligence, and conduct some of the Blades’s 
  secret and less scrupulous plots and schemes. 
   HIGH BLADE JASEEN DRAKEHORN. The High 
  Blade acts as the overall ruler of Mulmaster, acting 
  on the guidance provided by the counsel of Blades. 
  High Blade Jaseen Drakehorn, however, possesses 
  the unquestioning loyalty of most of the Blades and 
  the rest fear her too much to act against her. As such, 
  she is more a dictator than anything else. 
   MULMASTER. The former trading city exports 
  fish, iron and ores and gems from nearby mines. Its 
  oppressed people live in the shadow of the wealthy 
  in perpetual fear of the Blades and their underlings. 
   NOBLE LORDS. The 49 noble lords of Mulmaster 
  are appointed by the popular vote of existing nobles 
  when one of their members dies. Though anyone can 
  petition to become a noble, success is typically 
  determined by wealth and lineage. Male nobles 
  carry the title Zor, while female nobles are called 
  Zora. 
   PHLAN.  This once proud city on the northern 
  shores of the Moonsea has recently fallen to 
  Vorgansharax, a green dragon in the employ of the 
  Cult of the Dragon. 
   REFUGEES. The fall of Phlan has cast a number of 
  its residents about the Moonsea; Mulmaster in 
  particular. The body of a popular Knight of the Black 
  Fist was brought to the city where she currently 
  resides after being raised from the dead by her 
  brother Wylan Burral; a cleric of Tymora within the 
  city. 
   RED WIZARDS OF THAY. Ruled by Szass Tam, this 
  organization is peopled with wizards, 
  demonologists, and slavers. Their presence in 
  Mulmaster has caused suspicion and distrust in her 
  residents. 
   SELFARIL UOUMDOLPHIN. A former High Blade 
  who, in 1375 DR was imprisoned within a soulgem 
  by his twin brother Rassendyll Uoumdolphin under 
  the guidance of Fzoul Chembryl. With Selfaril gone, 
  Rassendyll allied the city with the Zhentarim. The 
  soulgem is currently  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Season 2 Narrative: Elemental Evil 
   
   
  3 
   THE SOLDIERY. The city’s army and navy are a 
  conjoined force that defends the city in time of war. 
  Pay is high and members of the Soldiery enjoy 
  benefits above those of the City Watch, but must 
  past rigorous tests of ability and loyalty. Those that 
  excel in these tests further evaluated for enlistment 
  in the Hawks. Members of the Soldiery are 
  competent, effective and are held in regard by the 
  people of Mulmaster. 
  Themes 
  Each adventure must be attached to one or both of 
  the themes below.  
   Evil in Disguise (Storyline). The Cult of the 
  Crushing Wave begin supplanting the worship of 
  Umberlee with the local fishermen and sailors. 
  Similarly, many miners begin to find their prayers 
  answered by the Cult of the Black Earth. Monks from 
  the Cult of the Howling Hatred enter the city and 
  seek to offer control to the noble families by way of 
  mystical breathing and more bizarre teachings. One 
  of Mulmaster’s chief exports is arms and armor, and 
  within the forges of the City of Danger the Cult of the 
  Eternal Flame gains traction with the smiths. Each 
  cult has begun infiltrating the city with two distinct 
  goals; first, the obliteration of Mulmaster through 
  the use of elemental nodes and devastation orbs; and 
  second, to do so before the other cults are able to. 
   Echoes of the Past (Mulmaster). In 1375 DR, 
  Rassendyll Uoumdolphin--the twin brother of the 
  then High Blade Selfaril Uoumdolphin; and Fzoul 
  Chembryl--an exarch of Bane, plotted to usurp 
  Selfaril and imprison him in a soulgem. With Selfaril 
  gone, Rassendyll assumes the position of High Blade 
  in his stead and, in that capacity, allied the city of 
  Mulmaster with its former enemy--the Zhentarim. 
  Although decades have passed since Rassendyll's 
  rise to (and eventual fall from) power his legacy 
  remains, for in the gem set in the hilt of his sword, 
  the tiniest spark burns with white-hot rage, the rage 
  known only to a brother betrayed by his own blood. 
  Word has begun to spread that the sword has been 
  found and Jaseen Drakehorn and her Blades are 
  worried. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Season 2 Narrative: Elemental Evil 
   
   
  4 
  Mulmaster 
  Themes: Oppression, Corruption, Mild xenophobia 
  Population: 50,000 in 1479 DR 
  Races. Nearly all the people living in Mulmaster are 
  human. Nonhumans include some halflings and 
  dwarves, but elves, half-elves, half-orcs, gnomes, and 
  others are remarkable sites in the city. Human 
  ethnicity (be it Nar, Turmish, Chondatan, or 
  something else) has less impact on folk’s opinion of 
  you than whether you are a native or a foreigner. 
  Foreigners are typically viewed as easy marks or 
  with suspicion. 
  Culture. The people of Mulmaster are pessimistic 
  dynamos. “Take what you can, when you can, 
  because who knows if you’ll see tomorrow,” would 
  be their motto. The harsh landscape and living 
  conditions as well as the history of the city have 
  made Mulmasterites hardnosed, stubborn folk. They 
  are constantly alert for any weaknesses in others, 
  and their minds are always scheming to further 
  their own positions. Mulmasterites are not foolish or 
  reckless, mind you; they are (as a rule) single-
  minded, driven, ambitious, and amoral folk. 
   Mulmasterites set about life with a fierce 
  determination. They push and push to achieve their 
  ends, and die in the trying if need be. Neither zealots 
  nor reckless idiots, they are inexorable, patient, 
  relentless opponents, who wait for and exploit every 
  weakness. It is this spirit that makes Mulmaster such 
  a busy center for commerce, a hotbed of constant 
  industry and intrigue. Mulmasterites love to live 
  well when they can, going to taverns to drink, dance-
  houses to flirt and dance, and frequenting many 
  other venues of entertainment such as fighting rings 
  (bears vs. dogs, cocks, or people fighting one 
  another), street theater, and gambling at the Gate of 
  Good Fortune. 
   Crime is rampant within the city and corruption is 
  everywhere. Life is extremely cheap in Mulmaster. 
  The average Mulmasterite is always looking to gain 
  advantage on his or her neighbor, coworker, 
  superior, or shopkeeper. 
  Despite this cultural climate, Mulmaster is still a 
  prosperous city, and the underclass is generally kept 
  to one side as the wealthy and middle-class citizens 
  delight in the epicurean products of the other cities 
  of the Moonsea as well as far-off lands, and the city 
  enjoys a raucous nightlife, if one knows where to 
  look. 
   Mulmasterites frequently wear furs to defend 
  against the city’s fierce winds, including leggings 
  and “maliskers” (chest aprons) against the cold, with 
  leather gauntlets and boots. Colors of orange, red, 
  green, or gold are common in their clothes. 
  The Beginnings 
  Mulmaster began as a trading fortress in 934 DR. 
  Very little is recorded about the city until nearly 400 
  years later when the ruler of Mulmaster--the 
  sorcerer-king Neskar--was slain and his position 
  assumed by the first High Blade, Amdrauth Telsnaer. 
  His rule would be short-lived, however, and in the 
  30 years that would follow, both he and seven of his 
  successors would be slain in office until the seat was 
  seized by Selfaril Uoumdolphin. 
      While there are disagreements on the manner of 
  his replacement, it is commonly accepted that 
  Selfaril was removed from office and replaced by his 
  twin brother, Rassendyll Uoumdolphin, who would 
  later ally the city with Fzoul Chembryl, an exarch of 
  Bane. This collusion would later lead to Rassendyll 
  accepting the assistance of the Zhentarim in 
  establishing his borders and opposing the plots and 
  schemes of the Red Wizards of Thay that operated 
  within the city. 
  Mulmaster Today 
  Today, Mulmaster exerts control over little more 
  than its own people; it owns no land, but occupies a 
  strategic position close to the river Lis which allows 
  it to control trade passing through the area. The 
  Blades rule the city on behalf of the wealthy nobles 
  and the church of Bane, and the people are, for the 
  most part, do everything they can to scratch out a 
  living in their shadow. The populace has been 
  conditioned by fear and religion to obey without 
  question, and the rich exploit this. 
   High Blade Jaseen Drakehorn is on edge; between 
  the slowly-growing presence of the factions in 
  Mulmaster, the ever-mysterious Red Wizards of 
  Thay, and strange goings on outside of the city, have 
  her constantly shifting her attention to stem 
  anything that would threaten her power or that of 
  her church. Hawks have been sent abroad more 
  frequently to ascertain external threats to the city 
  and she has ordered that the Soldiery and the City 
  Watch be increased in size to quell any uprisings or 
  to defend the city in the event that the city is 
  attacked. 
   Tensions are high, and the High Blade cannot help 
  but feel that her grip on the city is allowing more 
  and more to slip between her fingers. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Season 2 Narrative: Elemental Evil 
   
   
  5 
  Organizations 
  The following are Mulmaster-specific organizations 
  that possess a noticeable degree of influence in the 
  city, along with the names and brief descriptions of 
  noteworthy NPCs. 
  The Blades 
  The Blades are a council of sixteen nobles. The 
  positions were originally established to provide 
  representation for the nobles, and to temper the 
  amount of control the High Blade possesses over the 
  city. The Blades debate and vote on new laws which 
  are, in turn, passed on to the High Blade, who either 
  gives final approval and signs it into law, or vetoes it. 
  While this system works in theory, many of the High 
  Blades use bribery or intimidation to swing the 
  votes of the Blades in their favor. The fact that the 
  Blades are required by law to reside within the 
  Tower of Blades is both a privilege and a means of 
  control. While their families reside there, they 
  remain under the implicit threat of soldiers who 
  might be more loyal to the High Blade or other Blade 
  members. 
   High Blade Jaseen Drakehorn (juh-SEEN). The 
  current High Blade of Mulmaster has been in the 
  service of Bane for her entire life. Abandoned on 
  the steps of the Black Lord’s Altar in Mulmaster as 
  an infant, she was raised on the edicts of the faith 
  and became a powerful paladin of Bane in her 
  own right. She no longer swings a sword; she does 
  him greater glory in subjugating an entire people 
  in his name. While still relatively young, she is 
  cold, calculating, and merciless in her dealings--
  those who disobey, die. Her once dark hair has 
  gone to grey and is closely-cropped. She has sharp 
  and angular features, with piercing grey eyes. She 
  is typically seen wearing fine clothing of blacks, 
  grays, and reds; trimmed with white fur as is 
  typical in Mulmaster. 
  The Nobles 
  The least powerful arm of the ruling body in 
  Mulmaster is the nobles. There is a set number of 
  noble Lords (forty-nine) in Mulmaster. These nobles 
  win their appointments through the vote of existing 
  nobles whenever one of their numbers dies. Anyone 
  can petition to become a noble, but success or 
  failure is typically determined by the candidate’s 
  lineage and current wealth. While this system seems 
  orderly on the surface, a great deal of politicking is 
  done through the assassin’s blade. 
      The nobles of Mulmaster are all but powerless 
  except in name. Having the designation of nobility 
  affords a family certain privileges and rights, but the 
  opportunity to join the Blades is rare. 
      Male nobles carry the honorific Zor, female nobles 
  are called Zora. The lord of a noble house in 
  Mulmaster can be either male or female; in either 
  case, they are referred to as Lord. 
   Typical Noble.  The nobles of Mulmaster are a 
  pampered and entitled lot, and they play the part 
  well. All dress in expensive clothing of the local 
  fashion, and treat those beneath them (which is 
  more or less everyone) with the utmost contempt. 
  The Brotherhood of the Cloak 
  Location: Cloak’s Tower 
  Magic can be a powerful threat to leadership. This 
  threat is somewhat lessened if the practitioners of 
  magic are watched, controlled, and indoctrinated 
  into the service of the city. Whether or not this 
  philosophy is correct is irrelevant, because it is the 
  reason for the existence of the Cloaks. Any mage in 
  residence in the city for longer than six months is 
  required to join the Cloaks upon penalty of exile. 
  Any mage who chooses not to join and is then caught 
  casting a spell is dealt with harshly; penalties 
  include torture, maiming, and often death. 
      The Cloaks bear the responsibility of supporting 
  the High Blade. Various tests of loyalty, both magical 
  and mundane, are administered regularly, and those 
  who fail face exile or death. The Cloaks thus act as a 
  de-facto wing of Mulmaster’s military and city 
  watch. The cloaks are primarily wizards, but count a 
  few sorcerers, bards, and even a warlock or two 
  amongst their ranks. 
   Senior Cloak Rastol Shan (RASS-tull SHAN).  
  Unbeknownst to the population of Mulmaster 
  (including the High Blade) the Senior Cloak of 
  Mulmaster, Rastol Shan, is a lich. He also has a 
  deeper secret, his true identity is that of Thurdan 
  Tallwand, the serving senior cloak during the rule 
  (and subsequent fall) of Rassendyll Uoumdolphin. 
  To facilitate his deception, Rastol is never seen 
  without his most distinguishing feature, an 
  elaborate, mithral mask. The long, white hair he 
  wore in life is only slightly thinner in death, and 
  spells and heavy perfume mask features remain 
  that would betray his true nature. He is a cold, 
  calculating man who supports the Blades in their 
  dealings on the surface, but that loyalty would 
  dissolve in an instant were he able to find a chink 
  in their armor and assume control of the city for 
  himself. While he is unaware of the cult's presence 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Season 2 Narrative: Elemental Evil 
   
   
  6 
  in the city (for now), he may view them as a 
  means to take control of Mulmaster. 
   Typical Cloak. Wizards to the core, they 
  demonstrate their trade in cliché manners; robes, 
  staffs, and other openly carried instruments of an 
  arcane nature; albeit in the style and fashion of 
  the city (i.e., fur-trim, etc.). They are fiercely loyal 
  to the Blades and the city in general, and have 
  been afforded a great deal of trust instilled in 
  them. Despite this, they are professional and fair 
  in their dealings. They typically do not accept 
  bribery and react poorly when offered such. 
  The Hawks 
  The second most important local organization is 
  known as the Hawks. The Hawks are a special sect of 
  the Mulmaster army, a paramilitary group of 
  soldiers skilled in subterfuge and sabotage. The 
  Hawks can be found in Mulmaster, but many can be 
  located throughout the Moonsea and Dragonreach, 
  gathering information and executing plots on behalf 
  of Mulmaster’s High Blade in secret. 
   Rending Talon Groshin Lor (GROW-shin LORE).  
  Rending Talon Marr is a Banite through and 
  through. Having been appointed to the post as one 
  of High Blade Drakehorn's first acts, Marr is a 
  cunning warrior and master of subterfuge. He is 
  charming and has a natural gift for deception. His 
  once handsome features are marred by a network 
  of scars. These scars do not impede his ability to 
  do field work, however, thanks to his ability to use 
  disguise self; a gift from his fiendish warlock 
  patron. He is whole-heartedly devoted to High 
  Blade Drakehorn and would die before betraying 
  her. 
   Typical Hawk. The ranks of the Hawks are 
  comprised of people from every walk of life, 
  though most are rogues due to their training in 
  stealth, deception and general thievery. They 
  typically keep their affiliation private unless 
  otherwise called for, as outing themselves limits 
  their ability to perform their duties. They are 
  intelligent, loyal, and have silver tongues. 
  The Soldiery 
  Mulmaster’s army and navy are a conjoined force 
  referred to as the Soldiers or Soldiery. Pay is high 
  and comes with privileges over both the normal 
  citizens and City Watch, but potential members 
  must past tests of military and seamanship 
  worthiness as well as subtle tests of loyalty. Those 
  who do well in the tests and prove loyal are 
  subjected to other, secret tests. If they succeed in 
  them, they are invited to join the Hawks. 
   Typical Member of the Soldiery. The members of 
  the Soldiery are widely considered to be the best 
  and brightest of the city. Subject to rigorous 
  testing of ability and loyalty, they are warriors and 
  seamen without equal in Mulmaster. They are 
  frequently seen throughout the city and are 
  friendly, polite and competent. In the face of 
  danger to the city, however, these features melt 
  away and they exhibit a brutal, unparalleled 
  savagery. They are loyal to the High Blade and the 
  city. Attempting to bribe a member of the Soldiery 
  will, more often than not, result in the arrest and 
  imprisonment of the offender. 
  The City Watch 
  The City Watch is largely made of those who flunk 
  out of the soldiery for being too stupid, impetuous, 
  lazy, or swift to anger. They have a well-earned 
  reputation in the city for being bullies. In lieu of 
  doing paperwork and true justice, an accused 
  criminal, rowdy drunk, or anyone else who gets in 
  their way often instead receives brutal beating and 
  is tossed into an alley or the harbor. 
   Typical Member of the City Watch. Those who 
  are too stupid, lazy, or ineffective to serve in the 
  Soldiery are remanded to the City Watch. 
  Unfortunately, it is the City Watch that the 
  residents of Mulmaster must most frequently deal 
  with. Widely regarded as bullies, they are more 
  likely to deal with a problem with violence and 
  cruelty than with compassion and reason. Bribery 
  is rampant among their ranks. 
  The Thayan Embassy 
  The Red Wizards of Thay have maintained a 
  presence in Mulmaster for over a century with a 
  sizable embassy. One of the previous High Blades 
  was even married to a Tharchioness of Thay, Dmitra 
  Flass of Eltabbar, a Red Wizard. After Szass Tam 
  assumed control of Thay, relations cooled 
  somewhat, but Thay’s interest in the Moonsea 
  diminished and shifted as the power of the 
  Zhentarim waned and the returned Netherese made 
  gains in Sembia. The Embassy had been staffed by 
  necromancers until very recently. During that time 
  the Cloaks kept a close eye on the Embassy, but over 
  time it became apparent that the Thayans had no 
  significant interest in the city except for purchasing 
  magical reagents and ingredients that passed 
  through and occasionally buying slaves to serve in 
  their Embassy. Now that living Zulkirs and 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Season 2 Narrative: Elemental Evil 
   
   
  7 
  Tharchions again control much of Thay and most of 
  the necromancers have been replaced by other 
  wizards, Thay’s interests in Mulmaster are once 
  again unclear. They have been investing in the city 
  and supplying diplomatic missions to journey to 
  others. It seems they hope to use Mulmaster has a 
  foothold for reintroducing their nation to other 
  powers in the Moonsea and beyond. In the short 
  term the reinvestment in the city is good, but the 
  Blades fear that success in making connections with 
  other states will make their own alliance with Thay 
  less of a deterrent. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Season 2 Narrative: Elemental Evil 
   
   
  8 
  Locations Within 
  Mulmaster 
  Tower of the Wyvern 
  Although smaller than the Tower of the Blades, this 
  castle is wholly the residence High Blade. The fine 
  marble structure is decorated with ornate stained 
  glass windows, the largest of which is found set into 
  the tallest tower and features a wyvern. Nearly four 
  hundred guards and soldiers and forty Cloaks serve 
  here at the High Blade’s pleasure, along with a 
  couple hundred servants. 
   For over a century the castle also hosted a 
  subterranean complex of luxurious baths, exhibition 
  stages, and leisure chambers known as the Palace of 
  Revels. All manner of debauchery and depravity 
  were rumored to occur in its candlelit halls, but 
  since the assumption to the position of High Blade 
  by a priest of Bane two decades ago, entrances to the 
  Palace of Revels are said to have been bricked up. 
  Tower of the Blades 
  This opulent and expansive castle is home to the 
  sixteen Blades who govern the city, with their 
  families, servants, and bodyguards. A contingent of 
  300 soldiers and 30 cloaks also guard and staff the 
  castle. The complex’s entrances are always guarded 
  with a six-man force, and each noble’s wing of the 
  complex is protected by various warding spells cast 
  by Cloaks. 
   This structure is also riddled with secret 
  passageways and places to spy. There are several 
  secret underground passages, some of which 
  connect to one another, while other dungeon areas 
  are isolated and can only be reached by passing 
  through the rooms above. 
  Tower of Arcane Might 
  This massive stone tower complex houses the group 
  of mages once known as the Brotherhood of the 
  Cloaks. That archaic usage has fallen out of favor for 
  their moniker, “The Cloaks.” The Cloaks serve the 
  Blades of Mulmaster and are the only sanctioned 
  spellcasters in the city where magic is otherwise 
  outlawed. 
   It has libraries, dormitories, laboratories, and vast 
  storehouses of gold and magical items. The Tower is 
  protected by golems, numerous defensive spells, and 
  of course the magic and defenders of the Cloaks 
  themselves. 
  Southroad Keep 
  Southroad Keep, Mulmaster’s oldest building, is the 
  heart of its bureaucracy, serving as the headquarters 
  for the City Watch and tax collectors, as well as the 
  site for Mulmaster’s courts and prison. The squat, 
  circular brick building serves as the constabulary 
  headquarters, information center, tax-collection 
  center, visitor’s registration, courthouse, and prison. 
   The building is nearly always crowded, and lines 
  are long and slow. The inner chambers are 
  constantly choked with throngs of people waiting to 
  conduct business with the city, and the overworked 
  officials are never in a great hurry to keep the lines 
  moving.   
   The prison lies underground and has 
  approximately the same area as the aboveground 
  portion. The gatehouse can seal off the city’s south 
  gate in the event of a siege. One hundred soldiers are 
  posted here at all times, though the keep can house 
  as many as six hundred when necessary. 
  Storm Gate 
  The Storm Gate is so named because it opens to the 
  rocky beach on the Moonsea side of Mulmaster. As 
  with Southroad Keep, the guards at Storm Gate 
  carefully track and tax those who enter the city, but 
  anyone who needs to be imprisoned is transported 
  along the walls to Southroad Keep. Storm Gate is 
  staffed by 20 soldiers and at least one Cloak at any 
  hour lest invaders beach ships to attack. 
  Zhent Ghettos 
  When Zhentil Keep was destroyed, many Zhents fled 
  to Mulmaster, seeking refuge. Mulmaster, however, 
  had little interest in maintaining their alliance. 
  Despite this, the Council of Blades eventually 
  permitted the refugees to take up residence in the 
  city, though to this day, they are still treated as 
  outsiders. For the most part, they reside in the 
  southern-most part of the city in sprawling ghettos 
  that hug Mulmaster's outer walls. They are heavily 
  taxed, denied the rights of citizenship, and 
  persecuted by the city's government and its 
  populace. The Zhent Ghettos are a dangerous place 
  and the Cult of Elemental Evil exploits the resentful 
  Zhentarim to their own ends. 
  Temples & Shrines 
  Though Bane is the primary focus of worship in 
  Mulmaster, there are a number of temples in the 
  city. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Season 2 Narrative: Elemental Evil 
   
   
  9 
  Black Lord’s Altar 
  With the return of Bane just prior to the Spellplague, 
  the seat of Banite worship has returned to 
  Mulmaster, and the orthodox worshipers of Bane 
  rededicated the Black Lord’s Altar to Bane. This 
  foreboding building is tall, with spines jutting out 
  from the numerous locations on the exterior of the 
  structure. Windows filled with red and violet glass 
  reinforce its ominous appearance. Inside a statue of 
  the Black Hand of Bane hangs down from the center 
  ceiling, the arm reaching 50 feet down from the 
  ceiling to have the gigantic hand hovering a mere 
  eight feet above the floor. Melded with the structure 
  of the temple, is seems to those who view it for the 
  first time like Bane reaching down from the heavens. 
   High Imperceptor Jorrul Missen (JORE-uhl MISS-
  in). Elevated to the position over 40 years ago, the 
  High Imperceptor leads the congregation of the 
  Black Lord’s Altar. Jorrul Missen had just been 
  appointed as the High Imperceptor when Jaseen 
  Drakehorn was discovered on the Altar’s stoop, 
  and it was he that chose to raise her among the 
  church. His influence within the city was such that 
  it required little in the way of bribes and threats 
  to see his prodigy eventually become the High 
  Blade of Mulmaster; and through her, the church 
  has seen previously unparalleled prosperity. 
  Jorrul Missen shorn head is covered in elaborate 
  tattoos--more than are common among the clergy 
  of Bane--which cover a number of pock-scars from 
  some unknown childhood illness. His dark eyes 
  are set deep into the ample flesh of his face; 
  appearing like glittering gems among the folds of 
  skin. His girth is substantial; such that he requires 
  the use of a cane to move about. But what he lacks 
  in grace or speed, he makes up for in power, for he 
  is a spellcaster of surpassing power. He is usually 
  seen wearing the black and red raiment of a cleric 
  of Bane. 
  High House of Hurting 
  This is the temple of the Maiden of Pain, from which 
  the wails of the faithful can be heard at all hours of 
  the day and night. The structure is black, 
  constructed from basalt blocks, and the rooms 
  within closely resemble torture chambers. There is 
  nothing here to provide comfort. One common 
  feature of all the furniture in this structure is that 
  causing pain is part of their design. The main 
  sanctuary hall has no seating and nothing at all of 
  comfort. The cult of Loviatar has always enjoyed a 
  surprisingly strong cult in Mulmaster but since the 
  closure of the Palace of Revels, it has increased in 
  size. 
  High Hall of Swords 
  Built in the fashion of a castle, this granite building is 
  the house of worship for those who pray to the god 
  of battle. The exterior is decorated with broken 
  shields, armor, and weapons that have been used in 
  Tempus’s name, while the battlements bear spikes 
  decorated with the rotting heads of cowards. The 
  clergy of the temple all also serve in Mulmaster’s 
  army or city watch. The temple is frequently the site 
  of mock battles that allow soldiers and city watch 
  members to train for siege and battle in buildings. 
  Tower of Mysteries 
  Magic radiates powerfully from this sky-blue 
  building. This temple is a massive, sprawling 
  structure with immense, airy rooms. In addition to 
  the main worship and meditation chambers are 
  numerous libraries and laboratories, as well as small 
  shrines to other deities associated with the practice 
  of magic such as Leria, Velsharoon, and Savras. Even 
  a shrine to Mystra (to whom it is illegal to worship 
  within the city) is tucked away in an alcove in this 
  temple dedicated to wizardry. Since only Cloaks and 
  visiting dignitaries are allowed to practice magic in 
  the city, anyone entering the temple can expect to be 
  confronted by one or more Cloaks who happen to be 
  there at the time. Visitors must present papers that 
  prove they’re acknowledged mages that have sworn 
  not to cast magic in the city or find themselves 
  violently ejected. 
  Gate of Good Fortune 
  This large violet-painted temple is divided into two 
  massive chambers: the worship chamber and the 
  casino. The worship chamber is always bathed in a 
  soothing purple light, and is a place for quiet but 
  fervent prayer. The casino is where the “holy rites of 
  Tymora” are carried out in the form of a multitude of 
  games of chance. All house proceeds go to the 
  upkeep of the temple, the clergy’s living expenses, 
  and the care of the needy, deserving, or the just plain 
  lucky. The fortunes found in the casino are safe in a 
  vault under the watchful eye of a clay golem. 
   Lord Priest Wylan Burral (WHY-lun BURR-uhl). 
  Lord Priest Burral is the brother of Knight Aleyd 
  Burral, the recently slain Knight of the Black Fist 
  in Phlan; and a relatively low-ranking member of 
  the church of Tymora. Wylan is the mirror 
  opposite of his sister--passionate and jovial in 
  contrast to her taciturn demeanor. Despite his 
  seemingly friendly disposition, Wylan Burral is 
  more than he seems; namely, the ranking member 
  of the Cult of the Black Earth in Mulmaster, and 
  has been for nearly a decade. Wylan is, on the 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Season 2 Narrative: Elemental Evil 
   
   
  10 
  surface, friendly and quick with a joke; eager to 
  help in any way that any other cleric of Tymora 
  would be willing. But in his guise as a cultist, his 
  cheery disposition melts away and is replaced 
  with malice. His passion remains though, and the 
  combination is truly terrifying. 
  House Built on Gold 
  This temple of dedicated to Waukeen was 
  abandoned for many years and robbed of much of its 
  fittings and some of its stone. However, in the past 
  year an effort has been made by a cadre of iron 
  merchants and mine owners to refurbish the temple 
  and rededicate it to Waukeen. The work is not 
  complete. Masons, gilders, painters, sculptors, and 
  others tramp in and out constantly, but already the 
  temple has opened its services as a bank and lender, 
  backing the money with the fortunes of its wealthy 
  and hard-minded sponsors. 
  Shrine to Lathander 
  This shrine stands near Southroad Keep on the hill 
  to its south where the rising sun over the mountains 
  can strike the shrine without it being shadowed by 
  the walls. The shrine consists of a bronze symbol of 
  Lathander on a bronze post, made so that light can 
  shine through the body of the rising sun and the 
  road. Folk setting out for points south or making a 
  business deal frequently come to the shrine in 
  daylight hours to take Lathander’s blessing upon 
  their enterprises. The path to and from the shrine is 
  thus well worn. 
  Shrine to Malar 
  A dim and dismal shack stands on the northern side 
  of Southroad Keep. Decorated with bird’s wings and 
  the feet of various land-bound prey, the shrine to 
  Malar can be a noisome and fly-ridden place. Even 
  so, those who leave the city to hunt in the mountains 
  frequently stop inside to honor Malar and return 
  here with a portion of their kill if the hunt proves 
  successful. 
  Shrine to Mask 
  The shrine to Mask is an oddity standing as it does in 
  the open street. Most places holy to the god of 
  stealth and skullduggery tend to be hidden away. In 
  Mulmaster, however, Mask is worshiped by all 
  manner of individual hoping for a way to get ahead. 
  The shrine takes the form of a changing chamber 
  built to look like a cloaked and masked two-faced 
  figure of about 12 feet tall, man on one side and 
  woman on the other. One always enters the shrine 
  by opening one “arm” of the figure, either the male 
  or female side, and then exiting the other. Custom 
  dictates that you must be masked and costumed 
  when entering and then exchange you mask and 
  costume for another when exiting. Thus, in theory, 
  no one can know who is worshiping at the shrine to 
  Mask. There are always over a dozen costumes 
  inside, and traditional favorites rotate in and out as 
  individuals take it upon themselves to make repairs 
  on them. 
  Shrine to Talos 
  The rocky beach outside the walls is frequently 
  battered by storms, and a shrine to Talos is 
  therefore erected on the beach. Those who use the 
  beach make a habit of adding a piece of driftwood to 
  a pile that by month’s end (if it survives the 
  weather) is a precarious tower that adherents must 
  climb to build upon. Climbing the high towers is 
  considered an act of great faith to Talos sure to 
  protect the climber from misfortune. On the last 
  night of the month, whatever tower stands is set 
  ablaze. Sometimes it amounts to little more than a 
  bonfire, but at other times a tower 30 to 40 feet tall 
  blazes on the beach with those seeking Talos’s favor 
  dancing wildly round it, waiting until the last 
  moment to break the circle should the fiery tower 
  fall their way. 
  Shrine to Umberlee 
  The Shrine to Umberlee is on the west side of what 
  is locally known as the Last Drop because of the 
  custom of people to commit suicide by tying weights 
  to themselves and jumping off into the deep waters 
  below. The shrine to Umberlee is a sculpture of a 
  furious female face carved into the balustrade with a 
  gaping mouth that opens to the water below. Folk 
  wishing to appease or thank Umberlee drop 
  offerings to her through the mouth. People believe 
  the spirits of those who commit suicide by plunging 
  from the bridge guard the offerings given to 
  Umberlee and thus they are left unmolested. 
  Inns & Taverns 
  Traveler’s Cloak Inn 
  A favorite inn of wealthy travelers, the Traveler’s 
  Cloak offers a welcome retreat from the cold and 
  damp. Each room has its own fireplace, and dinner 
  and drink are included in the rather steep nightly 
  price of 12 gp (15 gp if a mount needs to be stabled).  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Season 2 Narrative: Elemental Evil 
   
   
  11 
  Black Blade and Bloody Boar 
  The Black Blade and Boar--recognizable by its sign--
  a wooden sculpture of a boar impaled with a rusty 
  iron sword. The inn has a raucous tavern  
  Windsnug Hearth 
  This inn was built in a part of town where it’s mostly 
  sheltered from mountain winds. Food and drink is 
  simple fair served en-suite. As a location that 
  typically serves travelers and visiting merchants, its 
  guests are frequently the target of con artists or 
  muggers who watch those who exit for likely marks. 
  The Leaning Boot 
  The Leaning Boot is a tavern in the cellar of a 
  dockside tallhouse. For decades it has been marked 
  only by a lone, old boot nailed to a post at the top of 
  the steps at street level. The interior is dimly lit and 
  tends to be quiet, making the subterranean bar a 
  favorite of the few dwarves in Mulmaster, older 
  locals, and a handful of dedicated drinkers. The 
  cellars are damp, making corked bottles swell and 
  burst open over time. As a result, only ale, beer, and 
  other vat fermented beverages are served. 
  Locations Outside Mulmaster 
  Earthspur Mountains 
  Also called the Giantspike or Dragonspike 
  Mountains, this range of tremendously tall 
  mountains spans the gap between the Moonsea and 
  the Sea of Fallen Stars. The mountains are rich in 
  precious metals and many old, dry mines can be 
  found throughout. The following locations are 
  located in the Earthspur Mountain range: 
   Glacier of the White Worm.  This immense 
  glacier covers an approximate are of 1200 square 
  miles. It is so named for the white remorhazes 
  that reside within. Rumors tell of entire herds of 
  the terrifying beasts ruled by a remorhaze of 
  tremendous size. 
   Monastery of the Yellow Rose. East of the Glacier 
  of the White Worm, this monastery is the home to 
  an order of disciples of Saint Sollars the Twice 
  Martyred; a follower of Illamater. 
  Elmwood 
  This small farming community lay on the southern 
  shore of the Moonsea and west of Mulmaster. It is 
  loosely governed by Graffin Jorgadaul, the 
  descendent of Thoyana Jorgadaul. Whether the Cult 
  of Elemental Evil's influence has made it this far 
  west is unknown. It is governed by Graffin Jorgadaul, 
  a retired dwarven adventurer with one arm. 
  Ironfang Keep 
  This mysterious keep was built long before recorded 
  history and housed a secretive order of mages so 
  powerful that even some of the most powerful 
  wizards in history were hesitant to disturb them. A 
  vast, subterranean complex exists beneath the keep; 
  its entrance shielded from view by the waterfall that 
  falls from the peak where the keep rests. 
  River Lis 
  A shallow, swampy river connecting the Moonsea to 
  the Sea of Fallen Stars. The Lis delta was once home 
  to a large city of the same name. It and a number of 
  sites around it are now in ruin. 
   The Flooded Forest. A large swamp in the 
  northern portion of the Vast. It is inhabited by 
  lizardfolk and until recently, a black dragon. It is 
  rumored that an adventuring group called the 
  Turning Key hid its treasure in the Flooded Forest. 
   Fort Dalton. Fort Dalton was long ago destroyed 
  by a migration of dragons, but its ruins remain. 
  Rumors tell of cults practicing their dark rites 
  within its depths. 
   The Mage’s Tower. No one knows for sure who 
  built the tower or even who lives there to this day. 
  Rumored residents have included Maskyr One-
  Eye, mind flayers, dwarves, Lashan Aumersair, the 
  Mage Who Never Dies, and even a gold dragon. 
  What is known for sure, however, is that the 
  tower boasts powerful guardians including 
  golems, gargoyles, and magical traps. 
   Point Iron. This profitable iron mine is controlled 
  by Mulmaster after the city purged it of the 
  duergar who had previously been residing within. 
   The Lis Ruins. Lis was a city located west of 
  Mulmaster and was destroyed by a Flying Plague; 
  a horde of perytons, harpies, and manticores. 
  The Vast 
  This region of Faerûn between the River Lis and the 
  Earthspur Mountains to the west and east, and the 
  Moonsea and the Sea of Fallen Stars to the north and 
  south. It has been the home of orc, elvish, dwarven, 
  and human rulers throughout its history. 
   Kurth. Known as Pirate's Rest, Kurth is a town 
  located in the northern portion of the Vast. 
  Founded by the pirate Kurth Banditslayer, Kurth 
  was a large town that eventually fell to orc raids. 
  Its current state is much smaller; and more easily 
  able to defend against attacks, and the outer 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Season 2 Narrative: Elemental Evil 
   
   
  12 
  portions of the city have fallen into ruin, including 
  Feljack's Hall; the former home of an adventurer 
  of the same name. Skeletal pirates have been seen 
  in the area of Feljack's Hall, seemingly searching 
  for the long-dead owner's fabled treasure. 
   Maskyr's Eye. A village located on the North road 
  between Mulmaster and Kurth. Originally founded 
  by the archmage Maskyr, the vale where he 
  settled, was claimed by the dwarves of Roldilar. 
  Thinking that the mage would refuse the offer, the 
  Deep King Stonebeard offered the vale to Maskyr 
  if the mage would pluck out his right eye; which 
  Maskyr did without hesitation. True to his word, 
  the Deep King declared the vale the realm of 
  Maskyr's domain and no dwarf has laid claim to it 
  since. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S02 - Elemental Evil/Season 2 Narrative - Mulmaster.pdf