TEXT:  
   
   
   
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  2 
   
  Welcome to Calimshan! ...................................... 3 
  Chapter 1: Character Creation ..............................5 
  Races ......................................................................5 
  Backgrounds .......................................................... 6 
  Classes ................................................................... 8 
  Subclass Options ................................................. 11 
  Calishite Names ...................................................16 
  Chapter 2: Calimshan Described ....................... 17 
  History .................................................................. 17 
  Geography ............................................................19 
  Cities and Towns ................................................. 26 
  Economy .............................................................. 28 
  Politics ................................................................. 28 
  Other Powers ....................................................... 30 
  Food ...................................................................... 31 
  Clothing ................................................................ 31 
  Travel ....................................................................32 
  Chapter 3: Calimport, City of Glory .................. 34 
  Overview ............................................................... 35 
  Wards.................................................................... 35 
  Government......................................................... 40 
  Law Enforcement .................................................. 41 
  Chapter 4: Calimshan Adventures .................... 42 
  A Distinct Flavor .................................................. 42 
  Adventure Seeds .................................................. 43 
  Chapter 5: Treasures ........................................... 52 
  Coins ..................................................................... 52 
  Calishite Mosaics ................................................. 52 
  Other Magic Items .............................................. 54 
  Chapter 6: Friends and Foes .............................. 57 
  Encounter Tables .................................................. 57 
  New Creatures ..................................................... 60 
  Map of Calimshan .............................................. 67 
   
   
  Design: M.T. Black 
  Editing: M.T. Black, Noah Lloyd 
  Cover: Stacey Allan 
  Layout: M.T. Black, Stacey Allan 
  Cartography: Goose Prints 
  Additional Design: Darrin Scott 
  Design Consultants: Hiten Dave, Jeremy Forbing 
  Art: Stacey Allan, Wizards of the Coast, Elite 
  Design Elements © Rising Phoenix Games 
   
  The following books provided inspiration for this 
  work: 
  Calimport (1998) 
  Elminster's Forgotten Realms (2012) 
  Empires of the Sands (1988) 
  Empires of the Shining Sea (1998) 
  Forgotten Realms Campaign Guide (2008) 
  Forgotten Realms Campaign Set (1987) 
  Forgotten Realms Campaign Setting (2001) 
  Heroes of the Elemental Chaos (2012) 
  Player's Handbook (2008) 
  Player’s Handbook 3 (2010) 
  Tome of Battle: The Book of Nine Swords (2006) 
   
  DUNGEONS & DRAGONS, D&D, WIZARDS OF THE 
  COAST, FORGOTTEN REALMS, RAVENLOFT, EBERRON, 
  THE DRAGON AMPERSAND, RAVNICA AND 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. THIS 
  WORK CONTAINS MATERIAL THAT IS COPYRIGHT 
  WIZARDS OF THE COAST AND/OR OTHER AUTHORS. 
  SUCH MATERIAL IS USED WITH PERMISSION UNDER THE 
  COMMUNITY CONTENT AGREEMENT FOR DUNGEON 
  MASTERS GUILD. ALL OTHER ORIGINAL MATERIAL IN 
  THIS WORK IS ©2019 AND PUBLISHED UNDER THE 
  COMMUNITY CONTENT AGREEMENT FOR DUNGEON 
  MASTERS GUILD. 
   
   
   
   
   
   
   
  
   
   
   
   
  3 
  Calimshan is a rich and ancient land that lies a 
  hundred miles east of Chult and over a 
  thousand miles south of Waterdeep. It is 
  renowned for its desert landscape, byzantine 
  politics, and extraordinary wealth, though it 
  has recently been shaken by a magical civil 
  war. A land of unsurpassed wonder and 
  indescribable evil, it has been a favored 
  destination for adventurers for millennia. 
  Welcome to Calimshan! 
  Welcome to Calimshan! 
  Using this book 
  This book, when used with the Player’s 
  Handbook, contains everything you need to run 
  your own D&D campaign in Calimshan.  
   Chapter 1 describes how to create characters 
  for Calimshan and includes information about 
  how the various races, backgrounds, and 
  classes fit with this setting. The chapter also 
  includes four new subclasses.  
   Chapter 2 gives a broad overview of 
  Calimshan, including information about the 
  history, geography, cities, economy, politics, 
  and customs of the land. Chapter 3 describes 
  Calimport, the capital of Calimshan, also 
  known as the City of Glory. Chapter 4 contains 
  information about running adventures in 
  Calimshan, including adventure seeds covering 
  levels 1-20. Players should not read this 
  chapter. 
   Chapter 5 includes several new magic items, 
  while chapter 6 describes new monsters and 
  NPCs, and also includes encounter tables 
  customized for Calimshan. The final page is a 
  map of Calimshan. 
  Ten Things to Know 
  Here are ten quick things everyone needs to 
  know about Calimshan. 
  Ancient History 
  Calimshan is unthinkably ancient—it is the 
  oldest of all human lands still in existence. It 
  has a complex history that spans nine thousand 
  years, and events that happened millennia ago 
  still influence the land today. 
  Wealth and Trade 
  Calimshan has always been a wealthy nation, 
  and its people have always been obsessed with 
  wealth. Trade is the source of their prosperity, 
  with the country lying at the nexus of a global 
  trade network. Calishites (as the people of 
  Calimshan call themselves) are considered by 
  many to be the greatest merchants in the 
  world.  
  Many Genies 
  Various genies, especially djinn and efreet, 
  have dwelt in the land from time immemorial, 
  sometimes ruling over the local population, 
  and sometimes even creating great empires. 
  Genies are less common now than in former 
  times, but you are much more likely to 
  encounter one here than in a place like the 
  Sword Coast. Most Calishites regard genies 
  with fear and distrust. 
  
   
   
   
   
  4 
  Common Magic  
  If you believe the marketplace chatter on the 
  Sword Coast, every family in Calimshan owns 
  a magic carpet, and every home is kept clean 
  by a magic broom. These tales are wild 
  exaggerations, but it is true that magic, and 
  especially magic items, are more common here 
  than in other lands.   
  Great Desert 
  When people think of Calimshan they usually 
  think of the desert, and with good reason. The 
  Calim Desert comprises more than a quarter of 
  the land, running right up to the gates of the 
  largest cities. Even the most urban Calishites 
  feel a strong affinity with the desert and the 
  stories associated with it. 
  Calimport 
  Calimport, the City of Glory, is the capital of 
  Calimshan and can reasonably lay claim to be 
  the oldest continuously inhabited human city in 
  the world. For much of history it was also the 
  largest city in Faerûn, though recent troubles 
  have seen it diminished. Still, Calimport 
  remains a glorious place, and the home to 
  many remarkable adventures.  
  Urban and Cosmopolitan 
  The people of Calimshan are an urban people, 
  preferring fortified cities and towns over the 
  dangerous countryside. Small villages are far 
  less common here than on the Sword Coast, 
  though they do exist. The cities of Calimshan 
  tend to be very cosmopolitan, attracting people 
  from every part of the world.  
  Genie Wars 
  Over a century ago, two ancient, powerful 
  genies named Calim and Memnon engaged in 
  the Genie Wars, transforming the whole land 
  into a battlefield. The unexplained 
  disappearance of the two antagonists fifty years 
  ago did little to ease the strife, with most of the 
  human population finding themselves in 
  bondage to Genasi Warlords who sought to fill 
  the power vacuum. Trade continued 
  throughout this troubled century, though it was 
  much diminished, and the land was torn apart 
  by violence and chaos.    
  Glorious Revolution 
  Two decades ago, the great prophet Shahrzad 
  taught the human population how to resist the 
  Genasi Warlords. This became known as the 
  Glorious Revolution, and saw the Warlords 
  vanquished, the humans freed, and slavery 
  abolished in the land. There were calls to place 
  Shahrzad on the throne, but the prophet 
  mysteriously disappeared. Instead, a war hero 
  named Javad el Volahrn was named syl-pasha, 
  the title Calishites give their ruler.  
  A Gilded Age 
  Calimshan has flourished in the short period 
  since the Glorious Revolution. Wealth and 
  people are flooding into the land, and the rapid 
  growth of trade recalls the days of old. Many 
  happily describe this as a golden age, but 
  others are more circumspect. The grim legacy 
  of the past remains like a shadow over 
  Calimshan, and dreadful powers seek to undo 
  all that has been accomplished, returning the 
  land to war and 
  chaos. 
   
   
  
   
   
   
   
  5 
  The Player’s Handbook describes the step-by-
  step process for character creation. This 
  chapter provides additional options and 
  information for characters created to play in a 
  Calimshan campaign.  
  Chapter 1: Character Creation 
  Races 
  The people of Calimshan refer to themselves 
  as Calishites. Although the land is dominated 
  by humans, all the common races may be 
  found there, each of them with a different 
  relationship to Calimshan’s complex history 
  and recent troubles.  
   
   
   
   
   
   
  Calimshan’s Population 
  Humans 
  Humans have been the most populous race in 
  Calimshan for millennia and have dominated 
  the land for much of its history. However, the 
  devastating Genie Wars earlier in the century 
  left most of the human population enslaved to 
  Genasi Warlords. Human rule was restored 
  nearly two decades ago, but many still regard 
  genasi with suspicion and hostility. 
  Genasi 
  Genasi are more populous in Calimshan than 
  in any other nation in Faerûn, no doubt due to 
  their kinship with the genies. During the recent 
  Genie Wars, the genasi served as slave-masters 
  over the rest of the Calishites. Humans 
  especially have been unable to forget this 
  oppression.  
  Half-Orcs 
  For most of Calimshan’s history, orcs were an 
  oddity. Then, nearly three centuries ago, a vast 
  horde swept across the land. Although the 
  horde was finally dispersed, orcs have been 
  Race 
  % 
  Humans 
  91 
  Genasi 
  3 
  Half-Orcs 
  3 
  Halflings 
  1 
  Half-Elves 
  1 
  Others 
  1 
  
   
   
   
   
  6 
  relatively common in Calimshan ever since. 
  More than in any other nation in Faerûn, half-
  orcs are accepted as a normal part of society, 
  and many have risen to positions of wealth  
  and influence.  
  Halflings 
  Halflings were once populous in the western 
  regions of Calimshan, but they were poorly 
  treated by both humans and genasi, which led 
  to mass migrations northward. Those that 
  remain are concentrated in the foothills of the 
  Marching Mountains and tend to be insular 
  and distrustful of outsiders. 
  Half-Elves 
  Due to the historical animosity toward elves 
  (see below), half-elves in Calimshan tend to 
  hide their heritage, pretending to be fully 
  human instead. Many of them can be found in 
  Almraiven, practicing magic.  
  Others 
  Other races are present in Calimshan but in 
  much smaller numbers. 
   Dragonborn. As in most parts of Faerûn, 
  dragonborn are extremely rare in Calimshan. 
  Those present are most likely there as 
  adventurers. 
   Dwarves. Dwarves have been scarce in 
  Calimshan for most of its history. A few can be 
  found in the cities, where they are esteemed for 
  their superior metalworking skills.  
   Elves. The elves were custodians of this land 
  countless years ago but were driven out by the 
  genies and their human servants. Those few 
  that remain have long memories and prefer not 
  to be noticed in human lands. Humans, for 
  their part, distrust the elves because of their 
  secretive nature, but also envy their facility 
  with magic. The legendary city of Myth 
  Dyraalis in the Forest of Mir is home to many 
  wood elves, while most drow hail from 
  Holldaybim, beneath the Marching Mountains.   
   Gnomes. There are few gnomes in 
  Calimshan, though a small number can be 
  found in the universities of Almraiven. There 
  are persistent rumors of gnome enclaves in the 
  Marching Mountains, but these have never 
  been substantiated.   
   Tieflings. Like the dragonborn, the few 
  tieflings present in Calimshan are most likely 
  there as adventurers. 
  Backgrounds 
  All the backgrounds described in the Player’s 
  Handbook can be found in Calimshan. 
  Following are some suggestions for integrating 
  each background into the local area. The 
  places and organizations mentioned here are 
  described in more detail in chapter 2. 
   Acolyte. All religions are tolerated in 
  Calimshan, so you can select any god to follow. 
  Ilmater, Waukeen, and Shar are among the 
  most popular deities. See Cleric, under 
  “Classes” below, for more information. 
   Charlatan. Hustlers of every kind can be 
  found on the busy streets of Calimport, with a 
  popular scam being the sale of fake magic 
  items. More cultured charlatans might ply their 
  craft in sophisticated Almraiven, milking the 
  wealthier students of their excess coin. 
   Criminal. Calimport is home to all types of 
  criminals, as is Manshaka, nicknamed the “City 
  of Sin.” You might well belong to one of the 
  rogue guilds, such as the Fellowship of 
  Burglars and Thieves or the Society of Thugs 
  and Enforcers. 
   Entertainer. There are many entertainers in 
  the cities, especially Calimport and Memnon. 
  
   
   
   
   
  7 
  You could be a famed jester entertaining a 
  vizar for a large fee, or a juggler begging for 
  coppers on the street. As an itinerant 
  storyteller, poet, or singer, you can make a 
  modest livelihood touring towns and villages or 
  travelling with a large caravan.  
   Folk Hero. You most likely hail from one of 
  the villages or towns that can be found along 
  the major roads, such as Keltar on the banks of 
  the Calim River.  
   Gladiator. The famed Efreetum Arena in 
  Calimport is home to spectacular gladiatorial 
  combat. The contestants are usually free 
  agents fighting for the rich prizes on offer, 
  although occasionally indentured servants are 
  forced into the ring. Less prestigious and 
  lucrative is Manshaka’s Blood Arena, which 
  has earned a reputation for extreme violence.  
   Guild Artisan. Skilled artisans of every kind 
  may be found throughout Calimshan, though 
  each city has its particular specialty. Almraiven 
  is home to famous shipwrights, Manshaka is 
  known for its weaponsmiths, and Memnon is 
  renowned for pottery. Calimport likes to claim 
  superiority in every craft, but it is especially 
  regarded for bookbinders, jewelers, and 
  goldsmiths.    
   Guild Merchant. The wealth of Calimshan is 
  built upon trade, and so merchants are well 
  regarded. Calimport is naturally the major 
  trade hub, with her bold ships plying the seas 
  in every direction. Memnon is also a center of 
  trade, lying on the great Trade Way that 
  connects Calimshan to the northern lands. 
  Exports include wine, perfume, fine 
  ironmongery, glassware, books, jewelry, and 
  minor magic items. Major imports include 
  metals of all kind, grain, livestock, and oil.  
   Hermit. Over the years, numerous people 
  have sought solitude in Calimshan’s vast 
  desert. The west edge of the desert, near the 
  coast, is a favored destination for those who 
  reject society.  
   Knight. The term “knight” is not commonly 
  used in Calimshan. If you select this 
  background, you are most likely either the child 
  or (in rare cases) the favored servant of a vizar 
  or a pasha (see below).   
   Noble. The head of your family is either a 
  vizar (a powerful government minister) or a 
  pasha (a guildmaster).  
   Outlander. You might well come from one of 
  the scattered enclaves along the Marching 
  Mountains, from a small community along the 
  western coast, or you could be a desert nomad.  
   Pirate. There are a great number of pirates 
  sailing upon the waters of the Shining Sea, 
  south and west of Calimshan. Piracy is also rife 
  on the Lake of Steam. If you choose this 
  background, you might be a member of the 
  powerful Union of Pirates and Smugglers, 
  based in Almraiven. 
   
  
   
   
   
   
  8 
   Sage. Almraiven is the intellectual capital of 
  Calimshan with many fine schools, making it 
  the natural residence for any sage. You might 
  also have found a home in one of the various 
  abbeys, cloisters, and monasteries that dot the 
  land, each with their own specialty. For 
  example, the School of St. Rucir in the 
  Marching Mountains is dedicated to 
  engineering, the Monastery of St. Fanal in the 
  Alamir Mountains concentrates on history, 
  while the House of St. Liwan’s Blessings on 
  the western coast is a school for cooks!  
   Sailor. The Calishites are very good sailors, 
  with their trade ships voyaging all over the 
  known Realms. You most likely served on a 
  merchant ship, but you might also have been 
  part of the Calishite navy, which has been 
  rapidly expanding in recent years.  
   Soldier. You may have fought in the Glorious 
  Revolution nearly twenty years ago, or you 
  might be part of the modern Calishite army, 
  which is primarily based in Calimport and 
  Memnon. Calimshan is also home to several 
  mercenary companies, such as the Iron Hawks, 
  the Manshakan Guard, and the Company of the 
  Rose.   
   Spy. Calimshan and its neighbors are 
  sometimes called the “Lands of Intrigue,” and 
  with some justification. Spying is regarded as 
  an honorable, though highly dangerous, 
  vocation. You might be part of the Responsible 
  Association of Spies, selling your services to 
  the highest bidder. Or perhaps you worked for 
  a vizar, a pasha, or a wealthy merchant family.  
   Urchin. Calishites are generous when 
  rewarding good service, but charitable giving is 
  generally frowned upon. This means there is 
  an utterly destitute stratum of people in every 
  population center in the country. In Calimshan, 
  you most likely emerged from one of the poorer 
  parts of the city, such as the Market Ward, the 
  Trades Ward, or the Shackles Ward.   
  Classes 
  Your character can be any class that appears in 
  the Player’s Handbook (or other sources, with 
  your DM’s permission). This section shows you 
  how the class you want to play relates to 
  Calishite society. Combining this information 
  with your chosen background helps you create 
  a unique and interesting character backstory.  
  Barbarian 
  Calishites regard themselves as the most 
  civilized people in the world and use the label 
  “barbarian” as an insult aimed at outsiders, 
  especially those from the North. However, 
  there are some Calishites who reject 
  civilization and choose to live and thrive in the 
  wilds. The nomads who live in the Calim 
  Desert are the best example. There are also 
  several isolated settlements that dot the 
  Marching Mountains with people who are a 
  little more in touch with raw nature and their 
  own primal physicality.  
  Bard 
  Music, poetry, and storytelling are revered 
  throughout Calimshan and are considered the 
  primary means to preserve history and 
  tradition among the common folk. For this 
  reason, bards are usually welcome in any 
  civilized area. 
   While some gifted bards manage to teach 
  themselves the magical arts, it is more frequent 
  for them to learn at the feet of a master. 
  Instruction in bardic magic is also available at 
  the School of Hands Arcane in Almraiven. 
   One of the private lending libraries in the 
  Quill Ward of Calimport is called The Bard’s 
  
   
   
   
   
  9 
  Wisdom, which has an impressive collection of 
  tales, poems, songs, and epics. Most bards in 
  Calimshan have visited this business at some 
  point in their career. 
  Cleric 
  When it comes to religion, Calimshan sees 
  itself as a tolerant and cosmopolitan land. It 
  accepts all creeds and religions, even those 
  devoted to the gods that are shunned in other 
  places. With a cultural imperative to have the 
  biggest and best, the country has major 
  temples to most of the deities ever worshipped 
  in the Realms. Many of 
  the major temples in Calimport have been 
  standing for well over two thousand years. 
   This means that clerics of all faiths, even 
  obscure ones, may be found in Calimshan. 
  Ilmater, god of suffering, is the most popular 
  deity in the country, with the lower classes 
  seeking comfort in his teachings during the 
  recent times of oppression. Others have 
  embraced powerful and violent gods, especially 
  Shar, goddess of darkness, as a bulwark 
  against genie domination. The worship of 
  Azuth, god of magic, is common among the 
  magical students of Almraiven, while the 
  Janessar of the Marching Mountains are often 
  devoted to Tyr, god of justice. 
  Druid 
  Druids are both less common and less revered 
  in Calimshan than in other lands, probably 
  because most Calishites are so strongly 
  disposed toward urban life. This is in stark 
  contrast to nearby Tethyr, where druids enjoy 
  considerable influence. Indeed, any druids 
  encountered in Calimshan are more likely than 
  not to hail from Tethyr.  
   The only well-known druid in Calimshan is 
  the Keeper of the Golden Grove, which is an 
  oak-filled shrine to Silvanus in Memnon. Other 
  druids are rumored to live hermit-like lives in 
  the Calim Desert and the Forest of Mir, though 
  some doubt these reports given how dangerous 
  those places are. 
   There are several ancient stone circles in 
  Calimshan, such as Allyn’s Anvil in the Alimir 
  Mountains, and The Dancing Dwarves near the 
  Spider Swamp. Druidic enclaves are said to 
  worship at these sites.  
  Fighter 
  Skilled fighters have always been respected in 
  Calimshan and never more so since the 
  Glorious Revolution. They can be found in 
  every corner of Calimshan, civilized or 
  otherwise. There are numerous places where 
  elite fighting skills can be acquired, such as the 
  military, the gladiatorial arenas, or riding with 
  the desert nomads. Calimport also has several 
  well-regarded sword schools, such as the 
  Master of the Blade. It is common for vizars 
  and pashas to hire bodyguards from such 
  places.
  
   
   
   
   
  10 
  Monk 
  Monasteries, where monks live and train, can 
  be found throughout Calimshan, including 
  some very inhospitable places, such as the 
  Forest of Mir. They are well regarded by the 
  Calishites and are considered outposts of 
  civilization in the wilderness.  
   The most well-known monasteries are 
  dedicated to Ilmater and include St. Dobla’s 
  Abbey in the Marching Mountains, St. Wityn’s 
  Hospice in the Alimir Mountains, and the 
  Monastery of St. Aban in the Forest of Mir. 
  There are also monasteries in the Calim Desert 
  itself. At the Friary of St. Amahl and St. 
  Noradnar’s Hermitage, the monks have 
  learned how to harness the power of the  
  desert itself.  
  Paladin 
  Paladins can be found serving at all the major 
  temples in Calimshan, and many of the minor 
  ones, too. But the most famous paladins in the 
  land are the Janessar. For generations, these 
  warriors have been champions of the 
  downtrodden, providing comfort and refuge to 
  the oppressed from their stronghold in the 
  Marching Mountains.  
   For most of their existence, the Janessar 
  were despised by the ruling elite, who saw 
  them as dangerous subversives. This 
  perception changed during the Genie Wars, 
  with the Janessar bravely resisting the forces of 
  the Genasi Warlords and playing a major role 
  in the Glorious Revolution. Consequently, the 
  Janessar are now generally regarded as 
  national heroes, even by the wealthy  
  and powerful.    
  Ranger 
  Rangers tend to dwell, singly or in small 
  conclaves, on the outskirts of civilization. A 
  good number make their home in the Forest of 
  Mir, protecting eastern Calimshan from the 
  horrors that lurk there. Rangers can also be 
  found riding with the nomads of the Calim 
  Desert.  
   There is a large conclave of rangers in a tree 
  village call Rutawwa, high up among the 
  branches of the forest that covers the 
  easternmost foothills of the Marching 
  Mountains. Rangers are also known to base 
  themselves in St. Faelar's Cloisters, on the 
  banks of the Calim River where it spills down 
  from the mountains. 
  Rogue 
  Stealth, deception, and cunning are all 
  considered valuable skills by the Calishites, 
  especially when employed for commercial gain. 
  Although theft can be punished harshly, it is 
  usually the victim’s responsibility to ensure 
  justice is done. Failure to do so vindicates the 
  original theft in the eyes of many Calishites. 
   Given this attitude, it is not surprising to find 
  rogue guilds in every city and many smaller 
  towns. While nominally outlawed, these guilds 
  usually operate with the cooperation, and 
  sometimes the patronage, of the local 
  authorities. In Calimport, the Crypt Ward is 
  sometimes known as “Thieves’ Quarter” and 
  contains the headquarters of the Fellowship of 
  Burglars and Thieves, one of the most powerful 
  guilds in the land.  
  Sorcerer 
  Calimshan is a land that is drenched in magic. 
  But while wizards are revered, sorcerers are 
  
   
   
   
   
  11 
  regarded as dangerous and undisciplined 
  hacks, and are usually snubbed by polite 
  magical society. Even so, there are more than a 
  few sorcerers in Almraiven, attracted by the 
  city’s thriving magical markets. Such sorcerers 
  often pretend to be wizards, graduates of 
  conveniently far-off magical colleges.    
  Warlock  
  If sorcerers are distrusted in Calimshan, 
  warlocks are simply feared and loathed. The 
  Genie Wars have left Calishites despising the 
  sort of powerful magical entities that warlocks 
  derive their power from. To identity as a 
  warlock in Calimshan is to be shunned and 
  despised, turned away from inns and rejected 
  in the market. 
  Wizard 
  Wizards are highly respected in all parts of 
  Calimshan and by all levels of society. They are 
  truly considered the “wise ones,” and even a 
  simple hedge wizard is guaranteed a warm 
  welcome throughout the land.  
   There is a magical hierarchy, however, with 
  those who trained at one of the magical schools 
  in Almraiven regarded most highly.  
  Subclass Options 
  Four classes receive subclass options in this 
  section: the druid, the monk, the paladin, and 
  the ranger. 
  New Subclasses 
  Circle of Stone 
  Druids who are members of the Circle of Stone 
  have a special connection with the very bones 
  of the world and commune with the elemental 
  spirits that inhabit mountains, hills, caves, and 
  tunnels. These druids resist change and seek 
  to preserve things as they are. They consider 
  the ancient stone circles that can be found 
  throughout the Realms to be sacred places. 
  Circle of Stone Spells 
  Druid Level 
  Spells 
  3rd 
  dust devil,* spike growth 
  5th 
  erupting earth,* meld into stone 
  7th 
  stone shape, stoneskin 
  9th 
  conjure elemental, wall of stone 
  * From Elemental Evil Player’s Companion 
  Class 
  New Subclass 
  Druid 
  Circle of Stone 
  Monk 
  Way of the Desert Wind 
  Paladin 
  Oath of the Janessar 
  Ranger 
  Wayfinder 
  
   
   
   
   
  12 
  Stone Strength 
  2nd-level Circle of Stone feature 
  You can summon elemental spirits to fill your 
  body with stony strength and protect you from 
  harm. You have a pool of such strength 
  represented by a number of d8s equal to your 
  druid level. When you take damage, you can 
  use your reaction to spend a number of these 
  dice and reduce the damage by the total. You 
  regain all expended dice when you finish a  
  long rest. 
  Stone Spider 
  6th-level Circle of Stone feature 
  You can use an action to transform a pebble 
  into a stone spider (see chapter 6). Add your 
  proficiency bonus to the creature’s AC, attack 
  rolls, and damage rolls. Its hit point maximum 
  equals four times your druid level.  
   The stone spider reverts to a pebble when it 
  drops to 0 hit points or when 1 hour has 
  passed. It is friendly to you and your 
  companions, and it obeys any verbal 
  commands that you issue to it (no action is 
  required by you).  
   Once you use this feature, you can’t use it 
  again until you finish a long rest. 
  Stone Speaker 
  10th-level Circle of Stone feature 
  You gain the ability to speak with a stone object 
  or surface. The stone can tell you what events 
  have occurred within 10 feet of it in the past 24 
  hours. Its perspective, perception, and 
  knowledge may limit what details the stone can 
  provide. 
   You can use this feature a number of times 
  equal to your Wisdom modifier (minimum of 
  once), and you regain all expended uses of it 
  when you finish a long rest. 
  Stone Prison 
  14th-level Circle of Stone feature 
  As an action, you can cause raw stone to erupt 
  from the ground, enclosing a creature you 
  choose within 30 feet of you. The target must 
  be Large or smaller and must be standing on 
  the ground. The target must succeed on a 
  Dexterity saving throw with disadvantage to 
  avoid being trapped. 
   The prison is exactly large enough to hold 
  the trapped creature. It is completely airtight 
  with enough air to last 1 hour. While in this 
  stone prison, the target has a speed of 0 but 
  can otherwise take actions. The prison has AC 
  17, 50 hit points, is immune to poison and 
  psychic damage, and has a damage threshold 
  of 5.  
   Once you use this feature, you can’t use it 
  again until you finish a short or long rest. 
  Way of the Desert Wind 
  Monks who follow the Way of the Desert Wind 
  draw their ki energy from the scorching winds 
  of the most barren areas in Calimshan and 
  other lands. Although you feel most at home in 
  arid regions, you can summon this vast power 
  wherever you are.  
  Blinding Sands 
  3rd-level Way of the Desert Wind feature 
  A rush of gritty desert wind accompanies your 
  rapid strikes. Whenever you hit a creature with 
  one of the attacks granted by your Flurry of 
  Blows, the target must succeed on a 
  Constitution saving throw or be blinded until 
  the start of its next turn by swirling desert 
  sand. 
  
   
   
   
   
  13 
  Reed in the Wind 
  6th-level Way of the Desert Wind feature 
  You turn your enemy’s momentum to your 
  benefit, rolling with their attacks and setting up 
  a vicious counter. When a creature hits you 
  with a melee attack, you can use your reaction 
  to reduce the damage by half your monk level. 
  You then have advantage on the next melee 
  attack you make against that creature before 
  the end of your next turn. 
  Burning Brand 
  11th-level Way of the Desert Wind feature 
  Your strike leaves a fiery imprint that explodes 
  the next time your enemy is struck. When you 
  hit a creature with one of the attacks granted 
  by your Flurry of Blows, you can spend 1 ki 
  point to leave a burning brand on it. If the 
  target is struck before the end of your next 
  turn, the brand explodes, inflicting 2d6 fire 
  damage on the target and all creatures within 5 
  feet of it.  
   You can increase the brand’s damage by 
  spending extra ki points. Each point you spend, 
  to a maximum of 3, increases the damage  
  by 2d6. 
  Rising Phoenix 
  17th-level Way of the Desert Wind feature 
  You can use an action to summon searing 
  winds to safely encase your body. While this 
  feature is active, you gain the following 
  abilities: 
  • You have resistance to fire damage. 
  • You have a flying speed of 60 feet.  
  • A creature takes 2d6 fire damage when it 
  comes within 5 feet of you for the first time 
  on a turn or starts its turn within 5 feet of 
  you. 
  You can use a bonus action to dismiss these 
  encasing winds. 
  Oath of the Janessar 
  The Oath of the Janessar commits a paladin to 
  overthrowing tyranny and liberating the 
  oppressed. This can involve tasks as diverse as 
  freeing a slave, saving someone from a forced 
  marriage, or ensuring workers receive a fair 
  wage. Although most of the Janessar are based 
  in Faeressar, their stronghold in the Marching 
  Mountains, there are some who travel 
  throughout Calimshan and the Realms, 
  fighting oppression wherever they find it. 
  
   
   
   
   
  14 
  Tenets of the Janessar 
  A paladin who takes this oath swears before 
  the High Janessar in Faeressar to uphold these 
  tenets: 
   Liberate the Enslaved. You will bring 
  freedom and justice to those in bondage.  
   Uplift the Downtrodden. You will bring 
  hope and dignity to those who have had them 
  stripped away.  
   Relieve the Oppressed. You will bring aid 
  and comfort to those who suffer under the 
  hand of tyrants.  
  Oath Spells 
  You gain oath spells at the paladin levels listed 
  in the Oath of the Janessar Spells table. See 
  the Sacred Oath class feature in chapter 3 of 
  the Player’s Handbook for how oath spells 
  work. 
  Oath of the Janessar Spells 
  Channel Divinity 
  3rd-level Oath of the Janessar feature 
  You gain the following two Channel Divinity 
  options. See the Sacred Oath class feature in 
  chapter 3 of the Player’s Handbook for how 
  Channel Divinity works. 
   Voice of Righteousness. You can use your 
  Channel Divinity to augment your words with 
  divine favor as you plead on behalf of the 
  oppressed. As a bonus action, you gain 
  advantage on all Charisma (Persuasion) and 
  Charisma (Intimidation) checks for the next 10 
  minutes. 
   Denounce the Oppressor. You can use your 
  Channel Divinity to call down a divine 
  imprecation upon your enemies. As an action, 
  choose one creature within 30 feet of you that 
  you can see. That creature must make a 
  Wisdom saving throw. On a failed save, the 
  creature falls prone and is incapacitated until 
  the start of your next turn. 
  Aura of Freedom 
  7th-level Oath of the Janessar feature 
  You and friendly creatures within 10 feet of you 
  can’t be restrained or have their speed reduced 
  by spells and other magical effects while you 
  are conscious. At 18th level, the range of this 
  aura increases to 30 feet. 
  Angelic Escape 
  15th-level Oath of the Janessar feature 
  As a bonus action, you cause brilliant white 
  wings to envelop you in a sparkling 
  cocoon. The wings disappear and teleport to an 
  unoccupied point you can see within 30 feet 
  and then unfold, leaving you at the new 
  location. Once you use this ability, you can’t 
  use it again until you finish a short rest. 
  Glorious Liberator 
  20th-level Oath of the Janessar feature 
  You can transform yourself into an avatar of 
  liberty. As a bonus action, you gain the 
  following benefits for 10 minutes: 
  • You are immune to the charmed, grappled, 
  paralyzed, petrified, restrained, and stunned 
  conditions. 
  • You can cast the knock spell as a bonus 
  action without expending a spell slot. 
  • You can use your Denounce the Oppressor 
  Channel Divinity option as a bonus action. 
  Once you use this feature, you can’t use it again 
  until you finish a long rest. 
  Paladin 
  Level 
  Spells 
  3rd 
  goodberry, sanctuary 
  5th 
  knock, lesser restoration 
  9th 
  beacon of hope, remove curse 
  13th 
  dimension door, freedom of 
  movement 
  17th 
  circle of power, greater restoration 
  
   
   
   
   
  15 
  Wayfinder 
  A ranger who chooses the Wayfinder archetype 
  is a master guide, safely leading others through 
  dangerous wilderness regions. Wayfinders are 
  more likely than other rangers to sell their 
  services for coin, being especially prized by 
  merchants seeking a secure path across hostile 
  terrain, and by explorers wishing to investigate 
  the unknown.  
  Wayfinder Magic 
  3rd-level Wayfinder feature 
  You learn an additional spell when you reach 
  certain levels in this class, as shown in the 
  Wayfinder Spells table. The spell counts as a 
  ranger spell for you, but it doesn’t count 
  against the number of ranger spells you know. 
  Wayfinder Spells 
  Peerless Vigilance 
  3rd-level Wayfinder feature 
  The years spent walking dangerous paths have 
  sharpened your senses, enabling you to react 
  quickly and effectively to danger. You cannot be 
  surprised while conscious. In addition, you 
  have advantage on the first weapon attack you 
  make during the first round of combat, and, if 
  you hit, it is automatically a critical hit. 
  Supreme Explorer 
  3rd-level Wayfinder feature 
  You have travelled widely in a variety of lands 
  and are an expert in many different 
  environments. Chose two additional favored 
  terrains.  
  Hidden Truths 
  7th-level Wayfinder feature 
  The wilds are full of secrets both mundane and 
  magical, and you have developed a 
  preternatural eye for finding the truth. You 
  have advantage on ability checks made to 
  locate secret doors and detect illusions, and 
  advantage on saving throws against illusion 
  magic.  
   In addition, while in your favored terrain you 
  have blindsight out to a range of 10 feet. By 
  11th level, this increases to 30 feet. 
  Ranger 
  Level 
  Spells 
  3rd 
  Sanctuary 
  5th 
  See invisibility 
  9th 
  Protection from energy 
  13th 
  Death ward 
  17th 
  Dispel evil and good 
  
   
   
   
   
  16 
  Timely Warning 
  11th-level Wayfinder feature 
  You are constantly on the watch for any harm 
  that might come to your allies. If a creature you 
  can see within 30 feet of you is hit with an 
  attack, you can use your reaction to call out a 
  warning and reduce the damage by half. 
  Disorienting Strike 
  15th-level Wayfinder feature 
  Your mesmerizing attack causes the target to 
  lose its sense of direction, becoming dizzy, 
  confused, and vulnerable. The first time you hit 
  a creature on your turn, the creature takes an 
  extra 1d8 damage.  
   In addition, the target must make a 
  successful Constitution saving throw against 
  your spell save DC. Otherwise, when the target 
  makes an attack roll or a saving throw before 
  the start of your next turn, the target must roll 
  a d4 and subtract the number rolled from the 
  attack roll or saving throw. 
  Calishite Names 
  Following are some common Calishite names. 
  An old tradition places the word “el” between 
  the first and family name, for example, Roxana 
  el Hakimi. This practice has fallen out of 
  fashion with the general populace since the 
  Glorious Revolution but is still common among 
  the wealthy. 
   
   
   
   
   
   
  d20 
  First Name 
  Family Name 
  1 
  Amaya 
  Anvari 
  2 
  Aria 
  Darvish 
  3 
  Azadi 
  Farzan 
  4 
  Dana  
  Galin 
  5 
  Ervin  
  Gilani 
  6 
  Frida  
  Hakimi 
  7 
  Hashem 
  Khateera  
  8 
  Javad 
  Khavari 
  9 
  Kasra 
  Larau 
  10 
  Kiana  
  Mahjoub 
  11 
  Maryam 
  Matyr 
  12 
  Ramin 
  Namor 
  13 
  Reyhan 
  Qardeen  
  14 
  Roxana 
  Saatchi 
  15 
  Sara 
  Samesaj 
  16 
  Shahin 
  Sujim 
  17 
  Tara 
  Vehmet 
  18 
  Vahid 
  Veisi 
  19 
  Yasamin 
  Volahrn 
  20 
  Zana  
  Zadeh 
  
   
   
   
   
  17 
   
  This chapter gives a broad overview of 
  Calimshan, including information about the 
  history, geography, cities, economy, politics, 
  and customs of the land.  
  Chapter 2: Calimshan Described 
  History 
  The history of Calimshan is both rich and 
  complex, spanning nine thousand years. In 
  ancient times, the land was covered by a great 
  forest and was home to warring elves and 
  giants. Humans were relatively feeble during 
  this era, hiding on the fringes of the land in 
  trees and caves.  
   This situation changed when a mighty djinni 
  named Calim arrived from another world with 
  a powerful elemental entourage. Calim cleared 
  the forests, drove out the elves and giants, and 
  turned the humans into slaves. He established 
  the Calim Empire, ruling it from the newly built 
  capital of Calimport. The empire lasted for a 
  thousand years and was dominated by djinn 
  and their offspring, the genasi (or “genie-kin”).  
   Calim faced a significant threat when a 
  powerful efreeti named Memnon established 
  the realm of Memnonnar to the north. The two 
  empires engaged in a devastating 400-year war 
  known as the Era of Skyfire. This conflict 
  turned much of the land into desert and left the 
  elemental powers so depleted that a conclave 
  of elvish magicians was able to bind them into 
  an artifact called the Calimemnon Crystal. The 
  genasi were driven into hiding while various 
  human factions and nations vied for dominance 
  over the next millennium. Eventually the united 
  realm of Calimshan emerged from the chaos, 
  with its prosperity built on trade.  
   Calishite history is often divided into Ten 
  Ages, during which time the fortunes of the 
  land waxed and waned. The approximate start 
  and end of each age in Dale Reckoning is given 
  in the Ages of Calimshan table. The greatest 
  age of all, the Sixth, gave rise to the Shoon 
  Imperium of more than a thousand years past. 
  At its peak, the Imperium stretched to the High 
  Moors in the north, to the Shaar in the east, 
  west to Chult, and south to the lands of 
  Tashalar and Thindol. Weak leadership saw 
  the Imperium collapse, and Calimshan 
  ultimately contracted to its modern borders. 
  Even in this reduced state, Calimshan was a 
  wealthy and powerful nation, with trading links 
  all over the world.  
  Ages of Calimshan 
  Name 
  Circa 
  First Age 
  -5000 to -3200 DR 
  Second Age 
  -3200 to -1900 DR 
  Third Age 
  -1900 to -900 DR 
  Fourth Age 
  -900 to -200 DR 
  Fifth Age 
  -200 to 27 DR 
  Sixth Age (Shoon Imperium) 
  27 to 450 DR 
  Seventh Age 
  450 to 1018 DR 
  Eighth Age 
  1018 to 1235 DR 
  Nine Age 
  1235 to 1358 DR 
  Tenth Age 
  1358 to 1385 DR 
  Genie Wars 
  1385 to 1482 DR 
  Present Age 
  1482 DR to present 
  
   
   
   
   
  18 
  In the centuries that followed, the nation was 
  devasted several times by Realms-wide events 
  such as the Rage of Dragons and the Godswar. 
  Each time, Calimshan recovered with its 
  wealth and influence undimmed.  
   
   A crisis of a different and more severe nature 
  accompanied the Spellplague of a century past. 
  This saw the fundamental laws of magic 
  warped and changed, causing the destruction 
  of the ancient Calimemnon Crystal. The mighty 
  genies Calim and Memnon emerged and 
  resumed their furious war, with all 
  Calimshan’s people enslaved and its lands 
  transformed into a battlefield. This was the 
  second Era of Skyfire, which became more 
  commonly known as the Genie Wars. Genasi 
  from all over the world flocked to Calimshan to 
  join the fray, full of elemental power and with 
  their human heritage seemingly diminished. 
   After half a century of conflict, Calim and 
  Memnon mysteriously disappeared (some say 
  they were banished by the vassals of Auril, the 
  goddess of Winter). However, the conflict raged 
  on, with Genasi Warlords vying for supremacy 
  using the dwindling human populations as 
  slave soldiers.   
   The conflict was fatally disrupted by the 
  catastrophic event known as the Sundering. 
  During this time, when the whole world was 
  convulsing with change, the power of the 
  genasi waned. Many simply disappeared, and 
  those that remained seemed now to favor their 
  human nature over their elemental nature.  
   As this was happening, a human slave named 
  Shahrzad was chosen by the god Ilmater to 
  lead the people of Calimshan to freedom. The 
  prophet began preaching a message of non-
  violent resistance to massive crowds, but this 
  soon turned into a bloody general uprising 
  known as the Glorious Revolution. Many 
  genasi were slaughtered as humans retook 
  control of the land.  
   Shahrzad disappeared. Many believe Ilmater 
  took his beloved Chosen up to be by his side, 
  and that the prophet will one day return when 
  the nation is in need. 
   With their enemies vanquished, the humans 
  elected a war hero, Javad el Volahrn, as ruler of 
  the land. Adopting the traditional title of syl-
  pasha, and ruling from the ancient city of 
  Calimport, one of Javad’s first acts was to issue 
  the Grand Proclamation of Amnesty and 
  Liberation, which pardoned those who had co-
  operated with the Genasi Warlords, and also 
  outlawed all slavery in Calimshan for all time. 
  The whole nation having been in bondage for 
  nearly a century, the latter clause was met with 
  general acclaim. Meanwhile, and with 
  remarkable speed, Calimshan has re-
  established itself as one of the wealthiest and 
  most important nations in the world.   
  
   
   
   
   
  19 
  Geography 
  Calimshan is bounded in the south and west by 
  the Shining Sea. It extends north to the River 
  Agis and the Marching Mountains, and east to 
  the Lake of Steam. There are several features 
  of geographical interest.  
  Calim Desert 
  This massive area of sand and stone comprises 
  more than a quarter of the land. It is not a 
  natural desert but was created millennia ago by 
  the first Era of Skyfire.  
   Environment. The desert is brutally hot 
  during the day, though the temperature is more 
  comfortable at night. The wind, commonly 
  known as “Calim’s Breath,” is strong and 
  unpredictable, reducing visibility as it fills  
  the air with sand.  
   Water, naturally enough, is very scarce. 
  There are some oases in the desert, though not 
  many. These usually consist of a small pool fed 
  by an underground river and surrounded by 
  scrubby trees and bushes. Legend tells of a 
  “walking oasis” that moves about the desert 
  seemingly at random, but many scholars 
  dismiss such tales. 
   Roads. There is a single highway across the 
  Calim Desert. Known as the Trade Way, it 
  connects Calimport in the south to Memnon in 
  the north and beyond. Built during the Shoon 
  Imperium, it was once a fully paved road 
  capable of allowing six horses to travel abreast, 
  but parts of it are now broken or buried in the 
  sand. It is well travelled, being the major land 
  route into Calimshan from the north. The 
  Coast Road wraps around the western border 
  of the desert and is little used.   
  
   
   
   
   
  20 
   Inhabitants. Despite the harsh conditions, 
  some people choose to make this place their 
  home. Known as the desert nomads, they are a 
  tribal people who live a migratory lifestyle, and 
  do not recognize the authority of the syl-pasha. 
  These nomads have mastered the ability to live 
  off the arid land, but they also engage in trade 
  with Calishite merchants. It is true, too, that 
  some of them prey upon the rich caravans that 
  travel along the Trade Way.  
   There are several monasteries built along the 
  Trade Way, as well as several in more isolated 
  areas. These are inhabited by monks, clerics, 
  and other religious devotees. 
   It is also known that some of the surviving 
  Genasi Warlords established secret 
  strongholds in the desert following the 
  Glorious Revolution. The ultimate plans of 
  these people are unknown. 
   Structures. The sands of the desert are 
  home to the ruins of at least a dozen ancient 
  cities, such as Dashadjen and Teshyll. The 
  exact locations of these places are not widely 
  known, but they are said to hide great 
  treasures and are a perennial attraction  
  for adventurers.  
   The Old Necropolis, created during the First 
  Age, lies between the Trade Way and the 
  Marching Mountains at the north end of the 
  desert. Although many of the tombs have been 
  looted, there are still treasures and dangers 
  aplenty there.  
   Threats. The Calim Desert is a dangerous 
  place to adventure. Natural threats such as 
  snakes, scorpions, wasps, desert cats, and 
  birds of prey are bad enough, but magical 
  aberrations also roam the sands, including 
  death dogs, leucrotta, phase spiders, kruthik, 
  tlincalli, naga, yuan-ti, and the infamous desert 
  purple worm. Djinn, efreet, and other 
  elementals also abide in the desert.    
  Coram Steppes 
  Situated between the Calim River and the 
  River of Ice, the Coram Steppes are a large and 
  sparsely populated region in the center of 
  Calimshan. Transformed a century ago into a 
  desert by a magically induced drought, for the 
  last 50 years the vegetation has been creeping 
  back. 
   Environment. The temperature is hot the 
  whole year around with only small amounts of 
  rain. Most of the area is semi-arid and is 
  covered by grass and shrubs. The only 
  exceptions are the banks of the rivers, which 
  are both fertile and tree lined. The Calim River 
  is wide, deep, and abounding in fish. It floods 
  every year and enriches the soil, especially 
  around Keltar.  
   Inhabitants. The towns of Keltar, Manshaka, 
  and Schamedar are the major population 
  centers in the region (see “Cities and Towns,” 
  below). Olive, date, and fig plantations are 
  common along the riverbanks, as well as a few 
  fishing villages along the coast. The steppe 
  region itself is home to a few nomadic groups 
  of shepherds.  
   Roads. The old Imperial Highway, built in 
  the days of the Shoon Empire, runs from the 
  bridge over the Calim River through Keltar, 
  Manshaka and Schamedar, before crossing 
  over the River of Ice into the Plains of 
  
   
   
   
   
  21 
  Renestar. There are other trails across the 
  plains, but they are little used. 
   Threats. Hostile creatures have learned to 
  stay away from the population centers, but the 
  steppes themselves are dangerous. Jackals, 
  wolves, and lions prowl the area, alongside 
  giant fauna, such as lizards, vultures, snakes, 
  spiders, and hyenas. Tribes of gnolls are 
  relatively common, while orc bands 
  occasionally come south from the foothills of 
  the Marching Mountains, either hunting on the 
  steppes or raiding the riverside plantations. 
  Unlucky travelers might also encounter 
  cockatrices, worgs, manticores, or bulettes. 
  Rarer still, but not unknown, are elementals 
  and genies.  
    
  Forest of Mir  
  The only place in Calimshan more dreadful 
  than the Calim Desert is the Forest of Mir. A 
  vast, hilly thicket, it wraps around the eastern 
  edge of the Marching Mountains and extends 
  south almost to the coast. Large parts of the 
  forest were destroyed by an enormous 
  firestorm during the Genie Wars, but it has 
  grown back, larger than ever, in the half 
  century since.  
   Environment. Dense stands of pine, fir, 
  calan, shadowtop, and duskwood are 
  interwoven with heavy underbrush. The forest 
  is stifling hot most of the year, though very cold 
  at night. Small streams and ponds are common 
  although the water is often foul.  
   Roads. There are no true roads in the forest, 
  but the outer areas are riddled by game trails 
  and goblin byways. There are very few trails at 
  
   
   
   
   
  22 
  all in the heart of the forest, and those that do 
  exist are said to be cursed. There is a rarely 
  used caravan route that wraps around the 
  southern border of the forest, just north of the 
  Spider Swamp.  
   Inhabitants. Adventurers may find a few 
  friendly faces in the Forest of Mir, such as the 
  druids and hardy rangers who dwell on the 
  fringes. There are two monasteries on the 
  western edge of this dangerous wood. The 
  Hospice of St. Mariam is toward the north, and 
  the faithful there have a focus on healing and 
  herbal magic. The Monastery of St. Aban is a 
  well-hidden structure near the Spider Swamp 
  and is a place of refuge for outcasts and rejects. 
    Persistent rumors state that a colony of 
  firbolgs dwell in the north of the forest and 
  have been known to help travelers who find 
  themselves lost in the forest. Lastly, the forest 
  is home to many sprites and satyrs, though 
  their attitude to adventurers is hard to predict. 
   Structures. There are a small number of 
  artificial structures in the forest itself. The 
  Magis Tor is composed of five towers that lie 
  within the northeastern portion of the forest. It 
  was constructed by a cabal of wizards known 
  as the Magis Mir, who mysteriously 
  disappeared many years ago. Not far from this 
  location are the ruins of Myth Unnohyr, a long-
  abandoned elven stronghold and treasure 
  house. Legend also tells of a hidden elvish city 
  in the forest, the so-called “phantom city” of 
  Myth Dyraalis. Few people credit this tale. 
   Threats. The Forest of Mir is thick with 
  monsters. Most populous of all are goblins, 
  ogres, and gnolls. The northern part of the 
  forest is home to a good number of hill giants 
  as well as some drow from Holldaybim, 
  beneath the Marching Mountains.  
   The southern leg of the forest is inhabited by 
  a large colony of wereboars, as well as many 
  aranea. The heart of the forest is residence to 
  many dangerous creatures, such as giant 
  snakes, owlbears, phase spiders, harpies, 
  gricks, basilisks, trolls, gorgons, yuan-ti, 
  hydras, green dragons, black dragons, and 
  worse. The fearsome reputation of the forest is 
  truly deserved. 
  
   
   
   
   
  23 
  Marching Mountains 
  These forested peaks mark the northern 
  border of Calimshan and are sometimes 
  known as the “Shield of the South.”  
   Environment. The mountains are not 
  especially tall, with few rising above six 
  thousand feet. Steep chasms and cliffs mean 
  the interior peaks are generally inaccessible 
  except via the air, and there are numerous 
  hidden vales in the broad foothills. The range is 
  covered in pine and calan trees throughout the 
  year, though some winters see a little snow on 
  the peaks.  
     Roads. There are no major highways 
  through the range anymore, although the 
  broken remnants of some old dwarven roads 
  can be found. There are several trails through 
  the foothills, some of them relatively well used. 
   Inhabitants. It is well-known throughout 
  Calimshan that the Janessar dwell in the 
  Marching Mountains, most of them based in 
  the stronghold of Faeressar. There are several 
  monasteries situated in the range as well. St. 
  Dobla’s Abbey is in the western foothills and is 
  home to those who have voluntarily embraced 
  celibacy. St. Faelar’s Cloister on the southern 
  slopes is dedicated to helping the lost and 
  wandering. Meanwhile, the School of St. Rucir 
  in the northern foothills is focused on 
  engineering and stonemasonry.    
   There are also about a dozen halfling towns 
  and villages on the high plateaus of the 
  northern slopes, known as the hin holds. A few 
  resilient human villages are based in the vales 
  of the southern foothills.  
   Structures. Faeressar is an imposing 
  stronghold on the western edge of the range. 
  Highly defensible, it stands on a cliff and is 
  approachable only along a narrow ravine pass. 
  The Janessar held Faeressar against all 
  invasion attempts during the Genie Wars. Also 
  in the mountains are the abandoned Janessar 
  fortresses of Khanall and Rutawwa. 
    The drow city of Holldaybim lies beneath the 
  eastern foothills of the Marching Mountains. 
  Nearby are the ruins of two former drow 
  settlements, Dallnothax and Iskasshyoll. 
   The ruins of four enormous temples on a 
  plateau in the southern foothills mark the 
  location of Nykkar, the City of Sorrow, a vast 
  necropolis created in ancient days. Within the 
  cavernous undertombs are the remains of 
  countless thousands, guarded by ingenious 
  traps and hideous monsters.  
   Legend tells that Ul'sahab, the City of Seers, 
  can be found on the slopes of the tallest 
  mountain in the range. A place of marvels, it is 
  said that only the worthy can approach it. 
   Threats. The Marching Mountains are thick 
  with kobolds, orcs, and ogres. Monsters such 
  as harpies, perytons, basilisks, manticores, 
  gorgons, and chimera can also be found on the 
  
   
   
   
   
  24 
  lower slopes. Ettin and cyclops are also not 
  uncommon. 
   Higher up the mountains dwell galeb duhr, 
  rocs, and a few dao. Ghasts, wights, revenants, 
  and worse can all be found in Nykkar. There 
  are several hill giant settlements in the south-
  western foothills, including at least one  
  major steading. 
   Drow are also common in the eastern areas 
  of the range, especially below ground, and 
  there are indications that an illithid colony has 
  taken up residence near the former drow city  
  of Dallnothax. 
   One of the most powerful creatures dwelling 
  in the Marching Mountains is Xiimonraavir the 
  Devourer, a beholder whose lair is a massive 
  subterranean complex, housing many unwilling 
  human and halfling servitors.  
   There is another, even more ominous, figure 
  in the Marching Mountains. Some believe that 
  a powerful lich named Shangalar, ruler of the 
  evil consortium known as The Twisted Rune, 
  dwells in a flying fortress amidst the peaks. 
  The sophisticated are quick to dismiss such 
  talk.  
  Plains of Renestar 
  These fertile grasslands lie between the River 
  of Ice and the Forest of Mir. The name is a 
  corruption of the original elvish name for the 
  region, Sarenestar.  
   Environment. Good rainfall and soil make 
  this one of the few truly fertile regions in 
  Calimshan. The area is mostly grass along with 
  a few thin woods. The land is relatively flat 
  until you reach the foothills of the Marching 
  Mountains in the north. The temperature is hot 
  throughout the year, but the area benefits from 
  good rainfall in winter and spring. 
   Roads. The old Imperial Highway, built in 
  the days of the Shoon Empire, runs from the 
  bridge over the River of Ice along the coast 
  through Volothamp, then between the Forest of 
  Mir and the Spider Swamp. There are other 
  trails across the grasslands, connecting the 
  isolated villages there. 
   Inhabitants. The major population center in 
  the area is Volothamp, which lies on the south 
  coast. Olive, date, and fig plantations are 
  common along the banks of the River of Ice, 
  though most are south of the river branch. 
  There are some fishing villages along the coast, 
  though very few lie east of Volothamp. There 
  are also a few villages dotted throughout the 
  grasslands, mostly herders or farmers taking 
  advantage of the rich soil. Such villages tend to 
  be strongly fortified. 
   Threats. There are many hostile creatures 
  here, though they tend to concentrate in the 
  north and eastern parts of the region. Lions, 
  wolves, and worgs are common. Orcs and 
  giants come south from the Marching 
  Mountains quite commonly, though they 
  generally avoid the fortified human 
  settlements. Gnolls roam freely across  
  the plains.  
   Hideous creatures sometimes emerge from 
  the Forest of Mir. These include wereboars, 
  giant snakes, giant spiders, owlbears, harpies, 
  basilisks, trolls, and gorgons. Elementals are 
  rare here, but the occasional djinni has  
  been encountered.  
  
   
   
   
   
  25 
  Spider Swamp 
  This sickly bog starts in the southern tip of the 
  Forest of Mir and spreads all the way south to 
  the Shining Sea. Sometimes called the 
  Venommire, it is a highly dangerous location. 
   Environment. This hot, fetid swamp is fed by 
  several springs and two small, sluggish rivers. 
  The area is clogged with vegetation, lichen and 
  moss, as well as thick clusters of mangrove 
  trees. There are some freshwater springs in the 
  northern part of the swamp, but most of the 
  water is brackish.  
   The magical drought that occurred early in 
  the Genie Wars saw the swamp almost 
  completely dried up, but over the last half 
  century it has slowly resumed its former state.  
   Roads. There are no roads through the 
  swamp, and what trails exist are unreliable and 
  likely to shift and change. An old caravan route 
  runs along the northern edge of the swamp, but 
  it is rarely used. 
   Inhabitants. Adventurers are not likely to 
  find many allies or safeholds in the Spider 
  Swamp. The main denizens of this location are 
  the aranea (see chapter 6), sometimes called 
  werespiders.  
   The aranea have a long history of conflict 
  with Calimshan, and there is no guarantee they 
  will treat adventurers kindly.  The aranea do, 
  however, often trade with the Seminary of St. 
  Ihrvyn, which lies just a few miles from the 
  southern edge of the swamp. 
   Structures. The only structure of 
  significance is the ruined city of Ajhuutal in the 
  northern part of the swamp. It was built during 
  the Fifth Age by dissident wizards who rejected 
  Calishite authority. Though small, the city was 
  an engineering marvel, sitting twenty feet 
  above the swamp on enormous pylons and 
  supplied with fresh water and indoor plumbing 
  via magical pumps. 
   The people of Ajhuutal were not fecund, 
  however, and slowly dwindled. The aranea 
  moved into the city as the last of the humans 
  died out, and several hundred live there to  
  this day. 
   Threats. As well as the aranea, the Spider 
  Swamp is home to lizardfolk, bullywugs, and 
  some yuan-ti. There are also, naturally, spiders 
  of every kind, as well as giant fauna like rats, 
  snakes, lizards, bats, frogs, toads, scorpions, 
  and crocodiles. Other monstrous inhabitants 
  include creatures such as otyughs, neogi, 
  cockatrices, stone spiders, basilisks, hydras, 
  and froghemoths.  
   Elementals are not uncommon in this place, 
  especially mud mephits, water weirds, and 
  water elementals, alongside the occasional 
  marid. Amongst the vegetation can be found 
  various kinds of blights, shambling mounds, 
  and even corpse flowers.  
   Finally, the swamp is home to several black 
  and green dragons, some of whom are very 
  powerful and unlikely to treat intruders kindly.  
  
   
   
   
   
  26 
  Cities and Towns 
  The Calishites are a highly urban people, with 
  seven out of ten living in a city or town. The 
  vast majority of those in rural areas live either 
  along a river or along the coast. This is partly 
  due to the hostility of the countryside but also 
  reflects the national character, which values 
  sophistication and material comfort.  
   Calimshan’s cities were once the talk of the 
  world, though they were badly diminished by 
  the Genie Wars. Even so, there is much that 
  remains impressive. 
  Almraiven  
  Situated on the south coast, Almraiven has the 
  largest shipyards in Calimshan. However, it is 
  better known as home to several fine 
  universities and as the preeminent center of 
  magical research in the land. Almraiven was 
  the only city to resist the Genasi Warlords in 
  the recent conflict, and her citizens are very 
  proud of this fact. The estimated population is 
  30,000 people.  
  Calimport  
  Known as the City of Glory, the capital once 
  claimed to be the greatest city in the world. 
  Though much reduced, Calimport is still a 
  remarkable place, sprawling in size and full of 
  history. With the end of the recent troubles, 
  people and gold are pouring into the city once 
  more, and the days of glory are returning. The 
  estimated population is 140,000 people. See 
  chapter 3 for more information about 
  Calimport. 
  Keltar 
  Lying on the eastern bank of the Calim River, 
  close to the old imperial highway, Keltar prides 
  itself on being a tough, frontier town with a 
  disdain for politics. Exports include fine leather 
  
   
   
   
   
  27 
  goods, olive oil, and fig wine. The estimated 
  population is 15,000 people. 
  Manshaka  
  Known as the City of Sin, Manshaka lies on the 
  southern coast and is a haven for smugglers, 
  thieves, and all who are at odds with the law. It 
  is famous for its high walls, red minarets, and 
  the Blood Arenas, where gladiators fight to the 
  death. Every kind of vice finds a home in 
  Manshaka. The estimated population is  
  30,000 people. 
  Memnon  
  This important city lies on the south bank of 
  the River Agis, just where it empties into the 
  Shining Sea. Also known as the Desert 
  Gateway, Memnon has long been the 
  cornerstone of Calimshan’s northern defenses, 
  as well as being an important trade stop and 
  fishing port. The buildings and walls are mostly 
  made of red clay bricks, and Memnon is 
  sometimes called the Scarlet City.  The 
  estimated population is 45,000 people. 
  Schamedar 
  Schamedar is a small town on the south coast. 
  Known as the City of Churches, it is full of 
  temples, shrines, and other religious edifices. It 
  is a common destination for pilgrims and 
  others seeking to understand the will of the 
  gods. The pious city leaders often find 
  themselves in conflict with the nearby city of 
  Manshaka. The estimated population is  
  10,000 people. 
  Sudolphor  
  Lying on the tributary that connects the Lake of 
  Steam to the Shining Sea, Sudolphor was once 
  the gateway to eastern Calimshan. It is now a 
  sand-blasted wasteland, a casualty of the Genie 
  Wars. The only people who live here now are 
  pirates and brigands hiding from the 
  authorities. 
  Teshburl 
  Sitting in an isolated position on the 
  southwestern coast, the strongly fortified town 
  and harbor of Teshburl is the historic home of 
  the Calimshan navy. This capability ran down 
  precipitously during the Genie Wars but is now 
  being rebuilt. The estimated population is 
  10,000 people. 
  Volothamp 
  Perched on the coastal cliffs near the Spider 
  Swamp, Volothamp is also known as Gem City. 
  There is more mineral wealth here than in the 
  rest of Calimshan combined, and there are 
  literally hundreds of mines honeycombing the 
  area. Living standards are high within the city 
  walls, but there is also a vast underclass living 
  in the fields beyond the walls, all hoping to 
  strike it rich. Volothamp is the only city in 
  Calimshan that does not have a port. The 
  estimated population is 25,000 people.  
  
   
   
   
   
  28 
  Economy 
  Through most of its history, Calimshan has 
  been one of the wealthiest lands in all the 
  world. Northerners may well wonder how a 
  small, desert country has come to enjoy 
  seemingly perpetual prosperity. The answer is 
  trade.  
   Calimshan sits at a kind of global crossroads, 
  with goods flowing into the land from all points 
  of the compass—from northern Faerûn via the 
  Trade Way, from distant Kara-Tur in the east 
  over the Golden Road, from mighty Zakhara in 
  the south across the Shining Sea and the 
  peninsula, and with Maztica and other western 
  lands over the Trackless Sea.   
   The Calishites are good sailors and also 
  boast some first-rate artisans. But where they 
  excel all others is in the general practice of 
  commerce. They value the mercantile arts in 
  the same way some northern lands value the 
  martial arts. A Calishite spice merchant can tell 
  you how much a pound of ginger is worth in 
  Shou Lung, the likely price it will command in 
  Waterdeep, how much it will cost to transport 
  it, the probability of loss, and the exact margin 
  that can be squeezed from each leg of the 
  journey. Such knowledge readily translates 
  into coin.  
   The Genie Wars saw trade sink to a low 
  point, although it never disappeared—after all, 
  soldiers still needed to be fed, clothed, and 
  armed. Trade restarted in earnest under the 
  Genasi Warlords, who coveted gold as much as 
  power. Since the Glorious Revolution, 
  commerce has flourished once more.  
   While most Calishite agricultural produce is 
  consumed locally, there is an overseas market 
  for the fig wine fermented along the Calim 
  River. The perfumers of Calimport enjoy an 
  excellent reputation, with their products in 
  high demand in northern Faerûn.  
   Calimshan is also home to many world-class 
  artisans. Their fine ironmongery, including 
  items such as needles and wire, is exported 
  everywhere. Calishite glassware and jewelry is 
  also prized. Finally, there is an insatiable 
  market for the minor magic items turned out by 
  the workshops in Almraiven.   
   To summarize, Calimshan’s native 
  advantages have enabled the country to quickly 
  bounce back from a century of hardship, and 
  some believe the country is enjoying a  
  golden age.  
  
   
   
   
   
  29 
  Politics 
  During its extensive history, Calimshan has 
  employed a variety of political systems, each 
  one utilizing a plethora of titles and roles. 
  Some of these titles were hereditary and have 
  been maintained even after the power structure 
  changed. And so, in Calimshan you are likely to 
  meet all manner of sultans, satraps, massatyrs, 
  yshahs, and so on—none of whom have any 
  political power. In modern Calimshan, only two 
  titles are important—pasha and vizar.    
  Vizar 
  The word vizar means “chancellor.” In 
  Calimshan, a vizar is a senior civil servant 
  responsible for a geographic region, most often 
  a district or ward in a city. Each city or town 
  also has a syl-vizar (meaning “grand 
  chancellor”), who is responsible for appointing 
  and managing every other vizar in that city.  
  Pasha 
  The word pasha means “guildmaster.” There 
  are well over 100 guilds in Calimshan, and 
  between them they control the commercial and 
  social lifeblood of the nation. Each guild is run 
  by a pasha, who controls prices, manages 
  membership, and negotiates with the other 
  guilds. The pashas are tremendously 
  influential. Each guild has their own method 
  for appointing their pasha.  
  Syl-Pasha 
  The pashas come together in a “pashamoot” to 
  elect a syl-pasha, which means “grand 
  guildmaster.” This office is normally for life, 
  although a supermajority of pashas can remove 
  someone. The syl-pasha has just three powers. 
  First, they act as the final arbiter of any dispute 
  between pashas. Second, they have the 
  authority to appoint (and dismiss) the syl-vizar 
  governing each city. Finally, they have the 
  power to issue “Grand Proclamations,” which, 
  by ancient custom, are binding on the entire 
  land. These three powers make the syl-pasha 
  the effective ruler of Calimshan.  
   After the Glorious Revolution, there was a 
  great public clamor to appoint the Prophet 
  Shahrzad as syl-pasha. But after Shahrzad’s 
  disappearance, a hastily convened pashamoot 
  elected the current officeholder, Syl-Pasha 
  Javad el Volahrn. Some grumble that the 
  pashamoot that elected Javad was irregular as 
  many of the guilds were in abeyance at the 
  time. There has been steadily building pressure 
  for a new pashamoot, and so the syl-pasha 
  finds his position more precarious than he 
  would like.  
  
   
   
   
   
  30 
  Other Powers 
  While the pashas and vizars are the official 
  powerholders in Calimshan, there are several 
  covert groups that are very influential. 
  Red Wizards 
  The Red Wizards of Thay have long been 
  interested in Calimshan, mainly due to the 
  amount of magic practiced and created there. 
  Their involvement sank to a low point during 
  the Genie Wars, but their interest has been 
  rekindled since the Glorious Revolution. 
  Rumors say that more than a few vizars and 
  pashas are taking coin from Thay. 
  Rogue Guilds 
  Alongside Calimshan’s official guilds are 
  several “rogue guilds” who operate outside the 
  law. Although they are not represented at the 
  pashamoot and are not formally recognized by 
  the authorities, they otherwise operate like 
  other guilds. The rogue guilds are: 
  • The Fellowship of Burglars and Thieves 
  • The Assassins Guild 
  • The Distinguished Society of Enforcers and 
  Thugs 
  • The Union of Pirates and Smugglers 
  Anyone performing these activities without 
  sanction is likely to come to the attention of the 
  relevant guild.  
  Twisted Rune 
  The Twisted Rune is a secret cabal of powerful 
  undead creatures who meddle in mortal affairs 
  for power and amusement. Based in 
  Calimshan, their influence spreads across 
  Faerûn and out into the multiverse. They have 
  hundreds of agents, many of which do not 
  realize who their ultimate masters are.  
   Historically, the Twisted Rune has exercised 
  influence via intrigue and manipulation. Recent 
  years have seen the Twisted Rune act more 
  overtly, motivated by a desire to prevent 
  human-dominated Calimshan from growing 
  more powerful. 
   The Twisted Rune are led by a nine-member 
  council, known as the Runemasters, who 
  include the following: 
  • Shangalar, a lich, is the leader of the Twisted 
  Rune. It dwells in a flying fortress 
  somewhere over the Marching Mountains. 
  • Lord Muthra, a death knight, has a 
  stronghold in Nykkar, the City of Sorrow. 
  • Nhalzaq, a skull lord, resides in the 
  Shadowfell. 
  • Sapphiraktar, an adult blue dracolich, has a 
  lair in the ruins of a lost city in the Calim 
  Desert. 
  • Shyressa, a vampire (spellcaster), lives in a 
  grim tower in the Forest of Mir. 
  
   
   
   
   
  31 
  Food 
  In Calimshan, meals are a celebration of life 
  and prosperity. There are two meals a day, and 
  both are followed by coffee. 
  Morning Meal 
  The morning meal is a simple affair, consisting 
  of hot bread followed by a fig or date. For those 
  with money, a small pastry or cake is also 
  common. 
  Evening Meal 
  The evening meal begins (and sometimes ends) 
  with a chicken or fish broth, full of vegetables 
  and roots, with a side of hot bread. For those 
  who can afford it, broth is followed by a meat 
  course, usually mutton, fish, or chicken, 
  seasoned with onions and garlic, and 
  consumed with pickle paste or yogurt. Chicken 
  sausages are also popular.  
   Vegetables accompany the meat dish, 
  including white beans, lentils, chickpeas, 
  eggplants, peppers, cabbage, squash, carrots, 
  spinach, and many others.  
   Desert consists of pastries, date and fig 
  cakes, and whatever fresh fruit is available. 
  Popular with all classes is the honeydrop, a 
  thumb-sized candy made of honey mixed with 
  an edible gum.  
  Coffee 
  Whether rich or poor, all Calishites follow their 
  meals with strong coffee. Ideally imported from 
  Maztica, it is drunk black and mixed with 
  ground nuts and spices. Coffee could be 
  considered a national obsession, and all 
  Calishites consider themselves connoisseurs, 
  spending hours debating the merits of various 
  vendors and brewing techniques. According to 
  local legend, the Glorious Revolution was 
  partly triggered by a coffee shortage.   
  Clothing 
  Calishite clothing is always loose and airy 
  because of the heat. It is common to wear a 
  headcloth, called a keffiyeh, to protect the face, 
  head, and hair from the wind and sun. Some 
  prefer a turban to a keffiyeh. 
   Cotton trousers and muslin shirts or tunics 
  are the standard clothing for the lower and 
  middle classes. This is usually complemented 
  by a decorated cotton vest, with more elaborate 
  decorations indicating greater status. In poor 
  weather, a light cotton robe called an aba is 
  added. Bright colors are the norm, even among 
  the poor, with green, yellow, pink, blue, and red 
  all common. 
   Upper class clothing is similar but more 
  likely to be made of silk, fine linen, velvet, and 
  satin. Those with money often wear a kaftan, 
  especially on formal occasions. Deep, strong 
  colors are preferred by the wealthy, including 
  gold, crimson, and purple. Gold and silver 
  thread are used to create fantastic patterns on 
  all clothing. 
   Sandals and slippers are worn throughout 
  the land, with boots reserved for those engaged 
  in dangerous activities, such as soldiers and 
  adventurers.  
  
   
   
   
   
  32 
  Travel 
  Calimshan is a long way 
  from Waterdeep, and it is not a 
  small country either. Adventurers from other 
  parts of the world need to know how to get 
  there, and how to move around once you do. 
  Travel to Calimshan 
  Ships travel to Calimshan from all over the 
  known world. For most, their destination is the 
  capital, Calimport. 
  Ship’s Passage to Calimshan 
  The duration is in days, while the cost is per 
  person and includes all meals. The price is 
  negotiable depending upon passenger demand 
  and how much cargo the ship is carrying. 
   Passengers typically have wooden bunks and 
  are sequestered in a different section from the 
  crew, but they don’t have private cabins. Such 
  cabins are rare and typically cost 5 times the 
  amount indicated. On the other hand, those 
  willing to bunk with the crew may settle on a 
  price for as little as a third of the amount 
  indicated. 
  Reasons to 
  be in Calimshan 
  Chapter 1 describes how 
  to create a character who was born and bred in 
  Calimshan. However, it’s possible that your 
  character was born elsewhere (on the Sword 
  Coast, for example) and migrated to Calimshan 
  prior to embarking upon the adventuring life. 
  This table suggests some reasons for going to 
  Calimshan.    
  Top 10 Reasons to be in Calimshan 
  To Calimport from… 
  Cost 
  Duration 
  Athkatla (Amn) 
  80 gp 
  17 
  Baldur’s Gate 
  120 gp 
  25 
  Caer Calidyrr (Moonshae Isles) 
  100 gp 
  21 
  Luskan 
  210 gp 
  45 
  Muluk (Zakhara)  
  370 gp 
  72 
  Neverwinter 
  190 gp 
  41 
  Port Nyanzaru (Chult) 
  60 gp 
  12 
  Theymarsh (Border Kingdoms) 
  45 gp 
  10 
  Ulatos (Maztica) 
  255 gp 
  55 
  Waterdeep 
  155 gp 
  35 
  Zazesspur (Tethyr) 
  45 gp 
  10 
  # 
  Reason 
  1 
  You heard about Calimshan’s legendary wealth and 
  came here looking to make your fortune.   
  2 
  You were a sailor on a ship that docked in Calimport. 
  You were so impressed by the wonders of the city 
  that you decided to stay. 
  3 
  You came to Calimshan accidentally via a magic 
  portal. 
  4 
  You were contracted as a guard on a merchant 
  caravan heading to Calimshan, and you decided to 
  stay once you arrived.  
  5 
  All your life you dreamed of seeing Calimport, the City 
  of Glory. You finally saved up the money to make 
  your dream come true. 
  6 
  You are interested in a craft or field of knowledge and 
  came to Calimshan seeking to learn from some 
  master. 
  7 
  You were looking for a certain magic item to aid your 
  career, and you came to Calimshan because it is 
  known to have an abundance of magic items. 
  8 
  You had a relationship with a Calishite and followed 
  your lover back to Calimshan. 
  9 
  You decided to go on a pilgrimage to Schamedar, to 
  satisfy your own pious urgings or to seek an answer 
  from the gods.  
  10 
  You came to Volothamp looking for easy riches on 
  the gem fields. 
  
   
   
   
   
  33 
  Travel within Calimshan 
  Most of Calimshan’s major cities and towns are 
  accessible by water, hence a lot of travel within 
  the country is done by ship. As per the Player’s 
  Handbook, standard passage costs 1 sp per 
  mile of travel, and sailing ships average 45 – 
  50 miles per day. You can use the supplied 
  map of Calimshan to calculate the duration and 
  cost of voyages between Calishite cities.  
   There are merchant caravans regularly 
  journeying between all major population 
  centers, moving at around 15 miles per day. 
  Caravan masters permit any trustworthy-
  looking folk to tag along, rightly believing there 
  is some safety in numbers. Adventurers may 
  also be able to get work as caravan guards, 
  which typically pays 5 sp per day plus food.   
   Famously, it is possible to hire a flying carpet 
  in Calimport, though this is much rarer than 
  reports in the north may suggest. There is a 
  single vendor supplying this service, and the 
  cost is between 100 gp and 150 gp per day, 
  depending upon the size of the carpet, all paid 
  up front, along with a 1,000 gp deposit. The 
  hirers must be “people of note” in Calimport or 
  carrying letters of recommendation from the 
  same. 
   
   
   
  
   
   
   
   
  34 
  Calimport, the City of Glory, once proudly 
  boasted that it was the greatest city in the 
  world. Whether that is still the case is a matter 
  of debate, but it is beyond doubt that Calimport 
  is the oldest continuously settled human city in 
  Faerûn, and possibly the world.  
   Like all great cities, it possesses more than 
  its share of both splendor and squalor, and 
  some see more of one than the other. Khelben 
  Blackstaff, archmage of Waterdeep, once 
  described it as, “a vile place of tangled 
  intrigues miles thick.” A more appreciative 
  opinion was offered by Lord Aldeth, a 
  merchant from Baldur’s Gate, who said, “My 
  purse is heavier each day for its existence and 
  its commerce.” But perhaps the fairest opinion 
  was given by a halfling gambler named 
  Georgina Greenbottle, who declared, “It’s like 
  a grand card game in which everyone holds 
  aces in their sleeves, and the final throw-
  down’s always up for grabs. Heckuva place it 
  is, but watch your back.”  
   Wealthy, loud, chaotic, exciting, dangerous—
  all these words describe Calimport. It is the 
  wide, rambling home of a million wonders and 
  mysteries.  
  Chapter 3: Calimport, City of Glory 
  
   
   
   
   
  35 
  Overview 
  Calimport lies on the southwestern coast of 
  Faerûn, on the edge of the Calim Desert. It is 
  composed of seventeen wards, some walled 
  while others are unprotected, and is home to 
  about 140,000 people and growing rapidly. 
  One peculiarity is that the streets are unnamed, 
  with directions usually given by reference to 
  landmarks. Although much of the city is 
  constructed from mudbrick, it is full of vibrant 
  colors, with different shades of brick laid in 
  decorative patterns, complemented by bright 
  splashes of paint and the occasional glint  
  of metal.  
   Calimport’s architecture is dominated by tall 
  arches, squat domes, and slender minarets. In 
  addition, there are nomads and caravans 
  constantly camped on the city’s outskirts, 
  meaning the city boundaries ebb and flow with 
  the trade season. The port is one of the largest 
  in the world, able to safely harbor six hundred 
  ships behind tall sea walls.  
   Another world exists below ground. Winding 
  between the deep wells and springs that supply 
  the city with water is a complex network of 
  sewers and tunnels. Local legend says there is 
  an entire second city beneath the streets of 
  Calimport, with its own laws, citizens, and 
  rulers. It is called Muzad, the shadow city, and 
  few of those seeking it safely return to the 
  sunlit streets. 
  Wards 
  The city is divided into seventeen wards, each 
  administered by a vizar who answers to the syl-
  vizar of Calimport. Each ward has its own 
  distinct character, reflecting the people and 
  activities found within.  
  Armada Ward 
  This ward sits behind high walls and secure 
  gates. It is primarily home to the docks and 
  barracks constructed for the Calishite Navy, 
  though there are various civilian buildings in 
  here as well. The Navy virtually ceased to exist 
  during the Genie Wars but has been rapidly 
  expanding again over the last two decades. It 
  has been difficult to recruit sailors and 
  marines, and anyone wandering into the ward 
  without a good reason is liable to be pressed 
  into service.  
   There is also a barracks for the Ninth 
  Scimitars, Calimport’s small standing army.  
  Caravans Ward 
  This ward lies on the eastern fringe of the city 
  and is used as a staging area for merchant 
  caravans. The entire ward is dusty, dirty, and 
  filled with beasts of burden. The privileged and 
  wealthy tend to avoid this area. 
   Various guilds have their headquarters in this 
  ward, such as the Trusted Order of 
  Wheelwrights, the Cart, Coach, and Caravan 
  Society, and the Excellent Guildry of Drovers, 
  Shepherds, and Animal Handlers. The Veiled 
  Lamia is a popular inn here that caters mostly 
  to caravan drovers and traders. Other notable 
  businesses include Kadar’s Stables and the 
  Silver Hoof Stables.   
  Crypt Ward 
  Next to the Caravans Ward on the eastern edge 
  of the city is the Crypt Ward. It is home to 
  numerous cemeteries, tombs, and monuments. 
  There are also shrines and temples here, 
  dedicated to deities such as Oghma, 
  Lathander, Ilmater, Shar, and Mask. Several 
  guilds have headquarters here, including the 
  
   
   
   
   
  36 
  Esteemed Fellowship of Undertakers, the 
  Skilled Circle of Butchers and Dressers, and 
  the Worshipful Order of Hunters and Furriers.   
   The Fellowship of Burglars and Thieves is 
  said to have a secret headquarters here, and 
  some refer to this ward as “Thieves’ Quarter.”   
  Dock Ward 
  Lying on the southern side of the city and 
  facing the harbor, the Dock Ward is crowded 
  with ship moorings and warehouses. It also 
  has more taverns and festhalls than any other 
  ward in the city, including famous 
  establishments such as Munaa’s Smiles, The 
  Copper Ante, and The Ninth Bell. Perhaps the 
  most striking building in the ward is the seven-
  story Palace of the Cresting Wave, a temple 
  dedicated to Istishia, the elemental god of 
  water.  
   The ward also contains headquarters for the 
  Master Mariner’s Guild, the League of 
  Harbormasters, Dockworkers, and Ferrymen, 
  and the Loyal Order of Fishmongers. It is 
  likewise home to a rogue guild, the 
  Distinguished Society of Enforcers and Thugs. 
  
   
   
   
   
  37 
  Emerald Ward 
  Situated on the northern edge of the city, this 
  ward is the preferred residence of wealthy 
  merchants and those whose fortunes are on 
  the rise. It also contains the Great Bazaar, 
  which is an enormous marketplace that 
  operates both day and night, with vendors 
  hiring temporary stalls for twelve-hour shifts. 
  Foodstuffs, clothing, and various bric-a-brac 
  can all be procured here.  
   There are dozens of other businesses in this 
  ward, alongside various guild headquarters, 
  such as the Kindly Order of Silversmiths, the 
  Ardent League of Innkeepers, and the Circle of 
  Architects, Engineers, and Planners. The Halls 
  of Fortune, a temple to Tymora, and the Sultry 
  Siren, a large and well-regarded festhall, can 
  also be found here.  
  Faiths Ward 
  This ward lies on the western edge of the city 
  and contains many of Calimport’s oldest 
  temples. Examples include the Coinchapel, 
  dedicated to Waukeen; Aurensahldah, 
  dedicated to Lliira and Chauntea; and the 
  Towers of Fury, where Auril, Malar, Talos, and 
  Umberlee are worshipped. There are also 
  countless shrines, statues, and other 
  memorials along the roads, meaning that 
  virtually every known god is represented in 
  some way. Famously, there is even a shrine 
  dedicated to the “Unknown God,” which was 
  created as a catch-all to ensure none  
  were excluded. 
   The Shining Tankard is the most notable 
  tavern in this ward, while the Incorruptible 
  Coalition of Moneylenders, Coinsmiths, and 
  Pawnbrokers are headquartered here.   
  Grand Ward 
  This central ward is second only to the Palace 
  Ward in terms of wealth. Spacious, beautiful 
  houses and walled estates are the norm. It is 
  also home to the Cajaan Market, which is the 
  largest physical marketplace in Calimshan, and 
  which focuses on finer goods. A small number 
  of vendors here even sell magic items. 
   The inns of note are the Golden Maiden and 
  the Café Cormyrean. The Qualified Union of 
  Glassblowers, Glaziers, and Bottlemakers have 
  their headquarters here, as well as the Dutiful 
  Affiliation of Binders and Printers.  
  Hammer Ward 
  Lying on the northeastern edge of the city, this 
  ward is also known as “Smiths’ Home.” 
  Blacksmiths, brownsmiths, armorers, 
  bladesmiths, and other artisans who work with 
  metal all have workshops here. The ringing of 
  hammer on anvil fills the air throughout the 
  day and well into the evening. Few of the 
  smiths actually reside here; those citizens who 
  do tend to be impoverished. 
   There are several guilds headquartered in 
  this ward, including the Rigid Order of 
  Armorers, the Qualified Accord of 
  Weaponsmiths, and the Purposeful League of 
  Metalworkers. The most popular inn is the 
  Dragon’s Maw, a massive 4-story complex 
  where thirsty smiths congregate after a day of 
  hot labor.   
  Hook Ward 
  The Hook Ward has various docks as well as 
  most of the shipyards that service the port. It is 
  both cleaner and better organized than the 
  rowdy Dock Ward. This is possibly due to the 
  conspicuous lack of taverns but might also be 
  
   
   
   
   
  38 
  attributed to the large number of temples here. 
  While most are dedicated to various sea 
  deities, there are some others too, such as the 
  large Shrine of St. Asref, dedicated to Ilmater, 
  and the Temple of Old Night, dedicated to 
  Shar. The impressively tall temple of Selûne is 
  known as the Lighthouse of the Moon. It has a 
  magic mirror on top that sends a bluish-white 
  beacon of light over the harbor every evening.  
   The Industrious Sodality of Packers and the 
  Virtuous League of Sailmakers have their 
  headquarters here, along with several other 
  guilds. 
  Jewel Ward 
  This inner ward is home to many of the city’s 
  whitesmiths, gemcutters, and jewelers. Despite 
  the wealth contained in the workshops and 
  homes, this area is considered much less 
  prestigious than the Grand Ward next door.  
  There are no taverns here worth mentioning, 
  while the House of the Holy Dawn, dedicated 
  to Lathander, is the only temple of note.  
   Various guilds are headquartered here, 
  including the Diligent Society of Gemcutters, 
  the Upstanding Guild of Jewelers, and the 
  Shining Order of Goldsmiths and Gilders.  
  Maker’s Ward 
  The Maker’s Ward headquarters many of the 
  skilled trade guilds and is also home to a large 
  number of artisans and other creative folk, 
  such as writers, poets, sculptors, and the like. 
  Some parts of the ward are thick with 
  workshops that always seem full of activity. 
  Inter-guild rivalry is ever-present, and street 
  brawls between guildmembers are not 
  uncommon.  
   One of the best-known businesses here is 
  Taerako Statuary and Stonework, which has 
  been run by the Taerako family for many 
  generations. Salehlon’s Carpets is the best-
  known rugmaker in the city, and, in days past, 
  they were famed for the manufacture of flying 
  carpets. They no longer have that skill but still 
  own a number of flying carpets which they are 
  willing to hire out (see “Travel” in chapter 2).  
   Numerous guilds are headquartered here, 
  including the Qualified Coalition of Pewters, 
  the Skilled Order of Coopers and Barrel-
  Makers, and the Distinguished Guildry of 
  Stonecutters and Masons.  
  Market Ward 
  Situated on the northern edge of the city, this 
  ward is full of markets, shops, and other 
  businesses. Proverbial wisdom states that you 
  
   
   
   
   
  39 
  can find anything you could want in the Market 
  Ward. Many of the residential areas are 
  rundown, and the remaining tenements are 
  often overcrowded. Crime is rife here, 
  especially theft, which has led to many vendors 
  moving their businesses to the Emerald Ward, 
  just to the west.   
   There is a large temple/marketplace to 
  Waukeen here, known colloquially as the 
  Coinmother’s Market. The Esteemed Guild of 
  Builders, the Sedulous Order of Fine Wood 
  Carvers, and the Worshipful Fellowship of 
  Spicemongers all have their headquarters 
  here. There are a variety of taverns in the ward, 
  with the most popular being the Spitting 
  Camel.  
  Palace Ward 
  This inner ward is home to the most affluent 
  and powerful people in the land. It is marked 
  by wide, orderly streets, numerous parks and 
  fountains, and large, beautiful mansions.  
   The most imposing structure in the ward is 
  the palace itself, known as the Pasha’s Sabban. 
  This is a complex of about twenty buildings, 
  surrounded by a 7-foot-high wall, and only 
  accessible through a heavy barbican. The syl-
  pasha lives in a tall villa in the middle of the 
  grounds.  
    Taverns are not permitted here, but there 
  are several notable businesses in the ward. 
  Ytal’s Confectioners, Cemberyl Stables, and 
  Witmaanal’s Livery all sell expensive products 
  catering to the city elite. A small number of 
  guilds are headquartered here, including the 
  Aromatic Order of Perfumists, Apothecarists, 
  and Soap-Makers, and the Most Splendid 
  Society of Tailors.  
  Quill Ward 
  This inner ward is where a large number of 
  scholars, sages, and scribes work and live. 
  Much of the city administration is carried out 
  here, and it also boasts more libraries than the 
  rest of Calimport combined. The largest of 
  these is The Imperium Archives, which was 
  built during the Shoon era. The Bards’ Wisdom 
  is a private two-story lending library with an 
  enormous assortment of tales, legends, plays, 
  songs, and poems. Most Calishite bards have 
  spent many happy hours here. 
   There are several noteworthy businesses 
  here, including the Halruaan Scrivenora, 
  Estaar’s Inks, and Summarl’s Scrolls and 
  Maps. There are temples to Azuth and Deneir, 
  and guild headquarters for the Upstanding 
  Circle of Midwives and Physicians, the 
  Illuminated Guild of Lamplighters and 
  Chandlers, and the Masterful Order of Clerks, 
  Scribes, and Scriveners.  
  Shackles Ward 
  This sprawling, unwalled region on the 
  western edge of the city was once home to 
  much of Calimport’s slave population. Few 
  people reside here willingly anymore, and one 
  is most likely to meet outcasts and outlaws 
  among the acres of abandoned hovels. Rumor 
  has it that several goblin tribes have taken up 
  residence on the western fringe of the ward. 
  Those riding out to the west on the rarely used 
  Coast Road do so nervously. 
   There were once several temples in this 
  ward, but most have been abandoned. The 
  exception is the House of the Bound Hands, 
  where the priests of Ilmater minister to all 
  comers. A dilapidated old tavern called Katars 
  High lies in the shadows of the city walls and 
  
   
   
   
   
  40 
  continues to serve the poor wretches living in 
  the area.    
  Trades Ward 
  Situated in the northern corner of the city, this 
  broken-walled region contains numerous 
  warehouses, marketplaces, bazaars, and an 
  enormous number of taverns. The Trade Way 
  terminates in this ward, hence there is a near 
  constant flow of caravans arriving and leaving. 
  It is also home to some of Calimport’s poorer 
  residents. 
   This ward contains the famous Arena 
  Efreetum, dedicated to the entertainment of 
  both the masses and the elites. Able to seat 
  around 20,000 people, there are performances 
  every second afternoon featuring gladiators 
  battling either each other or various ferocious 
  creatures. Fights usually end when someone is 
  incapacitated, but deaths are still common. 
  Once a tenday is race day, and teams of horses 
  or other beasts pull heavy chariots around the 
  track. All of the shows are loud, violent, and 
  hugely popular.  
   Many guilds have their headquarters in this 
  ward, including the Noble Society of Skinners, 
  Tanners, and Leatherworkers, the Skillful 
  Accord of Bakers, and the Pious Circle of Dung 
  Sweepers. The most popular taverns are the 
  Golden Goblet and the Trident’s Rest. It is also 
  home to an esteemed fighter school named 
  Master of the Blade and several mercenary 
  companies, including the famed Company of 
  the Rose.  
  Wizard Ward 
  A forest of minarets and towers is found in this 
  ward, in which reside a large number of 
  wizards, artificers, and other magical 
  practitioners. The streets may seem quieter 
  than in other wards, but the visitor is likely to 
  meet strange pedestrians here, such as 
  automatons, fiends, or living spells, all running 
  errands for their various masters.  
   There are even more wonders to be seen 
  here, such as brooms sweeping the streets by 
  themselves, fountains with the water flowing 
  up, and magic gates providing shortcuts to 
  other parts of the ward. Several wizards make 
  their way about this area on magic carpets, 
  while at least one is known to take her pet 
  green dragon on regular walks through the 
  streets.  
   Several guilds are headquartered here, such 
  as the Vibrant Order of Dyers and Weavers and 
  the Studious Fellowship of Charters and 
  Mapmakers. But most famous of all is the 
  headquarters of the Guild Arcane. Known as 
  The Auret, this minaret is 7-stories tall and is 
  seemingly made of solid gold. 
  Government 
  Each ward is governed by a vizar, who is 
  responsible for keeping the peace and 
  maintaining the streets and other public 
  facilities. The ward is expected to be self-
  funding and to contribute toward general city 
  expenses, so the vizar has broad taxation 
  powers. This usually involves taxing various 
  classes of landholders, but sometimes includes 
  a gate fee or a poll tax.  
   Since the level of taxation directly affects the 
  profitability of every kind of business, vizars 
  very often spend their time in negotiations with 
  the pashas in charge of the various guilds that 
  operate in their ward.  
   Each vizar is appointed by the syl-vizar of 
  Calimport, who also has the power to replace 
  them once a customary notice period has 
  expired. As well as managing the seventeen 
  ward vizars, the syl-vizar is responsible for the 
  
   
   
   
   
  41 
  operation of the port as well as funding the 
  army and navy. 
   The syl-vizar is appointed by the syl-pasha 
  who has the power to replace them at will, 
  whilst the syl-pasha is appointment by the 
  pashamoot. See “Politics” in chapter 2 for 
  more information about the appointment of  
  the syl-pasha.  
   And so it is that each layer of government is 
  accountable to someone else, with the whole 
  scheme forming a kind of grand circle. It also 
  means that all of Calimshan is riven by politics 
  and intrigue, with the ruling classes constantly 
  jostling for position and advantage.  
  Law Enforcement 
  Each ward in Calimport employs a group of 
  guards known as the Jandarma or “Armed 
  Watch.” The number and quality of guards 
  depends upon the wealth of the ward. The 
  Watch exists to keep the peace and to ensure 
  tax collection goes smoothly.  
   The Watch does not investigate crime or 
  apprehend criminals. Rather, each citizen has 
  the right to arrest and prosecute anyone who 
  interferes with their property or person. Since 
  not everyone has the ability to apprehend an 
  assailant, it is common to hire private justicars 
  (also known as “thief takers”) to effect the 
  arrest.  
   The arrested party is taken before a local 
  magistrate who hears the evidence and makes 
  a pronouncement on the case. The magistrate 
  can impose fines, order corporal punishment, 
  or even sentence someone to death. 
  Imprisonment is generally not an option. 
   Magistrates are employed by the vizar of the 
  ward and judge cases using a combination of 
  common sense and reference to local tradition. 
  In theory, the law of Calimport is codified in an 
  old document called the “Book of Customs,” 
  but it is a rambling and contradictory text, and 
  it is rare for a magistrate to refer to it. There is 
  no formal appeals process, but the vizar can set 
  aside the judgement of a magistrate.  
   Members of the rogue guilds naturally find 
  themselves in conflict with law enforcement 
  practices. Such folk treat discovery and arrest 
  as a professional hazard, and a sign that your 
  skills are not quite up to par. Members can 
  expect no help from the guild when facing a 
  magistrate and may even find they have earned 
  themselves a censure.  
   Conventional wisdom says that the syl-pasha 
  has a relationship with the pasha of the 
  Fellowship of Burglars and Thieves and 
  tolerates a certain amount of organized crime 
  in return for certain illicit favors.  But this may 
  just be idle scuttlebutt.   
   
  
   
   
   
   
  42 
  This chapter describes how to create your own 
  adventures in Calimshan, and also gives you a 
  large collection of adventure seeds. 
  Chapter 4: Calimshan Adventures 
  A Distinct Flavor 
  In many respects, adventures in Calimshan are 
  similar to adventures that take place on the 
  Sword Coast and anywhere else. The 
  characters explore strange locations, fight 
  monstrous creatures, interact with intriguing 
  people, and recover lots of loot.  
   However, there are certain elements that give 
  Calimshan a distinct flavor. Seeding these into 
  your adventure will help players know they are 
  not in Waterdeep anymore. 
  Climate 
  Calimshan is very hot. The cities are hot, the 
  deserts are hot, and the forests are hot. 
  Summers are long and oppressive. Remind the 
  characters how hot it is, and that everyone 
  around them is sweating. If they decide to 
  explore the desert, put an emphasis on the 
  amount of water they are consuming and, if 
  they exert themselves too much, consider 
  Constitution checks to avoid exhaustion from 
  the heat. 
  Urban 
  Calishite society is highly urban, with the 
  majority of the population living in the cities or 
  large towns. The small villages so often 
  encountered in the north are far less common 
  here. Most adventures should start in a city, 
  especially Calimport, and a good number 
  should take place entirely there. 
   Because the population is concentrated in a 
  small number of places, the adventurers will 
  find themselves encountering the same people 
  quite frequently. By the time they reach tier 2, 
  the characters should have some good, regular 
  contacts, such as merchants, vendors, and 
  artisans, and should also know several pashas 
  and perhaps a vizar or two.  
  Treasure 
  Calimshan is a wealthy land. This should be 
  apparent to the adventurers, with rewards and 
  treasure hauls significantly higher than in 
  Sword Coast adventures. The Treasure per 
  Adventure table provides some guidelines. 
  Treasure per Adventure 
  Magic Items 
  Stories told on the Sword Coast suggest that 
  flying carpets are as common in Calimport as 
  covered wagons. Such tales are wild 
  exaggerations, but it is true that magic items 
  are more common in Calimshan than most 
  other places. This is partly due to the land’s 
  Tier 
  Total Value 
  Tier 1 
  600 gp—1,200 gp 
  Tier 2 
  2,500 gp—5,000 gp 
  Tier 3 
  10,000 gp—15,000 gp 
  Tier 4 
  40,000 gp—75,000 gp 
  
   
   
   
   
  43 
  genie legacy and partly due to the excellent 
  workshops in Almraiven.  
   When using the downtime rules for buying a 
  magic item in Xanathar’s Guide to Everything, 
  add 20 to the check total if buying the item in 
  Calimport or Almraiven, or 10 if buying the 
  item in any other town or city. The asking price 
  for any magic item should be reduced by one-
  fourth.  
  Intrigue 
  The political structure of Calimshan means it is 
  rife with intrigue. The Calishites are always 
  jockeying for advancement, and subterfuge is 
  an accepted means of achieving this. Secret 
  plots, hidden agendas, and unexpected twists 
  should be common. 
  Genies 
  The Calishites dislike and distrust genies, but 
  they are more common here than anywhere 
  else in Faerûn. The characters should have 
  several genie encounters in their adventuring 
  career, especially when they get to higher tiers.  
  Adventure Seeds 
  These adventure seeds can be used individually 
  and integrated into your own story, or they can 
  be strung together into a level 1-20 campaign 
  called “The Tale of the Twisted Rune.” If used 
  in this way, run the adventures in order and 
  have the characters level up after each one. 
  Tier 1 Adventures 
  The following adventure seeds are for 
  characters of level 1 through 4.  
  Caravan of Carnage 
  A caravan master named Esther Qardeen 
  offers the adventurers a generous wage to 
  escort her caravan up the Trade Way from 
  Calimport to Memnon. On the way, they 
  encounter giant snakes and death dogs, as well 
  as a bandit attack. During the journey, a 
  teamster named Rahim tells them to be 
  cautious of Esther, as she has a history of 
  underpaying wages.  
   Some welcome respite comes at the Friary of 
  St. Amahl, where one of the other guards 
  challenges the adventurers to a drinking 
  contest. Back on the road they must deal with a 
  sandstorm. Just before arriving at Memnon, 
  there is a massive bandit attack, and it turns 
  out that Rahim was working with the bandits 
  all along. The adventure ends with an 
  uneventful journey back to Calimport. 
  Midsummer Hangover 
  It is the Midsummer Festival and the city is in a 
  celebratory mood. The characters receive a 
  summons from an influential member of 
  society, promising them a generous reward.  
   As they make their way to her house in the 
  Grand Ward, people keep approaching one 
  particular character in the party, accusing her 
  
   
   
   
   
  44 
  of being a cheat, challenging her to a fight, and 
  so on. None of these people explain what is 
  going on, they simply say, “You know what you 
  did.” 
   As the adventurers move through the crowd, 
  they suddenly see someone who looks very 
  similar to the character who was being 
  approached. A chase through the city ensues, 
  complicated by the Midsummer Festivities.  
   When the characters catch the target, they 
  discover she is a professional dice player who 
  cheated several people out of their money last 
  night. With some pressure, she agrees to 
  return the money. As a postscript, you could 
  have the characters approached by thugs from 
  the Fellowship of Burglars and Thieves, 
  unhappy at having one of their members 
  roughed up.  
   With the situation resolved, the characters 
  can continue on their original mission. 
  The Heirloom 
  The characters have been summoned to the 
  house of Yazmin el Khateera in the Grand 
  Ward. Yazmin is the elderly matriarch of the 
  wealthy and influential Khateera family.  
   One of her nephews, Navid el Khateera, 
  wants to displace her as head of the family, and 
  he has some support. One way to cement her 
  position is to recover an ancient signet ring 
  that belonged to her family. It has been lost for 
  many years, but she recently learned via magic 
  that it was buried with one of her ancestors in 
  the Old Necropolis in the Calim Desert. 
   The adventurers head up the Trade Way and 
  face off against some kruthik and a yuan-ti 
  pureblood pretending to be a stranded 
  merchant. They arrive at the Old Necropolis 
  and defeat some undead before retrieving the 
  ring from an ancient tomb.  
   As they head back, they are ambushed by 
  another adventuring party, this one sent by 
  Yazmin’s nephew to steal the heirloom. The 
  adventure ends with the characters giving the 
  ring back to Yazmin, cementing her power over 
  the Khateera family.   
  Blood on the Sand 
  The characters are summoned to the Trades 
  Ward by Pasha Feroz Saatchi, guildmaster of 
  the Skillful Accord of Bakers. He sponsors 
  several fighters in the Arena Efreetum and is 
  concerned by reports of widespread cheating. 
  He wants the characters to go undercover as 
  fighters in the Efreetum and discover what  
  is happening.  
   The characters enter the tournament and 
  spend the days fighting in the arena, and the 
  
   
   
   
   
  45 
  evenings investigating the cheating claims. 
  They uncover a plot to kill Vizar Anahita 
  Moridi, the ruler of the Trades Ward, at an 
  upcoming show.  
   No one believes them, and the only way to 
  save the vizar is to fight the would-be assassins 
  in a “battle royale” event on the final day of the 
  tournament. As the final assassin dies, they tell 
  the adventurers they will regret crossing the 
  Twisted Rune. 
  Tier 2 Adventures 
  The following adventure seeds are for 
  characters of level 5 through 10. 
  The Sunless Streets 
  Vizar Anahita Moridi, ruler of the Trades Ward, 
  contacts the adventurers about a sensitive 
  mission. One of his favored servants has been 
  kidnapped by a bandit captain from Muzad, the 
  shadow city that lies beneath Calimport. 
   Using a magical guide, the characters enter 
  the sewers and face giant alligators and 
  spiders, some oozes, and a xorn. They find 
  Muzad and must fend off a small company of 
  hobgoblins. They finally reach the bandit 
  captain’s hideout and discover that the 
  “servant” is actually Zhaleh, the vizar’s 
  daughter, and the bandit captain is Jahar, the 
  vizar’s son, who chose the path of evil long ago.  
   Jahar is using Zhaleh to extort his father and 
  won’t give her up. Meanwhile, Zhaleh will only 
  go with the characters if they don’t hurt Jahar. 
  The vizar rewards the characters generously if 
  Zhaleh is returned to him. 
  Tomb of the Astronomer 
  The adventurers are hired by a wizard named 
  Shahin el Esan to explore a location called the 
  Tomb of the Astronomer in the Calim Desert. 
  The Astronomer is a figure of legend, an air 
  genasi who was supposedly buried alive in her 
  observatory by the genie Calim. Shahin 
  recently divined the long-lost location of this 
  place and wants the Astronomer’s enchanted 
  telescope retrieved.   
   In the desert, the characters encounter 
  swarms of neogi and giant scorpions. They are 
  intercepted by a large group of desert nomads 
  and must negotiate to cross their territory. 
  When they arrive at the location, they must 
  fight off vicious salamanders. Using a magic 
  item to dig down into the desert, they enter the 
  ancient observatory, avoiding several hazards. 
  They come to the resting place of the 
  Astronomer and discover that her body and her 
  telescope are being guarded by a djinni. They 
  must persuade the djinni that they are worthy 
  to take the telescope. As they leave, the djinni 
  tells them to “Beware the Twisted Rune.” 
  Lost Ajhuutal 
  Pasha Darius Kamali, guildmaster of the 
  Sedulous Society of Sages, hires the 
  adventurers to accompany an expedition to the 
  Spider Swamp in search of the legendary city 
  of Ajhuutal. After a short sea voyage to 
  Almraiven, the expedition sets out. In the 
  swamps they encounter many hazards and 
  monsters, such as lizardfolk, giant spiders, 
  giant rats, stone spiders, shambling mounds, a 
  hydra, and a green dragon.  
   They finally locate Ajhuutal and discover it is 
  occupied by a tribe of aranea. These creatures 
  are initially hostile, but the characters help cool 
  things down. Before the explorers can begin 
  recording their discoveries, a large force of 
  lizardfolk and various monsters attack 
  Ajhuutal, having followed the expedition there 
  and wanting to claim the city for themselves. 
  The characters help the aranea defend the city 
  and are made honorary members of the tribe 
  by way of thanks.  
  
   
   
   
   
  46 
  Fiery Reunion 
  Vizar Omid Sorouri of the Docks Ward has a 
  special mission for the characters. Twenty 
  years ago, during her adventuring days, she 
  and her best friend Jasper were exploring an 
  old wizard’s tower along the Coast Road. They 
  were ambushed by a fire elemental, and Jasper 
  was consumed by the flames as she fled.  
   Her conscience has dogged her about this 
  matter for years. She asks the characters to 
  enter the tower and retrieve whatever remains 
  of Jasper for a burial. She hopes this will bring 
  her peace.  
   The characters set off on the coast road, 
  encountering some giant elk and a coven of sea 
  hags. They locate the tower and find the lower 
  levels infested by a tribe of ogres. On the upper 
  level they find a fiery portal leading to the plane 
  of fire. It turns out that Jasper wasn’t killed at 
  all but was captured by an efreeti and has been 
  a slave ever since. The characters must free 
  Jasper and return to Calimshan, then figure out 
  a way to close the portal.  
  Dusk ‘til Dawn 
  The characters are urgently summoned to the 
  Wizard Ward by the wizard Shahin el Esan. He 
  is involved in an escalating feud with another 
  wizard and expects an assault on his minaret 
  that evening. The authorities won’t get 
  involved, so he will pay the characters 
  handsomely to help defend his tower. 
   Night falls and the attacks come in waves, 
  mostly consisting of constructs, such as 
  helmed horrors, iron cobras, and 
  nimblewrights. The final battle is against an 
  enormous stone golem.  
   In the morning, Shahin thanks the characters 
  profusely and then reveals the truth. The entire 
  evening was staged by the syl-pasha as a test of 
  their abilities. They have passed the test and 
  are ready for the real adventure.  
  Against the Hill Giants 
  Syl-Pasha Javad el Volahrn summons the 
  characters to the palace. The hill giants from 
  the Marching Mountains have been attacking 
  villages on the northern edge of the Plains of 
  Renestar. The syl-pasha lacks the troops to 
  mount a war against the hill giants and instead 
  wants the characters to infiltrate and destroy 
  the hill giant steading. 
   The characters are given pegasi from the 
  royal stables to fly to the Plains of Renestar. 
  Along the way, they attract the attention of a 
  hunting black dragon. After arriving in one of 
  the remaining villages, they set out, 
  encountering a band of savage gnolls and some 
  
   
   
   
   
  47 
  gorgons. They arrive at the steading and find it 
  full of giants, ogres, and orcs. Among a rich 
  haul of treasure, the characters find a note 
  proving that the Twisted Rune was working 
  covertly to stir up the trouble. 
  Tier 3 Adventures 
  The following adventure seeds are for 
  characters of level 11 through 16. 
  Temple of Old Night 
  The characters receive an anonymous note to 
  come to the Copper Ante in Calimport’s Dock 
  Ward, with a promise that it will be worth their 
  while. Once there, they are approached by a 
  disguised stranger who reveals himself to be 
  Qadir Hashemi, high priest of Shar at the 
  Temple of Old Night in the nearby Hook Ward.  
   Qadir has a problem. The lower, 
  underground level of the temple has flooded 
  and evil creatures have emerged from the 
  water. Qadir wants the lower level cleared and 
  the source of the flood located. In return, he 
  offers a very powerful magic item, such as a 
  carpet of flying or a crystal ball. 
   The characters investigate the temple and 
  face some sahuagin, giant crabs, and water 
  elementals. In the high priest’s chamber, they 
  find evidence that he was making some sort of 
  clandestine deal with a creature named 
  Haagesh. 
   In order to enter the flooded lower level, they 
  must acquire magic means to survive 
  underwater. Once there, they encounter giant 
  sharks and massive swarms of quipper. They 
  discover a crack in an old storeroom opening 
  into an underwater tunnel complex inhabited 
  by merrow, sahuagin, a plesiosaurus, and a 
  coven of sea hags. They finally confront a 
  marid named Haagesh and its water elemental 
  attendants.  
   After defeating Haagesh, the waters naturally 
  subside. Qadir keeps his end of the bargain and 
  also admits that he had been secretly dealing 
  with Haagesh, who flooded the temple in 
  revenge after their relationship turned sour. 
  The Secret of Magis Mir 
  Pasha Rachel Tehrani of the Guild Arcane 
  summons the characters for a special mission. 
  She has discovered the location of Magis Mir, 
  the legendary wizard stronghold. She believes 
  it is the resting place of the Codex 
  Thealnakkar, an invaluable spellbook, and 
  wants the characters to retrieve it.  
   They set out to the Forest of Mir and face a 
  black dragon on the plains of Renestar, the 
  creature having emerged from the Forest of 
  Mir to hunt. In the forest itself they are 
  attacked by gorgons, gricks, and yuan-ti. A 
  friendly djinni shows them how to enter the 
  invisible stronghold but warns them something 
  foul lurks within.  
    Inside they face a bunch of undead, such as 
  sword wraiths, flameskulls, and deathlocks, as 
  well as some fire elementals. In the final room 
  they face a deathlock mastermind, a sword 
  wraith commander, and a bunch of minions. 
  The adventurers retrieve the spellbook and 
  also learn what led to the downfall of Magis 
  Tor—the leader of the wizards had forged a 
  secret pact with the genie Memnon but had 
  betrayed it, bringing a curse on them all.  
  Keeper of the Grove 
  The characters receive a message from Zaida 
  Madani, Keeper of the Golden Grove in 
  Memnon, urgently requesting their help. A dark 
  vortex has appeared in the middle of the grove 
  and is sucking away the vitality of the trees. 
  Zaida tells them that the grove is not just a 
  
   
   
   
   
  48 
  shrine to Silvanus, it is the source of a magical 
  ward that protects Memnon from the horrors 
  that lurk in the Calim Desert. She wants the 
  adventurers to accompany her through the 
  vortex to find out its source.  
   They enter the vortex, find themselves in the 
  Shadowfell, and are immediately attacked by a 
  force of shadar-kai. After the fight, they learn 
  from a survivor that the vortex was opened by a 
  powerful skull lord called Nhalzaq. The party 
  locates its stronghold and defeats it, facing 
  various monstrosities, such as sorrowsworn. 
  They also learn that Nhalzaq was a 
  “Runemaster”—one of the leaders of the cabal 
  known as the Twisted Rune.  
   The party rush back to the vortex and pass 
  back through it as it closes. Zaida thanks them 
  for their service but notes that it will be many 
  years before the Grove returns to full health, 
  and that Memnon is vulnerable until then.    
  Genies Unbound 
  Pasha Rachel Tehrani of the Guild Arcane 
  summons the characters. A magic bottle 
  containing an efreeti has been stolen from the 
  Arcane Armory. This item is very dangerous, 
  and the pasha wants it returned as soon as 
  possible. 
   The characters follow clues to the Crypt 
  Ward and discover the headquarters of the 
  Fellowship of Burglars and Thieves there, 
  beneath an abandoned temple guarded by giant 
  skeletons and an eidolon. They finally confront 
  Pasha Gasper el Khavari, head of the guild, 
  and discover that he has been working with a 
  powerful wizard named Laleh to take over the 
  Guild Arcane. The characters must defeat 
  these two and the efreet they have summoned. 
  If they kill Pasha Gasper in the process, they 
  earn the undying enmity of the Fellowship of 
  Burglars and Thieves.  
  Egg of the Roc 
  Pasha Rachel Tehrani of the Guild Arcane 
  requests the characters come to her tower in 
  the Wizard Ward. On the way, they must deal 
  with an ice devil accidentally summoned by a 
  busking conjurer.  
   Having arrived at the tower, Rachel tells 
  them she is engaged in some magical research 
  and requires a roc egg in order to continue. 
  She knows the general location of a roc nest in 
  the Marching Mountains. If they will complete 
  this task for her, she will reward them with a 
  powerful magic item. 
   The characters travel to the indicated place 
  on the Marching Mountains and must explore 
  the area, looking for the roc nest. They 
  encounter cyclops, wyverns, chimeras, and 
  stone giants. They discover the roc nest, but 
  there are no eggs!  
  
   
   
   
   
  49 
   After fighting off the roc and her mate, they 
  discover evidence that an egg was recently 
  moved. They follow the trail and find that an 
  efreeti and a bunch of fire genasi have stolen 
  the egg, planning to use it for their own 
  purposes. A fight ensues. The characters finally 
  take the egg to Shahin, who rewards them with 
  several very rare potions.  
  City of the Dead 
  The characters are walking the streets of 
  Calimport when they are attacked by a 
  boneclaw. Having dealt with the creature, a few 
  hours later they receive an urgent message to 
  go to the House of the Bound Hands, a temple 
  to Ilmater in the Shackles Ward. As they 
  approach the temple, they are assaulted by a 
  sword wraith commander and a squadron of 
  sword wraiths. 
   At the temple, a priest named Tabitha 
  Behzadi says she has learned, through 
  divination, that a death knight named Lord 
  Muthra has decided to kill the characters, 
  though she doesn’t know why. Unless stopped, 
  the death knight is likely to keep sending 
  powerful undead creatures after them. Lord 
  Muthra lives in Nykkar, the vast necropolis in 
  the foothills of the Marching Mountains. 
   The characters travel to Nykkar and enter. 
  After defeating several powerful undead, they 
  locate Muthra’s mausoleum and must 
  overcome several deadly traps. As they fight 
  Muthra in the final chamber, undead spirits 
  emerge from the surrounding mosaics and join 
  the fray. After defeating Muthra, they learn that 
  she was a Runemaster. They also learn that the 
  Twisted Rune is led by a creature named 
  Shangalar, who dwells in a flying fortress 
  above the Marching Mountains.  
  
   
   
   
   
  50 
  Tier 4 Adventures 
  The following adventure seeds are for 
  characters of level 17 through 20. 
  Cavern of the Silver Wyrm 
  Syl-Pasha Javad el Volahrn requests that the 
  characters attend him at the palace, where they 
  are joined by Pasha Rachel Tehrani of the 
  Guild Arcane. A few hours ago, the syl-pasha 
  received word that a squadron of black and 
  green dragons attacked and severely damaged 
  the town of Keltar. The same group is now 
  flying toward Almraiven.  
   It is unheard of for black and green dragons 
  to co-operate in this manner and in such large 
  numbers. Pasha Rachel believes they are being 
  controlled by an artifact called the Dracomere, 
  which gives the user power over all the 
  dragons in Calimshan.  
   According to the ancient archives, this device 
  can be found in the Yawning Cavern in the 
  Marching Mountains, which was once the lair 
  of Rhimnasarl the Shining, a great silver 
  dragon that was slain during the Shoon era. 
  The archives also contain the location of the 
  Yawning Cavern. Pasha Rachel is leading a 
  group of Calimport’s mages to help in the 
  defense of Almraiven. The syl-pasha wants the 
  characters to travel to the Yawning Cavern and 
  destroy the Dracomere.  
   The characters travel to the Marching 
  Mountains and encounter a friendly djinni 
  along the way, who warns them that trouble is 
  coming to Calimshan, the likes of which has 
  not been seen since the Genie Wars. When 
  they arrive at the mountains, they must face air 
  elementals, chimera, and cyclops. They locate 
  the cavern and find it is occupied by an adult 
  blue dracolich named Sapphiraktar, who is a 
  Runemaster. The Dracomere is also there, a 
  large fountain filled with silvery liquid, and 
  which can only be used by dragons (including 
  dracoliches).  
   As the fighting commences, Sapphiraktar is 
  joined each round by a black or green dragon, 
  who are flying to the cavern to help their 
  master. Destroying the Dracomere causes the 
  black and green dragons to disperse, and 
  Almraiven is saved.  
  Apocalypse Drow 
  Syl-Pasha Javad el Volahrn summons the 
  characters and requests that they undertake a 
  very special mission. He has received a 
  message from the drow who live in the city of 
  Dallnothax, below the Marching Mountains. 
  They are asking for aid to defeat “a mutual 
  enemy” and are offering an alliance in return.  
   The characters head to the Marching 
  Mountains, accompanied by a young diplomat 
  named Hettie. Along the way they are attacked 
  by an efreeti and its escort of fire elementals. 
  Following directions, they delve beneath the 
  Marching Mountains, dealing with a beholder 
  on the way. 
   They arrive at Dallnothax and are shocked to 
  find an ancient ruined city with only a relatively 
  small number of drow in the central district. It 
  turns out that this is a breakaway group from 
  the main drow settlement at Holldaybim, 
  rejected by the majority because of their 
  worship of Eilistraee rather than Lolth. 
   The city soon comes under attack by a force 
  of quaggoth, duergar, illithids, and giant 
  spiders. It turns out that a local elder brain is 
  seeking to take over the city and establish a 
  large illithid colony.  
   After several waves of attack, it becomes 
  plain that the elder brain can easily replenish 
  lost ground troops, and the only option is to go 
  on the offensive. The characters find the illithid 
  lair, fight through a bunch of weird creatures, 
  such as alhoon and mind witnesses, and finally 
  
   
   
   
   
  51 
  destroy the elder brain itself. They also find 
  several drow there, who admit that Holldaybim 
  had aligned itself with the elder brain in order 
  to wipe out the “heretics” at Dallnothax. The 
  drow also divulge that they had been 
  collaborating with Shangalar, head of the 
  Twisted Rune, who is apparently planning 
  “something significant.”  
   The grateful drow of Dallnothax conclude the 
  treaty with Calimshan, and they also offer to 
  help the characters whenever they are in the 
  underdark. 
  Fire in the Blood 
  The syl-pasha urgently summons the 
  characters. The city of Memnon is currently 
  under attack from three purple worms who are 
  destroying the walls and important buildings. 
  The characters are given a flying carpet and 
  sent to Memnon post-haste. 
   Once there, they find the city in chaos and 
  the military helpless. Having disposed of the 
  purple worms, they discover several genasi 
  “handlers” who were controlling them. 
  Interrogation reveals that this attack was 
  instigated by Iskanda Farahmand, a Genasi 
  Warlord with a secret fortress in the  
  Calim Desert.  
   The characters cross the desert, surviving a 
  tangle with several yuan-ti abominations, and 
  locate the fortress. They fight through a large 
  number of genasi, tlincalli, and elementals, 
  before confronting Iskanda and a powerful 
  efreeti. Having defeated Iskanda, they learn she 
  was working with the Twisted Rune and find a 
  portal leading to the flying fortress, the secret 
  headquarters of this malevolent organization. 
  The Flying Fortress 
  The characters have found a portal leading to 
  the flying fortress, the home of Shangalar, 
  leader of the Twisted Rune. They receive an 
  urgent magical message from the syl-pasha—
  Calimport is under attack from an army of 
  undead, and the characters must proceed 
  through the portal to defeat Shangalar.  
   The characters enter and find themselves in 
  a remarkable iron fortress floating high above 
  the Marching Mountains. They fight their way 
  through iron golems and high-level undead, 
  such as a boneclaw, mummy lord, death tyrant, 
  and demilich.  
   Finally, they face Shangalar the lich in the 
  throne room, and it is accompanied by another 
  Runemaster, Shyressa the vampire. There is a 
  surprise as well—the syl-pasha is there, 
  suspended above an exterior opening. 
  Shangalar demands they leave, or the syl-pasha 
  will be dropped to his death. But the syl-pasha 
  is, in fact, an illusion.  
   After the characters defeat Shangalar and 
  Shyressa, the undead armies besieging 
  Calimport disperse, and the flying fortress 
  tumbles to the ground. Shangalar’s final words 
  are, “The mantle passes to you, Jymahna,” 
  reminding the characters that some 
  Runemasters survive, and that the Twisted 
  Rune will rise again. 
   
  
   
   
   
   
  52 
  Treasure is plentiful in Calimshan. Gold flows 
  freely, not only in the markets of Calimport but 
  in every city and town of size. Calishites covet 
  wealth, not for its own sake, but as the means 
  to create a comfortable life in their difficult 
  land.  
   Magic and magic items are abundant in 
  Calimshan, with the latter being produced from 
  the famous workshops of Almraiven. Even 
  more powerful items are hidden in ancient 
  ruins or buried beneath millennia of sand. 
  Truly, there is much to attract the adventurer 
  to Calimshan.  
  Chapter 5: Treasures 
  Coins  
  Calimshan is a highly cosmopolitan place, and 
  so the currencies of all lands can be found and 
  used there, alongside the coinage that 
  Calishites themselves mint.   
  Calimshan Coinage 
  Calishite Mosaics 
  The wizards of the Shoon Imperium devised a 
  unique magical item called a Calishite mosaic. 
  These appear to be regular stone mosaics on a 
  floor, roof, or ceiling, but they have magical 
  effects embedded in them. The secret of 
  creating these items has been lost, but many 
  examples of them still exist in great houses 
  across Calimshan, and there are several in 
  public spaces in Calimport’s Wizard Ward.  
  Mosaic of Regeneration 
  Wondrous item, very rare (requires 
  attunement) 
  While touching this mosaic, you regain 1d6 hit 
  points every 10 minutes, provided that you 
  have at least 1 hit point. If you lose a body part, 
  the mosaic causes the missing part to regrow 
  and return to full functionality after 1d6 + 1 
  days if you have at least 1 hit point the whole 
  time.  
  Mosaic of Scrying 
  Wondrous item, rare (requires attunement) 
  While touching this mosaic you can cast the 
  scrying spell. Once the spell is cast, the mosaic 
  image changes to show you the target, and 
  sound from the target is emitted from the 
  stonework. 
   Once you have used this power, it can’t be 
  used again until the following dawn. 
  Value 
  Name 
  1 copper piece 
  unarche 
  1 silver piece 
  decarche 
  1 electrum piece 
  tazo 
  1 gold piece 
  bicenta 
  1 platinum piece 
  kilarche 
  
   
   
   
   
  53 
  Mosaic of Telepathy 
  Wondrous item, very rare (requires 
  attunement) 
  While touching this mosaic you create a 
  telepathic link between yourself and a willing 
  creature with which you are familiar. The 
  creature can be anywhere on the same plane of 
  existence as you. The link ends if you or the 
  target are no longer on the same plane. 
   For one hour, you and the target can 
  instantaneously share words, images, sounds, 
  and other sensory messages with one another 
  through the link, and the target recognizes you 
  as the creature it is communicating with.  
   Once you have used this power, it can’t be 
  used again until the following dawn. 
  Mosaic of Teleportation 
  Wondrous item, very rare (requires 
  attunement) 
  Touching the mosaic enables you to cast the 
  teleport spell. When the spell is cast, the image 
  on the mosaic changes to show your target 
  location. Once you have used this power, it 
  can’t be used again until the following dawn. 
  Mosaic of Truth 
  Wondrous item, rare 
  This mosaic is usually laid on the floor. Anyone 
  standing on the mosaic cannot tell a deliberate 
  lie. They can, however, choose to not answer a 
  question or to answer it evasively.   
  
   
   
   
   
  54 
  Other Magic Items 
  The following magic items either originated in 
  Calimshan or are strongly associated with it. 
  Other Magic Items 
  Battleblade Ring 
  Ring, very rare (requires attunement)  
  This ring is made of interwoven bands of silver, 
  gold, and platinum. The ring has 4 charges and 
  regains 1d4 charges daily at dawn. While 
  wearing this ring, you can expend 1 charge as 
  an action and cast blade barrier. 
  Battlecloak of Vycaena 
  Wondrous item, very rare (requires 
  attunement) 
  This voluminous cloak is made of emerald-
  green silk trimmed with lilac. Both clasps are 
  made of gold, with one shaped like a small 
  shield and the other like a small sword. 
   While wearing this cloak, your base AC 
  becomes 15 + your Dexterity modifier provided 
  you are wearing no armor and using no shield. 
  You can use a bonus action to touch the clasps, 
  and a longsword +1 and a shield +1 appear in 
  your hands. Your AC then becomes 18 + your 
  Dexterity modifier. Touching the clasps again 
  causes the sword and shield to disappear. 
   If you use any other shield while wearing the 
  cloak, the magic of the cloak does not function. 
  If someone not attuned to the cloak uses the 
  sword or shield, they behave like nonmagical 
  items.   
   Vycaena was a scion of House Asada who 
  lived during the Seventh Age and designed this 
  item to ensure he and his siblings were always 
  armed during their long-running dispute with 
  House Najjar.  
  Codex Thealnakkar  
  Spellbook, unique 
  This 2-foot-square, brass-bound volume is more 
  than a thousand years old. It was created by 
  Thealnak of Memnon, one of the great scholars 
  of that age. The codex contains the following 
  spells:   
  • 1st level: color spray, detect magic, grease, 
  identify, magic missile, shield, silent image, 
  sleep;  
  • 2nd level: detect thoughts, flaming sphere, 
  gust of wind, locate object, mirror image, 
  shatter;  
  • 3rd level: dispel magic, fly, haste, major 
  image, slow, vampiric touch; 
  Item 
  Rarity 
  Battleblade Ring 
  Very rare 
  Battlecloak of Vycaena 
  Very rare 
  Codex Thealnakkar 
  Unique 
  Endless Bag of Saref Adnan 
  Rare 
  Halasahr’s Slippers 
  Legendary 
  Harness of Defense 
  Varies 
  Janyra’s Ring of the Forest 
  Rare 
  Janyra’s Ring of the Night 
  Rare 
  Janyra’s Ring of the Sea 
  Rare 
  Najjar’s Cloak of Weaponry  
  Uncommon 
  Ring of Perfect Secrets 
  Legendary 
  
   
   
   
   
  55 
  • 4th level: confusion, dimension door, 
  fabricate, greater invisibility, ice storm, locate 
  creature, polymorph, wall of fire;  
  • 5th level: animate objects, Bigby's hand, cone 
  of cold, conjure elemental, legend lore, 
  passwall, seeming;  
  • 6th level: chain lightning, contingency, 
  disintegrate, eyebite, programmed illusion; 
  • 7th level: delayed blast fireball, prismatic 
  spray, symbol;  
  • 8th level: antipathy/sympathy, clone, 
  incendiary cloud, telepathy;  
  • 9th level: astral projection, foresight, power 
  word kill, shapechange. 
  The final fifteen pages of the codex contain 
  detailed instructions for creating Calishite 
  mosaics. If you wish to create a mosaic using 
  these instructions, consult the “Crafting an 
  Item” section in chapter 2 of Xanathar’s Guide 
  to Everything. 
  Endless Bag of Saref Adnan 
  Wondrous item, rare 
  This oxen-hide leather bag is held together 
  with silver stitching and is roughly 2 feet in 
  diameter at the mouth and 4-feet deep. The bag 
  can hold up to 2,000 pounds, not exceeding a 
  volume of 256 cubic feet. The bag weighs 15 
  pounds, regardless of its contents. Retrieving 
  an item from the bag requires an action. 
   Each bag is associated with a secure 
  location, usually a vault. Holding the bag while 
  uttering the command word causes the 
  contents of the bag to be teleported to the 
  secure location. A wizard spending 5 downtime 
  days and 1,000 gp can change the secure 
  location associated with a bag. 
   Saref Adnan was a collector of curios during 
  the Shoon Imperium. He had the workshops of 
  Almraiven create this bag for him, and the 
  design was copied at least a few times by 
  others.  
  Halasahr’s Slippers 
  Wondrous item, legendary (requires 
  attunement) 
  These crimson silk slippers are trimmed with 
  golden thread and have garnets stitched into 
  the toes.  
   Anyone who dons these slippers and steps 
  onto a carpet transforms it into a carpet of 
  flying. The carpet must be no more than 6 feet 
  by 9 feet in size. The transformation remains in 
  place only so long as the slippers are touching 
  the carpet. Once they are removed, the carpet 
  reverts back to its original state.  
   The archmage Halasahr lived during 
  Calimshan’s Eighth Age and was pasha of the 
  Guild Arcane. 
  Harness of Defense 
  Wondrous item, varies (requires attunement) 
  These leather baldrics are unique to Calimshan 
  and were devised to provide protection to elite 
  warriors without the need for heavy armor in 
  the heat. They are also popular with 
  adventuring wizards.  
  
   
   
   
   
  56 
   While wearing one of these items, your AC 
  can’t be less than a minimum number, 
  regardless of what kind of armor you are 
  wearing. The number depends on the rarity of 
  the harness, as shown in the Harness of 
  Defense table. 
  Harness of Defense 
  Janyra’s Ring of the Forest 
  Ring, rare (requires attunement) 
  This ring is made of two entwined bands of 
  silver and is set with an emerald. While 
  wearing it, you can cast animal friendship at 
  will.  
   The ring has 3 charges and regains all 
  expended charges daily at dawn. While 
  wearing this ring, you can expend 1 charge as 
  an action and cast entangle. 
  Janyra’s Ring of the Night 
  Ring, rare (requires attunement) 
  This ring is made of white gold and is set with 
  an onyx. While wearing it, you have advantage 
  on any Dexterity (Stealth) checks made in dim 
  light or darkness.  
   The ring has 3 charges and regains all 
  expended charges daily at dawn. You can 
  expend a charge to cast darkness. 
   
  Janyra’s Ring of the Sea 
  Ring, rare (requires attunement) 
  This ring is made of gold and is set with a 
  sapphire. While wearing it, you can breathe 
  underwater and gain a swimming speed equal 
  to your walking speed. In addition, being 
  underwater imposes no penalties on your 
  attacks.  
   The ring has 3 charges and regains all 
  expended charges daily at dawn. You can 
  expend a charge to cast control water. 
   The archmage Janyra lived during the Shoon 
  Imperium and crafted many marvelous magic 
  rings. 
  Najjar’s Cloak of Weaponry  
  Wondrous item, uncommon (requires 
  attunement) 
  This long cloak of red velvet is stitched with 
  silver thread depicting various weapons. As an 
  action, you can wrap a weapon in the folds of 
  this cloak, and it disappears into an 
  extradimensional space. This space can hold 
  up to 25 pounds’ worth of weapons. As a bonus 
  action, you can reach into the cloak and draw 
  forth any weapon that has been stored there.   
   Shyk Najjar was matriarch of House Asada 
  during the Seventh Age. She designed this item 
  to ensure her many grandchildren were always 
  armed during their long-running feud with 
  House Asada.  
  Ring of Perfect Secrets 
  Ring, legendary (requires attunement) 
  Created during the Shoon Imperium, this ring 
  is a white gold band set with an emerald. While 
  wearing this item, you are immune to psychic 
  damage, any effect that would sense your 
  emotions or read your thoughts, divination 
  spells, and the charmed, frightened, and 
  stunned conditions. The ring even foils wish 
  spells and spells or effects of similar power 
  used to affect your mind or to gain information 
  about you.  
  Rarity 
  Minimum AC 
  Rare 
  17 
  Very Rare 
  18 
  Legendary 
  19 
  
   
   
   
   
  57 
  Calimshan is full of creatures both magical and mundane. Some of them are friendly, though many of 
  them present a deadly peril to adventurers. Following the below encounter tables are statistics for 
  several new monsters and important NPCs in Calimshan:  
  Creature 
  Challenge Rating 
  Creature 
  Challenge Rating 
  Aranea 
  3 
  Stone Spider 
  1 
  Dune Hag 
  3 
  Stone Spider (Huge) 
  5 
  Pasha Gasper el Khavari 
  8 
  Syl-Pasha Javad el Volahrn 
  9 
  Pasha Rachel Tehrani 
  12 
  Warlord Iskanda Farahmand 
  12 
  Chapter 6: Friends and Foes 
  Encounter Tables 
  These tables have been tailored for Calimshan. Use them to generate random encounters and 
  populate your scenarios. These tables are by no means exhaustive. Statistics for monsters marked 
  with an asterisk may be found after the table.  
  Desert Encounters 
  Calimshan Desert Encounters  
  d20 
  Tier 1 
  Tier 2 
  Tiers 3 and 4 
  1 
  1 lamia 
  1 lion 
  1d6 + 1 yuan-ti malisons 
  2 
  2d4 scouts (nomads) 
  1d4 dune hags* 
  1d8 + 1 lamias 
  3 
  1 swarm of insects 
  1d10 giant hyenas 
  1d6 + 2 cyclopes 
  4 
  1 druid 
  1d4 tlincalli 
  1d6 + 2 giant scorpions 
  5 
  1d4 + 1 yuan-ti purebloods 
  1 fire elemental 
  1d3 guardian nagas 
  6 
  3d6 bandits 
  1d4 + 1 leucrotta  
  2d4 yuan-ti abominations 
  7 
  1 dune hag* 
  1 djinni 
  2d4 phase spiders 
  8 
  1d6 flying snakes 
  1d6 + 3 death dogs 
  1d4 nobles with 3d6 guards 
  9 
  2d6 jackals 
  1d8 + 1 phase spiders 
  1d4 djinni 
  10 
  1d4 giant scorpions 
  1 guardian naga 
  1 druid 
  11 
  1d4 giant spiders 
  1d4 salamanders 
  2d4 wights 
  12 
  1d6 giant lizards 
  1 air elemental 
  2d6 tlincalli 
  13 
  1 leucrotta 
  1d3 yuan-ti abominations 
  3d10 giant hyenas 
  14 
  2d4 stirges 
  1d4 giant scorpions 
  3d4 salamanders 
  15 
  3d8 scorpions 
  1d4 yuan-ti malisons 
  4d6 gnolls 
  16 
  2d8 commoners with camels 
  2d4 yuan-ti purebloods 
  1d2 purple worms 
  17 
  1d4 poisonous snakes 
  1 bandit captain with 2d6 berserkers 
  1d3 efreet 
  18 
  1d4 kruthik 
  1 efreeti 
  1d4 air elementals 
  19 
  1d4 death dogs 
  2d6 kruthik 
  1d4 fire elementals 
  20 
  2d4 vultures 
  1d6 scouts (nomads) 
  1 adult brass dragon 
  
   
   
   
   
  58 
  Forest Encounters 
  Calimshan Forest Encounters  
  Mountain Encounters 
  Calimshan Mountain Encounters  
  d20 
  Tier 1 
  Tier 2 
  Tiers 3 and 4 
  1 
  1 yuan-ti malison 
  1 gnoll pack lord and 1d4 giant 
  hyenas 
  1d4 + 1 green hags with 1d3 
  owlbears 
  2 
  1d8 + 1 sprites 
  1 hydra 
  1d4 + 2 hill giants  
  3 
  1d6 + 2 giant spiders 
  1d4 + 1 aranea* 
  1d6 + 2 wereboars 
  4 
  2d4 giant wolf spiders 
  2d4 yuan-ti malisons 
  1d3 yuan-ti abominations 
  5 
  1 wereboar  
  1 druid 
  2d4 yuan-ti malisons 
  6 
  2d4 hobgoblins 
  1 young black dragon 
  2d6 aranea*  
  7 
  1 druid harvesting mistletoe 
  1 young green dragon 
  1d4 hydras 
  8 
  1d6 + 1 drow 
  2d4 bugbears 
  1 ancient green dragon 
  9 
  1 owlbear  
  1d4 unicorns 
  1d3 treants 
  10 
  1 goblin boss with 2d6 goblins 
  1 grick alpha with 1d6 + 1 gricks 
  1 young green dragon 
  11 
  1d4 gricks 
  1 yuan-ti abomination 
  1d3 grick alphas 
  12 
  1d4 poisonous snakes 
  1d2 hill giants 
  1 treant 
  13 
  1 gnoll with 1d4 giant hyenas 
  1 hobgoblin captain with 3d10 
  hobgoblins 
  1d3 gnoll Fangs of Yeenoghu 
  with 2d6 + 3 gnolls 
  14 
  1d3 constrictor snakes 
  1d4 owlbears 
  1d4 trolls 
  15 
  1 gorgon  
  1d4 trolls 
  1d4 gorgons 
  16 
  1 satyr 
  1d4 gorgons 
  1d4 sprites 
  17 
  1d6 harpies 
  1d4 ogres  
  1 adult black dragon 
  18 
  1 giant poisonous snake 
  1d4 sprites 
  1 adult green dragon 
  19 
  1 scout with 1d4 mastiffs 
  1d4 wereboars 
  1d3 couatls 
  20 
  1d6 + 1 yuan-ti purebloods 
  1d4 basilisks 
  1d4 druids  
  d20 
  Tier 1 
  Tier 2 
  Tiers 3 and 4 
  1 
  1 ogre 
  1 dao 
  1 dao 
  2 
  1 orog 
  1 roc 
  1d8 + 1 chimeras 
  3 
  1 hill giant 
  1d3 + 1 cyclopes 
  1d8 + 1 wyverns 
  4 
  1d8 + 1 winged kobolds 
  1d8 + 1 veterans 
  3d6 phase spiders 
  5 
  1d6 + 2 giant wolf spiders 
  1d6 + 2 orcs 
  1d4 rocs 
  6 
  1d3 guards with 1d2 mastiffs and 
  1 mule 
  1 orc Eye of Gruumsh with 3d6 + 
  10 orcs 
  2d6 cyclopes 
  7 
  1 galeb duhr 
  1d12 half-ogres 
  1 efreeti 
  8 
  3d4 kobolds 
  1 galeb duhr 
  1d10 air elementals 
  9 
  2d4 orcs 
  1 chimera 
  2d4 galeb duhr 
  10 
  1 chimera 
  1d4 + 3 dwarf scouts 
  2d8 hill giants 
  11 
  1 orc Eye of Gruumsh 
  1 young red dragon 
  1 djinni 
  12 
  1 griffon 
  1 young silver dragon 
  1d4 frost giants 
  13 
  1 manticore 
  1d4 + 2 hill giants 
  2d4 stone giants 
  14 
  1 basilisk 
  1 manticore 
  2d6 scouts 
  15 
  1 ettin  
  1d10 giant eagles 
  1d3 fire giants 
  16 
  1d6 bandits 
  1d4 chimeras 
  2d4 fire elementals 
  17 
  1d6 + 2 poisonous snakes 
  1 basilisk 
  3d6 perytons 
  18 
  1d2 perytons  
  1d2 air elementals 
  1 beholder 
  19 
  1d4 harpies 
  2d4 harpies 
  1 adult silver dragon 
  20 
  1 giant eagle 
  1d4 ettins 
  1d4 young red dragons 
  
   
   
   
   
  59 
  Plains Encounters 
  Calimshan Plains Encounters  
  Swamp Encounters 
  Calimshan Swamp Encounters  
   
   
  d20 
  Tier 1 
  Tier 2 
  Tiers 3 and 4 
  1 
  1 hill giant 
  1d4 + 1 veterans on riding horses 
  1 mage 
  2 
  2d4 + 2 axe beaks 
  1 young black dragon 
  1 roc 
  3 
  1d4 + 3 swarms of insects 
  1d6 + 2 griffons 
  1d8 + 1 cyclopes 
  4 
  1d2 giant poisonous snakes 
  1d6 + 2 wereboars 
  1d4 + 3 gorgons 
  5 
  1d4 giant hyenas 
  1d2 giant vultures 
  1 ancient green dragon 
  6 
  1d3 cockatrices 
  2d4 giant elk 
  1 efreeti + 2d4 fire elementals 
  7 
  1 chimera 
  1d4 cyclopes 
  1d6 chimeras 
  8 
  1 orc Eye of Gruumsh with 1d4 + 
  1 orcs 
  1 gnoll pack lord with 1d4 + 2 
  giant hyenas 
  1d4 bulettes 
  9 
  1 manticore 
  1d4 hill giants 
  2d6 bulettes 
  10 
  1 basilisk 
  1d2 pegasi 
  2d6 hill giants 
  11 
  1d6 giant hyenas 
  1d12 lions 
  2d10 gnoll Fangs of Yeenoghu 
  12 
  2d6 wolves 
  1 chimera 
  1 djinni 
  13 
  1 gorgon 
  1 djinni 
  1d12 couatls 
  14 
  1d3 gnoll Fangs of Yeenoghu 
  1d3 manticores 
  2d6 trolls 
  15 
  1d3 hippogriffs 
  1d3 gnoll Fangs of Yeenoghu 
  3d6 wereboars 
  16 
  1d4 harpies 
  2d4 hippogriffs 
  2d6 gorgons 
  17 
  1 bulette 
  2d6 worgs 
  1 adult black dragon 
  18 
  1 giant boar 
  1d3 gorgons 
  1 adult gold dragon 
  19 
  1 giant elk 
  1d4 air elementals 
  1d3 young gold dragons 
  20 
  1d3 druids patrolling the wilds 
  1d2 bulettes 
  1d6 druids 
  d20 
  Tier 1 
  Tier 2 
  Tiers 3 and 4 
  1 
  1d8 + 1 giant lizards 
  1d10 + 1 bullywugs with 1d8 + 1 
  giant frogs 
  1 marid 
  2 
  2d6 + 3 bullywugs 
  1d3 hydras 
  1 druid 
  3 
  1d3 aranea* 
  1 young black dragon 
  1d3 yuan-ti abominations 
  4 
  1d3 giant spiders 
  1 giant crocodile 
  1d3 hydras 
  5 
  1d4 yuan-ti purebloods 
  1d4 water elementals 
  1 adult black dragon 
  6 
  2d4 giant bats 
  1d4 aranea* 
  1d6 shambling mounds 
  7 
  2d4 giant frogs 
  2d4 stone spiders* 
  1d10 water elementals 
  8 
  3d6 giant rats 
  1d2 huge stone spiders* 
  2d8 aranea* 
  9 
  1 druid 
  1 lizardfolk shaman with 1d8 + 2 
  lizardfolk 
  1d6 aranea riding stone spiders* 
  10 
  2d4 mud mephits 
  1d4 + 1 giant constrictor snakes 
  1d4 young black dragons 
  11 
  1 phase spider 
  1d6 + 2 giant toads 
  1d4 huge stone spiders* 
  12 
  1 stone spider* 
  1 yuan-ti abomination 
  1 adult green dragon 
  13 
  1d6 needle blights 
  1 shambling mound 
  1d3 froghemoths 
  14 
  1d6 + 1 lizardfolk 
  2d6 crocodiles 
  1d10 shambling mounds 
  15 
  1 swarm of insects 
  1 marid 
  1d6 + 2 stone spiders* 
  16 
  2d4 neogi hatchlings 
  2d4 giant lizards 
  1d2 corpse flowers 
  17 
  1 giant crocodile 
  2d4 giant spiders 
  1 ancient black dragon 
  18 
  1 giant spider 
  2d8 scouts 
  1d4 giant crocodiles 
  19 
  1 giant toad 
  1d6 + 1 yuan-ti malisons 
  1d8 + 1 yuan-ti malisons 
  20 
  1 scout 
  1d8 + 1 yuan-ti purebloods 
  1d6+2 otyugh 
  
   
   
   
   
  60 
  These creatures are sometimes called 
  “werespiders,” although they are not actually 
  lycanthropes. They came into being during the 
  Night Wars of the Fourth Age, which were 
  fought against the drow. The Calishite rulers 
  sought an effective means to infiltrate the drow 
  cities and spawned the aranea for this purpose.  
   The aranea were very effective and helped 
  conclude the Night Wars in Calimshan’s favor. 
  But most Calishites were repulsed by these 
  shapechangers and drove them from society in 
  a mass purge. Those aranea that survived 
  found their way to the Spider Swamp and 
  prospered away from human interference. 
  They are generally pacifistic, but they treat 
  humans with great suspicion and are fierce 
  warriors when roused.    
   
   
   
   
   
   
   
               New Creatures 
   
   
  
   
   
   
   
  61 
  In their natural form, these creatures look like 
  tall, thin, decrepit humans, with ragged 
  clothing, wrinkled gray skin, wispy white hair, 
  and ruined teeth. They mostly inhabit the 
  desert, making their homes in isolated caves or 
  old ruins. They covet treasure of all kind and 
  their lairs inevitably have a small hoard.  
   Dune hags enjoy the taste of humanoid flesh 
  and hunt for food near roads and settlements. 
  They use illusions to hide their true nature so 
  they can lure desert travelers to their death. 
   Like most hags, they are solitary by nature, 
  but they have the ability to form covens when 
  the need arises. These are inevitably short-lived 
  affairs, as squabbles start almost immediately 
  over the division of treasure.  
   
   
     
   
  
   
   
   
   
  62 
  Gasper el Khavari is a native of Calimport. His 
  parents were born in poverty but made their 
  fortune selling weapons during the Genie 
  Wars. While most of Calimshan was in 
  bondage to the Genasi Warlords, young Gasper 
  grew up in luxury and enjoyed freedoms that 
  few humans were afforded. 
   He used his autonomy principally to learn 
  how to hurt people and joined the small and 
  secretive Assassins Guild as a young man. 
  While most humans were fighting for freedom 
  in the Glorious Revolution, Gasper was a 
  dagger for hire.  
   He soon realized the new political landscape 
  offered him enormous opportunities, but the 
  small and despised Assassins Guild was not a 
  good place to grow his influence. He switched 
  allegiances and joined the Fellowship of 
  Burglars and Thieves—earning the enmity of 
  the Assassins Guild in the process. He rose 
  quickly through the ranks, using his deadly 
  skills to ruthlessly eliminate rivals. Now 
  middle-aged, he is the indisputable master of 
  the Fellowship.   
   He desires even more power, however. He 
  has focused a great deal of time currying favor 
  with the syl-sasha and is seeking to develop 
  some leverage over him. It is early days, but 
  things are going well. 
  
   
   
   
   
  63 
  Rachel Tehrani was born in Almraiven and 
  raised in an orphanage. She knows nothing 
  about her parents, except that her mother was 
  a human and her father was an elf. Tehrani 
  was the name of the priest who raised her. 
   Rachel’s natural brilliance was recognized at 
  a young age and she was awarded a 
  scholarship to the most prestigious magic 
  college in the city, the School of Arcane Hands. 
  Her abilities were unrivaled, and she was 
  acclaimed as an archmage in her early thirties-
  —a rare achievement.   
   Unlike many of her kind, Rachel has never 
  tried to hide her elven heritage, and she has 
  faced much prejudice as a result. She 
  overcame this and was elected a fellow at the 
  School of Arcane Hands and also served as 
  senior lecturer in Abjuration.  
   Not long after, she was nominated as pasha 
  of the Guild Arcane in Calimport. She was 
  reluctant to take on this role but was finally 
  persuaded it was in the best interests of the 
  nation, and she was subsequently elected. 
   As pasha, she has been competent though 
  not brilliant. Though an undoubted genius, 
  Rachel is politically naïve, and there are many 
  both inside and outside the guild who seek to 
  manipulate her. In person, she is polite though 
  a little cool. She quickly grows impatient with 
  flatterers and those who seem to be obstinately 
  resisting a sound argument.  
   
  
   
   
   
   
  64 
  In the early days of the Genie Wars, a magical 
  drought turned the Spider Swamp into a bare 
  plain. Another powerful incantation 
  transformed all of the giant spiders who dwelt 
  there into living stone to prevent any large-
  scale incursions from the east.  
   The swamp has long since reverted to its 
  natural state, but the stone spiders remain. 
  They cannot reproduce, so their numbers have 
  diminished over time, but they are still 
  relatively common. They do not eat, breathe, or 
  sleep, so only accidents or violence can end 
  their existence.  
   They attack the living on sight. However, the 
  aranea have discovered how to tame the stone 
  spiders and sometimes use them for steeds.   
  
   
   
   
   
  65 
  Javad el Volahrn was born in Calimport, the 
  son of a prominent merchant family who, like 
  many others, had their fortune confiscated 
  during the Genie Wars. Javad was pressed into 
  the military at a young age, serving Iskanda 
  Farahmand, the powerful Genasi Warlord who 
  controlled Calimport.   
   Javad’s charisma and martial skill made him 
  a natural leader, and he was soon commanding 
  a large army of soldiers in the Calim Desert. In 
  the field, he developed a larger-than-life 
  reputation, leading from the front with 
  aggression, courage, and ostentation. He cared 
  deeply about his troops, and they were highly 
  loyal to him in return. His inspiring and vulgar 
  speeches on the eve of battle are the stuff of 
  legend in Calimshan.    
    When Shahrzad began preaching resistance 
  to the Genasi Warlords, Javad quickly aligned 
  himself with the prophet. Although Shahrzad 
  was a pacifist, Javad realized bloodshed was 
  inevitable and became leader of the 
  revolutionary army. As it happened, the war 
  was brief, with most of the human soldiers in 
  the land quickly joining the rebellion against 
  their genasi masters. 
   After the warlords were overthrown, and 
  following Shahrzad’s disappearance, Javad was 
  a natural choice to lead the newly freed nation. 
  Calimshan has prospered under his rule, but 
  Javad sits uneasily on the throne as there are 
  many who question his legitimacy. In addition, 
  the Warlord Iskanda Farahmand 
  remains at large, and Javad is 
  certain that she still has 
  plans for Calimshan.    
    
   
  
   
   
   
   
  66 
   
   
  Iskanda was born in Manshaka more than a 
  century ago, the daughter of a local enforcer 
  who died at a young age. She developed her 
  fighting skills in the Blood Arena and acquired 
  a fearsome reputation. When the Spellplague 
  occurred, she, like many other genasi, found 
  herself developing new, elemental powers. 
  With the outbreak of the Genie Wars, Iskanda 
  aligned herself with the great efreeti Memnon, 
  and she quickly rose through the ranks to 
  become a trusted commander. She was 
  effective in the field, quickly grasping battle 
  details, making confident decisions, and 
  rewarding loyalty. 
   With the unexpected disappearance of 
  Memnon, Calim, and other ranking genies from 
  the land, Iskanda was among the first to grasp 
  the opportunities afforded by the power 
  vacuum. She moved quickly to occupy 
  Calimport and held it against rival warlords for 
  nearly four decades while mercilessly imposing 
  her will on the city.   
   With the Glorious Revolution, Iskanda soon 
  realized that she could no longer hold 
  Calimport. She fled to a secret fortress in the 
  desert and has spent more than ten years 
  building a new power base there. She firmly 
  believes that genie and their kin are the natural 
  rulers of Calimshan, and she plans to crush the 
  human usurpers.  
    
   
   
   
  
   
   
   
   
  67 
  Map of Calimshan 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/M.T. Black/Calimshan Adventurers Guide.pdf