Khelben Arunsun, Chosen of Mystra, Archmage of Waterdeep, is as close to a demigod as you're likely to meet on the streets of Faerûn's mightiest city. But when the skies rain lightning and a long-forgotten city arises from the earth, he can seem like just another wizard.
What can one truly know about a place until experienced firsthand? Calimport is a city of many disturbing truths and the most influential trade hub in southern Faerun, despite its detractors. This supplement expands on the city, a seat of Calishite power since the arrival of the djinni lord Calim eight millennia ago. Inside, you'll find a broad history of Calimport, detailing the ebb and flow of power throughout time. It offers a comprehensive look at the city, including its landmarks, wards, and sabbans (districts), providing essential navigation for a city of over two million people. A close-up view of the Erare Sabban and its Taorahl Drudach, a waterfront neighborhood, serves as a central base for your campaigns. Additionally, numerous magical items and artifacts are hidden within Calimport's shadows, including the Battlecloak of Vycaena, the Codex Thealnakkar, the Staff of Shoon, and the Tome of Secrets. This 96-page book contains everything you need to navigate the perilous alleys, palaces, and underworld of Faerun's most dangerous city. Venture through the sabbans or soar among the gilded minarets, but be aware of the many eyes and intrigues surrounding you. Explore one of Faerun's oldest cities—your journey may change your life.
Greetings, kind travelers! The roads south to the Lands of Intrigue are long and dusty, yet they promise greatness and glory for merchants, adventurers, and scholars. Those brave enough to venture here will encounter unique forms of power, magic, and culture found nowhere else in Faerûn. This expansion, developed from out-of-print material, offers over 150 pages of new content.
The first section explores Tethyr, detailing its transformation from an elven homeland to a human nation, and its recent restoration from anarchy. Once plagued by the malevolent Empire of Shoon, Tethyr now stands as the safest realm in the Lands of Intrigue, though remnants of its dark past linger in the form of monsters and wandering spirits.
The second section focuses on Amn, known as Coinland, where wealth is the lifeblood, sourced from trade along the Sword Coast and distant colonies. However, a shadow looms over those fixated on their riches.
The third section introduces Erlkazar, a previously undocumented domain ready for DMs to develop for their campaigns. It also unveils the hidden powers of the South, including the Cowled Wizards, Knights of the Shield, Shadow Thieves, and the undead sorcerers of the Twisted Rune.
Two poster maps illustrate the Lands of Intrigue, the Nelanther Pirate Isles, and the ruins of Shoonach, alongside over a dozen additional maps of Amn, Tethyr, and the Maztican colonies.