Guide to the City of Calimport

The City Wards

Each ward is described and keyed separately, with any major sites and special locations keyed immediately following the ward and sabban descriptions. The map key looks at the city from its western edge, covering the Outer Wards from west to east, then the Central and Port Wards in the same manner.

Within each ward, the Key provides basic information on the ruler, the exalted sultan who rules the area for the syl-pasha'’s greater glory. It also reveals the names and some details on all of Calimport'’s sabbans. The official name of every sabban comes from a former ruler of Calimshan; however, its most commonly known name comes from general use and what people associate with that sabban (as will be seen below). All 52 sabbans are named under the Ward Keys, both by their official names and by their most common nicknames. Note that nearly every ward has a "“Red Veil Sabban",” which is commonly the location of the majority of its entertainment sites such as festhalls. This does not break the basic structure of functionality among the drudachs but keeps all the entertainment facilities within a sabban wall of each other.

Each location within a ward is individually prefixed and numbered. Sites are numbered and listed from the upper left corner of each ward map, moving to the right to the opposite ward boundary, then continuing the pattern from top to bottom. These tags ignore the sabban and drudach boundaries for the purposes of tagging sites, but those designations are noted among their additional notes. The Ward Keys are all in following format:

Tag # Location Type: Location Name Building Class and # of stories

Additional information is listed here; minimum Information is the sabban and drudach where the tagged location is.

The rest of the abbreviations within the map keys are in the tables below.

Tags Ward Placement
A Armada Ward
C Caravans Ward
Cr Crypt Ward
D Dock Ward (Calimport)
E Emerald Ward
F Faiths Ward
G Grand Ward
H Hammer Ward
Hk Hook Ward
J Jewel Ward
K Khanduq Ward
M Maker’s Ward
P Palace Ward
Q Quill Ward
S Shackles Ward
T Trades Ward (Calimport)
W Wizard Ward

The Elder Wall Remnant

Much of the outer city lies unprotected by city walls, as the City of Glory has not been surrounded fully by a defensive wall-and-gate system in more than three centuries. As the city constantly expands, what little has not fallen from the previous outer walls has been claimed by the buildings that once built against the walls for stability. The walls of numerous buildings in the Outer Wards contain secret chambers even their buildings’ owners know nothing of. Buildings made from the Elder Walls are easily spotted: the brickwork of the wall is more massive than standards or building size demands.

There are yet a few free-standing elements from the Elder Walls that fell late in the Seventh Age. The walls were pierced in three places on the northwestern, northern, and eastern sides of the city. The Malikhan Gates of Trades Ward still stand, though their entrances have long since been blocked, and they stand today as grand decoration for the travelers entering Calimport on the Trade Way. The Zhamush Gate still acts as a gateway to the city and the sadimmin of Khanduq Ward use it as a garrison and staging post for their drills. The last of the Great Gates (built by the short-lived Jhaapir Dynasty of the Eighth Age) partially collapsed during Akham’s Duel (1092 DR) and was never rebuilt. In the 278 years since, the crumbled Sayad Gate was looted for its stone, but it was never fully cleared away. Today, Sayad Hill is the prominent hill within Pahlemm Sabban in the Caravans Ward, long smoothed and shaped by the elements and some small magic into a 30-foot-high plateau above the rest of the sabban. From its top, many drovers and trading caster organizers oversee their caravans down in the courtyards and staging areas surrounding the base of the hill.

The last marks that note the former existence of the Elder Walls are the plinths. They mark the former path of the drudach/sabban walls, though tents and rough hovels have surrounded them as the city expands. As the plinths are often used as hitching posts for mounts and other such common tasks, the sabban marks are worn off all the plinths.

Shackles Ward

Outer Ward This ward encompasses the western edge of the city and is the traditional home of much of Calimport’'s slave (and slaver) populations. The entire eastern length of Shackles Ward, where it abuts Armada and Palace Wards, remains in shadow beneath the looming Pesarkhal Wall being built to protect the city center. While certainly the poorest sector of the city, it is far from the most dangerous area to frequent. After all, there are few thieves here since there is very little to plunder.

One of the strangest features of Shackles Ward is its lack of drudach walls. While the three sabbans remain distinct, there are no divisions among them internally. Over the centuries, the older drudach walls were scavenged until their walls had been put to use reinforcing the sabban walls and building massive sales platforms even with the byways.

Ward Ruler
Harun yn Ralan el Pesarkhal, Sultan of Shackles Ward is the ill-tempered seventh child (fourth son) of the syl-pasha and is Pasha of the Slavemaster's Circle in his own right. His primary vizar and wizard-ally, Kamal el Estarq, is an agent (and lover) of Tamol yr Pirit of Shar, who directs them both for the Twisted Rune. While both men are smart enough to realize they are being manipulated by this freelance jhasina from the Muzad, both realize she has other allies whose power they covet and welcome for their own power plays. Neither is farsighted enough to realize that such power comes with a price.

Astaré Sabban

Other names: Slaver Sabban, “the Flesh Market.

This sabban is the primary staging area for newly arrived slaves coming up for sale. Of its four former drudachs, its central one was long a mere composting and rubbish heap that was eventually filled in with mud. Thus, there is a large central market in Astaré Sabban even (at least visually) with the sabban byways, and pashas and the mercantile class can purchase slaves without having to lowering themselves to ground level. The bulk of the sabban'’s streets are filled by one- or two-room tents and hovels, wherein hundreds of thousands of slaves live.

Sabban mark: A hand with a shackle and length of chain.

Edijo Sabban

Other names: Penitent's’ Sabban.

This sabban is the housing sabban for the destitute, sick,and poor as well as the secondary housing area for slaves. This sabban looks out from atop a 30-foot-high cliff next to the Armada Ward, and its isolation on the coast restricts other city residents’ exposure to the illnesses rampant here. Of course, when plagues begin, this is the first sabban blamed (and burned to the ground).

Sabban mark: Two eyes, each with single tears beneath.

Minqa Sabban

Other names: Sadimmin Sabban

This sabban, the westernmost area of the ward and of Calimport itself, is hardly a sabban as much as a military outpost. The military training grounds and garrisons here at least hint to the slaves of this ward that even without chains, they will not be allowed to flee from the city. This is the post for raw recruits and aging soldiers, while others of the sadimmin are stationed among the other city garrisons or elsewhere across Calimshan.

Qhibal Sabban

Other names: Red Veil Sabban, Tall Tankards Sabban.

This sabban abuts the gate into Palace Ward and the Pesarkhal Wall. It is the most prosperous and clean of the Shackles Ward sabbans, simply due to the number of merchants, nobles, and the like wandering in from the adjoining sabbans to find entertainment among the many jhasinnar courts and gaming halls. Its secondary sobriquet comes from the numerous four-story taverns and inns closest to the gates and sabban walls.

Sabban mark: The old Qhibal family crest: two oil lamps sharing one flame above their adjacent spouts.

Faiths Ward

Outer Ward Many of Calimport’s oldest temples lie within this ward, thus its name. In fact, while most of the city has been destroyed in past centuries, this area has retained most of its structure and architecture for more than 1,000 years. It has not been untouched by fires, plagues, or the constant street battles of both guilds and criminals, yet the buildings take strength from their devoted inhabitants and remain standing, though streaked with the soot and grime of centuries (unless cleaned each day, as some temples are).
Ward Ruler
Uarel yn Petal el Waukeen, Sultan of Faith Ward (N hm P11 of Waukeen) is a remote, distant man save when he is performing his religion’s ceremonies. His duties as Sultan, Master of the Counting House, and Pasha of the Guild of Money Lenders, Coinsmiths, and Pawn Brokers do not interfere with his ecclesiastical duties, though his considerable financial and spiritual influence has always been threatened by the rival church of Waukeen, the Khanduq of the Coinmother (K1), and his former assistant, Druzir Petal el Saiduwm.

Bakkal Sabban

Other names: High Priest's Sabban.

One of the few sabbans not named directly for a ruling dynasty, its name was the title of the priest-rulers of Coramshan and First-Age Calimshan. The hallmarks of this sabban, other than both its ancient and modern temples, are the numerous statues that dot the streets and rooftops.

Sabban mark: Generic face with a coiled serpent crown atop its head (the ancient crown of the bakkals).

Erehnir Sabban

Other names: The Statue Sabban.

There is no sabban mark for Erehnir Sabban, simply because the inner-facing walls of the sabban are so distinctive. Similar to the Eight Erehnirs looming along the approach to Volothamp, the brick walls of this sabban were either molded or carved to have many statues along the sabban walls. Most are merely stoic priest-kings, but some are posed with weapons and opponents. While the roll of time has worn much of the detail away, the rough outlines of all figures are still apparent. While some assume the sabban was built by the Erehnirs, it is actually far more recent. The Deepblaze of the Year of Ruins Reborn (911 DR) cleared away the old sabban walls but left this sabban untouched, and these walls were erected in honor of the Erehnirs who were admired by Calimport'’s ruler at that time.

Sabban mark: None.

Evyrtaan Sabban

Other names: Fallen Grace Sabban, Dark Gods Sabban.

This sabban carries a reputation for being the most dangerous section of Faiths Ward, and with good reason. This has long been the sector of Calimport where the greatest concentration of the dark gods'’ temples lie, and many folk avoid this area. All within its dark, mud-brick walls is considered unholy ground by many, though the amount of money and number of businesses within its boundaries make it attractive to others. Its naming for the dynasty that let Tethyr escape from Calimshan'’s control is deliberate, for the Evyrtaan pashas are now considered to be the ones responsible for the loss.

Sabban mark: The Evyrtaan seal of a hawk'’s head with a coin in its mouth. It is often depicted in crude mosaics that make it look a bit like concentric C’s around a small gold dot.

Trades Ward (Calimport)

Outer Ward As its name states, this ward is the elder mercantile ward and still the primary area in terms of trade with the northern shanates (outlying estate farms), since the Trade Road enters the city directly into this area. The ward attracts many visitors with the colloquially known "Golden Sands and Games" Sabbans. It is also the ward with the highest concentration of taverns outside of the Port Wards.
Ward Ruler
The twelfth son of the syl-pasha, Faruk yn Ralan el Pesarkhal, Sultan of Trades Ward (LE hm C4 of Shar; Int 17) stands apart from his brothers due to his astonishing rise to power. A mere 18 years of age, Faruk has already conquered two guilds, a large part of the illicit trade in the Muzad, and sits as the sultan of one of the more profitable (if not prestigious) wards of the city. His father notes his son'’s abilities with pride, and he often pits this prodigy in courtly battles of wits against his other sons to shame them into more activity and loyalty. Faruk does not seek the syl-pasha'’s throne, but he does harbor some ambition of leading the Temple of Old Night, of which he is an acolyte, to conquer the Muzad.

Bajhit Sabban

Other names: The Tent Sabban.

The northern outskirts of the ward are Bajhit Sabban, a disorganized cluster of tents and bazaars that surround the still-standing Malikhan Gates. The sabban also dominates the areas west of the Trade Way in this ward. Those entering the city here get the impression of a slovenly, chaotic city that does not protect its people. However, the infrastructure of the sabban walls and amlakkhans keep the peace among the poor (and the many pickpockets that swarm any foolish enough to travel at ground level more than 30 yards away from the Grand Gate). There are a number of other brick buildings within this sabban, but their numbers are minimal compared to the tents of the poor.

Sabban mark: Four slashes in the crude shape of a tent.

Larau Sabban

Other names: Games Sabban, Arena Sabban.

The Larau were among the largest supporters of the Djen Arenas during their rule as syl-pashas under the Shoon Qysars. While there are the usual peripheral businesses and living areas within this sabban, nearly all aspects of life and business have some ties (no matter how small) to the arenas. This northeasterrn sabban is always the busiest, no matter what time of day, and the cheers of the crowds are loud anywhere in the sabban due to the arena games.

Sabban mark: An elongated oval reminiscent of the shape of the Djen Arenas with a trident set at the center of the oval.

Sahar Sabban

Other names: The Golden Sands Sabban.

Of the three drudachs that comprise Sahar Sabban, only one of them provides services outside the control of the Vintner’s', Distillers'’, and Brewers'’ Guild. The other two drudachs are almost completely given over to the Golden Sands Brewers for production, storage, and distribution of their prized beverages. Pasha (and sabbalad) Tasyn el Effyd (LN hm F0) maintains this inequity, forcing far more people either out of his sabban or into the overcrowded conditions of the Qinae Drudach, as his profits are greatly enhanced as guildmaster by giving the Golden Sands its dominance.

Sabban mark: While once the seal of the Sahar House, the sabban mark is now a goblet with three red drops spilling over its rim.

Emerald Ward

Outer Ward One of the first signs of opulence in the city when approached from the northern trade road, Emerald Ward is a home for the many rising mercantile powers in the Outer Wards of the city. An address here indicates one’s fortunes are on the rise and on the verge of reaching the pinnacle of the lesser classes. This ward is worlds apart from the dirt and despair found in Trades Ward’'s outer sabbans, as this area was hardest hit in the last fires and disasters. Thus, nearly everything in Emerald Ward is newer, cleaner, and more opulent. This has made it the home of choice for much of Calimport'’s “new money,” and the social oneupsmanship of the rising villas and businesses is blinding in the overabundance of brightly colored tiles and paints. Still, the recent renovations allowed the expansions of some older bazaar's into the more wide-open marketplaces indigenous to northern cities.
Ward Ruler
Nasim yn Nasim el Pesarkhal, Sultan of Emerald Ward (CN hm F0) is the favored nephew of the syl-pasha by his youngest brother Nasim. The strikingly handsome young man is as brilliant as the prodigy Faruk of Trades Ward, though his tastes remain close to business, not the intrigues of Calimport Below. Loyal to the syl-pasha to a fault, Nasim the Younger’'s only failing is his weakness for gambling (which has some of the criminal powers lining up to become his creditors and gain them some leverage among the shining spires of Emerald Ward).

Axash Sabban

Other names: Cloth Sabban, Sash Sabban.

This sabban is a constantly busy area and it is the largest market area for clothing, from the most common to the most expensive. Still, with all the business within this sabban, many tailors and clothing sellers pack up their wares and travel personally into Grand or Palace Ward to bring their best wares directly to the pashas and sultans.

Sabban mark: Three parallel waving lines that represent sashes.

Marekh Sabban

Other names: The Great Bazaar Sabban, Black Sabban.

Much of the damage from the city’'s last conflagration was centered here, and it cleared away numerous older khanduqs, bazaars, and hundreds of row houses. By the early part of the current year, work began on reconstructing much of the burned-out sabban. As many landowners died (as they often did) in the Trades' Conflagration, many seized the opportunity and bought up large shares of land within this sabban and surrounding areas. As there is little direct control from the syl-pasha or Sultan Nasim over the use of the area, the western half of this sabban is now open market under the control of pasha Sufontis (for now). The Great Bazaar allows temporary bazaar stalls for either daylight or nighttime 12-hour shifts, and the bulk of the goods here are the everyday foodstuffs, common spices, and basics, which ensure constant traffic at all hours.

Much of the remaining land in the sabban is divided among about 12 major families and over 100 individual merchants and business owners. Among the first buildings to go up were the six minarets posted around the periphery of the Great Bazaar, and others soon followed. This is one of the few sabbans in the city that contains no temples, as the former temples of Cyric, Sune, and Mystra were swept away by the fires. Some rumors point to street wars among Mystra'’s faithful and Cyric'’s fanatics as the cause of the Trades Conflagration, while others blame some shipments of smoke powder among the overcrowded bazaars of Marekh Sabban.

Sabban mark: A circle of seven coins surrounding a sevenpointed star (a coin at each point).

Otahl Sabban

Other names:'' Tumahl'’s Sabban.

This sabban’'s greatest notoriety rises from its being the birthplace and home of one of Calimport'’s most famous adventurers and rogues. The Pirate Tumahl was a laughing, adventurous figure of the late Eighth Age, and tales of his exploits still resonate through nurseries and taverns alike. In fact, at the center of the sabban'’s largest bazaar, a great white marble statue of the Rogue Son of El Otahl stands proudly, its sculpted scimitar pointed southwest, toward the Pasha'’s Sabban or toward the Armada docks, the figures Tumahl thwarted the most in his short lifetime.

Sabban mark: The signature dagger of Tumahl el Otahl— - A slim unguarded dagger with a hole at the dagger’s seat.

Khanduq Ward

Outer Ward This ward gained its name from its preponderance of marketplaces and khanduqs, even though much of the business and trade has moved further west into Emerald Ward. This ward contains numerous sites of notoriety, including the palace and villa of the infamous Pasha Pook, a former guildmaster of thieves. As much of its western quarter fell victim to the Trades Conflagration of 1369 DR, Naiid Sabban has also seen a flurry of activity in real estate as bidders fight over prime sales and living space near Emerald Ward. Unlike much of that neighboring ward, the fires here left the shells of older khanduqs and other buildings, allowing people to purchase partially built homes and businesses, their only true costs in renovations, not building anew.
Ward Ruler
Daud yn Daud el Vehmet, Sultan of Khanduq Ward (N hem M3/C3 of Azuth) is among the youngest and most inexperienced of the sultans of Calimport. Barely past 20 winters, Daud el Vehmet rules the Spicemonger Fellowship as its pasha, and he is also a rising name among the apothecarists around the city. Though young, he is a masterful manipulator and his eidetic memory allows him to cover and control all details of a deal or a revenge plot all by himself. He has made friends with the sultans of his adjacent wards, and that level of comfort provides him with leverage to handle any troubles that run within his sabbans that are older than he is. The only conflict Sultan Daud openly has involves his lack of membership in the Guild Arcane, since he feels the control that pasha would have over the exercise of his magical talents will diminish his effectiveness as sultan. For now, the syl-pasha turns a blind eye to the troubles, but the guild wants to corral as many influential members such as Daud as possible, and the syl-pasha needs the guild’s support far more than one sultan....

Kaval Sabban

Other names: Tuamir'’s Sabban, "“the Sabbazaar"”.

Similarly to the drudach structures within a sabban, Khanduq Ward has unofficially segregated its businesses and entertainments among its sabbans such that each has a major focus for the ward. Kaval Sabban is the trade center for the ward, and more than half of the sabban'’s land is occupied by khanduqs, the rest by their street bazaars. Kaval Sabban, or the Sabbazaar, has no living quarters within its confines, and is actually cleared at sundown and all gates leading into the sabban are closed and locked. A full contingent of 12 amlakkar are posted along the sabban walls at night, and another roving patrol of 12 either replace the wall-guards or patrol the interior of the sabban against overnight thefts.

This sabban also carries the nickname of Tuamir'’s Sabban, as the famous thief once operated his many-tentacled Thieves’ Guild from the Muzad beneath the sabban. Having relative freedom and run of the sabban at night, pasha Tuamir nearly became the syl-pasha before the rise of the Djenispools due to his labyrinthine connections, money, and influence over the Calishite underworld. The Djenispool pashas destroyed much of Tuamir’s power base by collapsing parts of Kaval Sabban into the Muzad and destroying his hidden bases of operation. They then rebuilt the city atop the sites, leaving Tuamir’s fate not entirely known.

Sabban mark: Tuamir'’s mark of an eye with a vertical arrow bisecting the eye, arrowhead down.

Naiid Sabban

Other names: Pomartal’'s Sabban”.

The segregated nature of Khanduq Ward impressed by the sultan turned Naiid Sabban into the "“entertainment"” sabban with its clusters of taverns, inns, festhalls, and gambling establishments. Pomartal was the archenemy of Tuamir during their lifetimes, and the balak Pomartal died at the hands of Tuamir'’s assassins. Since that bleak night in the Year of the Restless (1099 DR), Pomartal'’s ghost has walked the sabban walls at night where Naiid Sabban abuts Kaval Sabban, ensuring that Tuamir does not succeed in conquering his honest sabban. For the lawful, Pomartal holds no threat, but criminals acting within sight of the ghost will be attacked with all the power Pomartal holds, for he believes all thieves and criminals still have their ties to his long-disappeared foe.

Sabban mark: Pomartal'’s signet of the scales of justice balanced on the upper point of a lightning bolt. Many of these marks are marred and covered in graffiti (except on Pomartal'’s Walk) as the lawless nature of the entertainment industries and their clients seek to poke fun at the once-lawful nature of their home sabban.

Sholeh Sabban

Other names: Felin'’s Sabban”.

In short, this has become the residential sabban of Khanduq Ward, and as such, it is horribly overcrowded everywhere in the sabban. Row houses hold three times as many people as they should, and many ancient khanduqs and villas are filled with poor squatters. Still, despite the squalor and misery of the living conditions, things have improved in recent decades. Sholeh Sabban was the Thieves'’ Quarter for more than five centuries until the fall of the Djenispools and the chaos of the Darkstalker Wars. More than 2,000 people died in the streets of this sabban, and a few buildings crumbled into the Muzad below due to the magics unleashed by the forces of Jarlaxle the drow and other opponents. Nearly a decade later, the sabban is still overcrowded but it is safer for having removed the presence of the criminal guilds.

Felin yn Maram yn Ali el Samesaj was the grandson of the Grand Vizar Samesaj, the greatest wizard Calimport had ever seen. During his 632 years of life, Felin was also the tutor of another great mage, Tulan el Akadaw, who helped fight the Night Wars with the creation of the aranea. While these two connections to great figures in Calishite history could keep him in folks’ memories for centuries, Felin'’s claim to fame was as the protector of this sabban, which was built during the early Vihad dynasty of the Fourth Age. As a personal friend of all the Sholeh pashas and syl-vizar for five of the Vihad pashas. Felin “the Protector” never allowed any harm to be visited upon the people and buildings of what became Sholeh Sabban. Upon his death in the Year of Hidden Ways (-496 DR), the Protector was buried in a secret crypt in the Muzad beneath the sabban. Since that time, no fires have ever destroyed any buildings within this sabban, and many swear they feel the ghostly presence of Felin protecting his home still. His lonely minaret remains inviolate today, though mysterious lights have flickered behind the mithral window screens for centuries without explanation. Sabban mark: Felin'’s wizardly sigil of an hourglass centered over a quintet of five-pointed stars.

Hammer Ward

Outer Ward The “Smith's’ Home” is the ward for the heavy labor of blacksmiths, armorers, weaponers, and the like. The armorers and weapon-makers are all clustered closer toward the heart of the city, so their wares can quickly be used to defend the richer parts of the city (rather than having their goods used against Calimport). Everywhere throughout the daylight hours (and oft into the night), the ringing of hammers on anvils fills the air of the ward.

While the Pesarkhal Wall has not yet reached this ward’s southern sabbans, the Skilled Smiths and Metalworkers Guild has erected a fence of tall, barbed metal spears set along the top of the sabban walls abutting Quill Ward to mark its eventual placement. The spears do not restrict passage along the sabban wall byways, but they do prevent any from vaulting across the walls into the Nasim Sabban.

Ward Ruler
Harel yn Rafam el Qardeen, Sultan of Hammer Ward (NG hm F6; Str 17). This former blacksmith and inadvertent savior of Syl-Pasha Ralan el Pesarkhal, Harel simply interrupted an assassination attempt against Ralan during the Darkstalker Wars, throwing red-hot horseshoes and sword blades at the assassins simply because he disliked the odds of seven-against-one. While he is happy with his position and succeeded far beyond his wildest dreams, Harel and his ringing hammer can still be heard behind the walls of his villa working in his personal smithy.

Amyran Sabban

Other names: Hammer Sabban”.

The rougher smithies and workshops of the common blacksmiths dominate this sabban. While competition always runs fiercely, there is more than enough work in wheel-rims and horseshoes and the common metalwork to keep over 50 blacksmiths’ forges blazing at all times. Surprisingly to some visitors, Amyran Sabban is among the safest of sabbans to live in. Its natives are no-nonsense hard workers almost in defiance of the normal Calishite work ethic, and they want to keep their homes and businesses clear of the corruption so rampant elsewhere.

Sabban mark: A smith’'s claw hammer.

Sjûl Sabban

Other names: Anvil Sabban”.

The Alzhedo word for anvil announcing its primary attribute, Sjûl Sabban is the weaponsmiths’ sector of Hammer Ward. In accordance with the True and Skilled Guild of Weapon-Makers, all weaponsmiths of Calimport must meet minimum standards of quality in their work, and they are only allowed to sell two types of weapons per shop, preventing any one weaponsmith from totally dominating the market. Thus, in this ward and mostly in this sabban, there are more than 60 shops that sell swords, spears, scimitars, and other weapons.

Sabban mark: An anvil on a circular field.

Tyrbos Sabban

Other names: Ringing Step Sabban”.

This sabban is home to the metalworkers who do not deal in weapons or common horseshoes. The bulk of the trade and work in this sabban produces metal grills and screens for windows, door hinges, portcullis gates, and some metal shingling that could grace domes and minarets across the city. Due to the larger products and need for space, buildings in Tyrbos Sabban are larger than the norm, and there are fewer of them. The majority of the buildings are warehouses and three-story buildings altered to two internal stories to allow for larger foundries and forges on the ground floors. This sabban also houses many of the most skilled armorers and shieldmakers, though they are found all across the Hammer and Maker’s Wards.

Sabban mark: This is the seal of the Tyrbos pashas, a chevron-shaped shield placed off-center and overlapping a dark circular field. This is virtually the only physical evidence left of the rule of the Two Tyrbos Tyrants of the Second Age.

Crypt Ward

Outer Ward This ward on the city’'s eastern horizon is dominated by cemeteries, temples, khamarkhas, and markhouts. While its official title (from the syl-pasha) is Crypt Ward, many locals refer to this as "Dead Ward" or "Skulls' Ward", as this has been the area for mass burials and tomb sites since the Sixth Age of Calimshan. Each of its three sabbans are named after pashas’ houses, but their colloquial names correspond to the traditional burials found in each sabban and drudach of Crypt Ward. Thus, the khamarkhas (mausoleums) of the upper class dominate the northern sector of the ward, while few buildings beyond the drudach walls disturb the peaceful expanse of fountains, obelisks, and small plinths marking the mass graves of Kirruk Sabban.

It is getting the reputation of becoming the new Thieves'’ Quarter, as its relatively vacant avenues and numerous shadowed alleys provide many hidden locations from which to plot intrigues and activities. In fact, there are a number of markhouts in Irataq Sabban that have no one buried in them, and they exist to provide secret surface access to the Muzad for certain guild members and those among the rogue powers.

Ward Ruler
Muham yn Nasim el Pesarkhal, Sultan of Crypt Ward (NE hm T2), is the eldest son of the syl-pasha’s brother Nasim and the elder brother of Sultan Nasim of Emerald Ward. This jealous, petty underachiever was given this post “as a fitting reward for one of your ambitions.” In other words, this sultanate merely keeps him out of the way of the syl-pasha and away from those power players who might easily influence him against his uncle. Unknown to Muham and others in the city, Voraya of the Black Markets has some hypnotic controls over the young arrogant sultan (and he believes her to be simply his favorite jhasina from the Jhasinnar Sodality), which she uses to the benefit of the Twisted Rune.

Adlel Sabban

Other names: Khamarkha Sabban, Pasha'’s Rest Sabban”.

The northern sector of the ward is opulent to an extreme, as many khamarkhas and monuments to the rich and powerful dead of Calimport rise to the skies here. In this sabban, there is no shame in walking on the marble-paved avenues below the sabban byways, for the Adlel Sabban is considered an elevated place in and of itself. The numerous palm tree groves that are planted within the walled courtyards and the many magically maintained fountains make this sabban a peaceful area for contemplative walks during the day. At night, its shadows hide many conspiracies.

Sabban mark: The Adlel house mark of a scimitar sinister (pointing left) over a cluster of three palm trees.

Irataq Sabban

Other names: Markhout Sabban, Manycats Sabban.

This sabban seems by far the most orderly and structured of the sabbans, with its individually walled markhout tombs. While a few temple spires stab into the sky above the one-level markhouts, only the greater markhouts stand out, wherein the cremated remains of thousands of merchants and pashas and the middle class rest in peace. This practice of mass interrment within brass lamps has only been recently restored in the past 300 years, but more than five of the public markhouts have been filled, and each holds more than 500 bottles of ashen remains in the walls and floor crypts.

Sabban mark: A cat’'s head.

Kirruk Sabban

Other names: Mutar Sabban, Forgotten Sabban.

The drudachs of Kirruk Sabban uniquely have replaced the drudach walls with metal spear fences, allowing a free and unrestricted view of all the monuments and mass graves of commoners. Despite its common ground and its status as “the Forgotten Sabban” after all the forgotten dead buried there, it is one of the most popular parks in the city.

Sabban mark: As this sabban is visually diverse enough from any others with only a few buildings rising within its walls, there is no sabban mark (thus also reinforcing its name as the Forgotten Sabban).

Palace Ward

Central Ward This ward encompasses the richest and most affluent of Calishite society, including much of the leadership. The Pasha’s' Sabban, while not officially part of the Palace Ward, rests at its heart. The villas of the pashas dominate this ward, broken up only by the row houses and garrisons for hired guards and mercenaries and the obligatory taverns.
Ward Ruler
Tomuk yn Jhiavor el Kahmir, Sultan of Palace Ward (CE hm F0) is the second grandson of patriarch Nur el Kahmir from Manshaka (and a well-known pasha among the spies of Calimshan). While Sultan Tomuk is an ineffectual fop and a fool, he is paranoid and constantly keeps his grandfather apprised of who says what to him merely to find out what he should do about “his enemies.” Tomuk survives here only due to the threat his presence suggests to the syl-pasha’'s rivals about El Pesarkhal'’s alliance with El Kahmir. His grandfather and his contacts have profited greatly from the amount of information provided by the easily panicked Sultan Tomuk, and this avails pasha Nur el Kahmir well enough to allow his grandson to be the bother that he is.

Darehj Sabban

Other names: Mosaic Sabban”.

Darehj Sabban gained its nickname as the Mosaic Sabban due to the inlaid mosaics in many of the upraised street sections and on the sabban’s many buildings. This sabban lies west and south of the Pasha’s' Sabhan, resting against Armada Ward and the Pesarkhal Wall (and Shackles Ward), and the residents and businesses here tie heavily into the sea and slave trades.

Sabban colors: Scarlet red with varying stripes of color at the base of the gutter/street (white, black, and yellow) for the drudach differentiations. Sabban mark: Five chain links in a straight line.

Khatrev Sabban

Other names: Jhambiya Sabban”.

“The "Jhambiya Sabban"” gains its name and reputation for its still-too-common assassinations within its walls. The northern sector of the ward, Khatrev Sabban also provides the easiest approach to the Pasha’s' Sabban through its southern walls. Like Darehj Sabban, it is bordered by the much-higher Pesarkhal Wall, though the gatehouses between the outer wall and the inner sabban are not as heavily guarded since much traffic comes in from Faiths Ward to its north.

Sabban colors: Black with varying stripes of color at the base of the gutter/street (green, sky blue, and turquoise) for the drudach differentiations. Sabban mark: A curled slash with a perpendicular slash across its upper end, forming a crude jhambiya mark.

Najlet Sabban

Other names: The Martyr'’s Sabban, Demonshadow Sabban”.

Nearly 300 years ago during the Eighth Age of Calimshan, a rogue tanar'’ri rampaged through the streets of Calimport, summoned by one of the many who sought the Caleph’'s Throne. It slaughtered any that crossed its path, and more than 200 people lay dead by its hands. One hero - —the pasha'’s second son Ikham yn Herak el Najlet - —stood his ground and fought the demon to a standstill. Amid the rubble of two buildings and a courtyard, the warrior Ikham and the tanar’'ri Chanaavokh slew each other, their final blows tying each to the other in death in the Year of the Prancing Korred (1082 DR). Where they fell, the stones became dark red with their blood mingling together. Ever since then, the street remains dark with the silhouette of the dying hero and villain. Even after the raising of the streets and the original site of the fall more than 15 feet below, the dark outlines stained the stone street directly overhead of the actual site (P16).

Sabban colors: Royal blue with varying stripes of color at the base of the gutter/street (kelly green, ivory, and goldenrod yellow) for the drudach differentiations. Sabban mark: A silhouetted head with greatly exaggerated horns on the sides of its head.

Pasha's Sabban

''Main Article: Pasha's Sabban''

Jewel Ward

Central Ward This ward is the home of many of the city’s whitesmiths and gemcutters, but as a place of labor (no matter how delicate or exclusive), it is seen as a lesser place than the equally rich but “noble” Grand and Palace Wards. Curiously enough, the understreets of the Upper Muzad beneath Jewel Ward are the site of more than 60% of Calimport'’s illegal weapons and magic trade. The lower levels of legitimate businesses deal in like trades with equal skill, but are less particular about their customers or the goods they sell, disguise, or alter.
Ward Ruler
Janar yn Janar el Vyrsatyr (NE hem P8 of Shar) is many things, including sultan of Jewel Ward, druzir of the Octel Drudach, and the third-highest-ranked member of the Kindly Order of Silversmiths. Most importantly to him, he is Darklord of the Temple of Old Night and is one of three who sits at the side of Irtemara, the Dancer before Dawn and the head of Shar'’s temple in the Muzad. He uses his influence above and below to play all elements against each other so he can profit, no matter who wins any conflict.

Kalil's Sabban

Other names: Butcher'’s Sabban, Sholehfall Sabban, Vihad Sabban.

Another of the sabbans whose name strays from convention, this one gets its name directly from the Fourth Age Pasha Kalil Vihad, the brutal warrior pasha who personally slaughtered the weak Sholeh dynasty to its last child. He is yet known as the "Butcher Vihad" or "Kalil the Bloody" to the present day, and thus the sabban'’s aliases. In keeping with its mark, Kalil'’s Sabban contains the majority of the finework artists who create ornate weapons and hilts. While not advertised heavily, this is also the place to come if you want jewelry or items with hidden weapons and the like.

Sabban colors: Deep purple with varying stripes of color at the base of the gutter/street (white, black, and gray) for the drudach differentiations. Sabban mark: A pair of scimitars crossed beneath a skull.

Mjôm Sabban

Other names: The Marriage Sabban.

The dominant traders in this sabban are silk importers and jewelry makers and sellers. As both of the primary trades link with marriage ceremonies, that partially provides the sabban'’s nickname. It also refers to a disastrous wedding that took place early in the Year of Gilded Burials (-187 DR), in which a bridal procession en route to its temple died at the hands of the groom’s political rivals. To this day, the anniversary of the "Brideslaughter" still sees the ghosts of all those innocents walk the path toward the House of the Holy Dawn, appearing white and insubstantial but growing more red in hue as they approach the site of the ambush. The ghosts fade with mournful wails within 100 yards of the temple steps, never quite reaching their sanctuary. (Of course, these ghosts are now only seen in the understreets, not Jewel Ward above.)

Sabban colors: Blaze orange with varying stripes of color at the base of the gutter/street (slate gray, sunflower yellow, russet red) for the drudach differentiations. Sabban mark: Two linked rings on a diamond field.

Nadana Sabban

Other names: Gem Sabban.

The primary home for gemcutters and the gem trade, this sabban has more guards on its streets than nearly any other area outside the Pasha'’s Sabban. More than half of those living in Nadana Sabban are mercenary guards or amlakkar with the interests of certain guilds or families at heart. The few khanduqs in this sabban are magically protected to provide safe storage of gems raw and finished.

Sabban colors: White with varying stripes of color at the base of the gutter/street (emerald green, royal blue, and royal purple) for the drudach differentiations. Sabban mark: A crown-cut gem of seven facets.

Grand Ward

Central Ward Like other areas of the city, Grand Ward fell victim to the Trades' Conflagrations of recent years, and much of its real estate was cleared and only recently rebuilt. Like Emerald Ward, some areas were left cleared and Grand Ward now encompasses the largest market area of the city. Grand Ward is the second richest ward in Calimport outside Palace Ward. In terms of sheer status, an address in this ward at the heart of the city suggests one has reached the goal of the “idle” life of the rich. Of course, those of Palace Ward consider Grand Ward’s denizens “new money” and hold them with some disdain.
Ward Ruler
Perat el Zastar, Sultan of Grand Ward (LE hm M13) is one of the “new money” upstarts recently immigrated into Grand Ward from Wizard Ward. One of his greatest weapons is his vizar’'s status within the syl-pasha’'s court; Perat came from Manshaka with el Pesarkhal, and aided him greatly during the Darkstalker Wars. Now with many more intrigues afoot, the syl-pasha may live to regret bringing this viper into the fold, though el Zastar'’s word is his bond, and it will never be his hand that brings the Pesarkhal clan down.

Cajaan Sabban

Other names: Market Sabban.

This sabban fell victim to the Trades Conflagration and less than 20 of its former buildings survived the disaster. Where the Cajaan Bazaar once stood among four gleaming white marble khanduqs from the Third Age, the area is now totally wiped clear. The Cajaan Market now provides a wide-open marketplace for bazaar carts and stands to sell their wares. Among the greatest losses were not the Cajaan Khanduqs but the gold they contained - —The Conflagration turned more than 10,000 gold pieces and 2,500 trade bars into molten gold, and it flowed down into the Muzad where it was eagerly claimed by the many shadowy denizens. While pasha Nur yn Kalil el Wariq (NE hm T4) lost an inordinate amount of money in the fires, he has recouped his losses by the fees he charges for day (and night) staging of markets in the market.

Sabban colors: Vibrant green with varying stripes of color at the base of the gutter/street (midnight blue, crimson red, and wheat yellow) for the drudach differentiations. Sabban mark: The Cajaan’'s former signet of a fiery sun pierced from behind by three arrows pointing southwest.

Casajr Sabban

Other names: Stars Sabban.

This area is dominated by the entertainment and some scholarly trades. While none of the city'’s libraries burned in the latest fires, the warehouses here held much of the stock ink, parchment, and vellum used by both the Masterful Order of Clerks, Scribes, and Scriveners and the Dutiful Circle of Binders and Printers. These items helped fuel the fires and saw nearly a third of the sabban aflame.

Sabban colors: Slate gray with varying stripes of color at the base of the gutter/street (tan, ivory, and sky blue) for the drudach differentiations. Sabban mark: A book with a five-pointed star on its outer cover (prominent point up).

Makista Sabban

Other names: Golden Maidens Sabban.

One of two sabbans to escape much of the Trades Conflagration, this sabban seems much like the typical jumble of shops and row houses that one would find in any city of Faerûn. The only differences are that the goods are expensive luxury items, the buildings are glazed mud-brick or carved stone, and the winding jumble of streets have been set in place for longer than dragons measure a long lifetime. The Makista Sabban'’s bazaars, while temporary tents and carts in most other sabbans, have become permanent additions and sub-streets winding precariously around the khanduqs and other buildings. While still up on the elevated streets, Makista Sabban has always been a favorite site for thieves and pickpockets, as the jumbled streets deter pursuers, especially now with the ability to duck into the Upper Muzad beneath the street and lose any amlakkar even easier.

Sabban colors: Yellow with varying stripes of color at the base of the gutter/street (black, sea green, and ash gray) for the drudach differentiations. Sabban mark: The sabban'’s nickname and mark are derived from a 4-centuries-old festhall in the sabban - —the Golden Maidens (see G13). The mark are outlines of four female figures set in a cross-pattern, their feet pointing together and merging.

Vahlen Sabban

Other names: Meal Sabban.

The other sabban that escaped the Trades Conflagration, Vahlen Sabban prides itself on its many inns and restaurants that cater to the rich and powerful. The banquet halls provide an alternate dining experience with a wide variety of foods, cooking styles, and the like. “Dining Vahlen” raises a person’s status for as long as the stories of the extravagant and expensive meals continue to interest a person’s companions. Like Makista Sabban, these buildings have been in place for quite some time, and the lavish nature of building decorations are the only thing more enticing to social climbers than the aromas of roast cockatrice or leg of basilisk.

Sabban colors: Scarlet red with varying stripes of color at the base of the gutter/street (white, black, and yellow) for the drudach differentiations. Sabban mark: A small dagger sunk into a wedge of cheese.

Quill Ward

Central Ward Just north of Wizard Ward is the area where scholars, scribes, and learned sages congregate. Much of the city’s actual administrative work gets done here, and it is also the ward with the largest concentration of libraries (though most are private collections only). As it is also one of the quieter areas of the city, it is the home for many peaceful inns and rooming houses favored by travelers.

Quill Ward, while not a recent addition to the city, has one special feature shared only by the Pasha'’s Sabban and adjoining Wizard Ward: It is surrounded by a ward. This field of magic provides a number of effects for the people of Jhaapir, Hapij, and Nasim Sabbans, though they know only of its most basic reward: No fire larger than a hearth fire can sustain itself long under the ward, thus preventing these areas from succumbing to the fires that periodically ravage Calimport. The wizard Nureh yr Catahra el Namor, also known as the Emerald Enchantress, created the ward in the Year of the Enigmatic Smile (693 DR), to better protect the Emerald Archives from destruction. The ward’s other powers remain elusive to all but those who study the first female mage and temporary matriarch of the still-proud Namor clan. Sages attest that no plagues or diseases take hold of people within the ward (though they continue unabated here if contracted outside of it), paper and parchment does not age and crack (and books of more than 200 years remain as supple and fresh as when they were new), and candle flames emit twice as much light as normal (providing scribes with far better working conditions than elsewhere in the city).

Ward Ruler
Abbas yn Akkabar el Quaahl, Sultan of Quill Ward (LE hem M15)is a long-time vizar and Pesarkhal loyalist from Manshaka. When the syl-pasha was still learning the earliest intrigues in the court of pasha Abon Duum, Abbas el Quaahl served as his scribe. When he claimed power in Manshaka after Duum’'s disappearance, Abbas rose to become a vizar. The quiet exterior of this small, gaunt Calishite man with a tightly trimmed beard and moustache hides one of the most utterly ruthless souls ever to walk the Pasha'’s lands since the days of the Shoon. Some oath in the past ties the vizar with the syl-pasha, and both are incapable of doing harm or misfortune to the other, but the plots they hatch as one are frightening in their reach and effect. This little man who dresses always in ivory and tan with a scarlet sash and keffiyeh has nearly as many folk living in fear of his displeasure as does the syl-pasha. The vizar has little to do with the direct operations of Quill Ward, and he leaves it in the hands of his nervous yet competent son, Malik yn Abbas el Quaahl (NE hem M2/F2). Malik runs Quill Ward efficiently and honestly, though he has a number of projects guaranteed to bring him some notoriety and influence. His ability to forge documents without the use of magic is flawless, and he has brought a number of his father’s and his own enemies down with one mere missive (to the wives or favored jhasinas of a rival sabbalad, professing loyalty to the framed foe, etc.).

Jhaapir Sabban

Other names: Arch Sabban.

Tucked in the southeastern third of the ward and abutting both Wizard Ward and Maker’s Ward, Jhaapir Sabban is the place for the supplies and raw material traders. Thus, the smell of ink, pressed parchment, and treated vellum wafts through the air here. Many of the inns and lesser wizards’ domiciles cluster here, glad for the quiet not found in the rest of the city. One architectural feature in this sabban not shared in many other sectors of the city are the arched bridges and ramps that link the wall byways with many minarets. The minarets, once established amlakkar or sadimmin posts, are now public buildings where lovers stroll up to the open parapets around the domes to gaze out over the peaceful sabban.

Sabban mark: Three vertical stripes linked by two arches near their top ends.

Hapij Sabban

Other names: Scribe Sabban.

This squat sabban is the entire western sector of Quill Ward, and it contains the largest concentration of scriptoria, libraries, and places of learning in the city. Despite the din of the rest of the city, this area tends to be eerily quiet at all times. The street level of most buildings is either personal quarters or storage; all building entrances either have bridges built to the byways or there are stairs to the second floor entrances of nearly all buildings. Most trade buildings herein are row houses with living space above and below the work spaces. Interestingly, the former gateway through the sabban walls from Khanduq Ward has been sealed thoroughly, preventing any access into this sabban save by the byways, from inside the other Quill Ward sabbans, or from Vahlen Sabban in Grand Ward.

The only other claim to fame of this sabban is its illustrious former ruler. In thanks for saving a sultan’'s life, Ali el Samesaj gained the titles of Sultan'’s Vizar and Druzir of the Seven Sages Drudach. He would later inherit greater titles and notoriety as the Grand Vizar of Calimport, but his most immediate impression on the sabban'’s people was the destruction. Nearly half the buildings in the sabban fell under the spells of Ali el Samesaj or his foes as the druzir apprehended the sultan'’s attempted assassins.

Sabban mark: A quill with a black ink drop at the tip.

Nasim Sabban

Other names: None.

This sabban covers the entire northeastern quadrant of the ward, as its purpose is to provide a buffer between Hammer Ward and the quietude of Quill Ward. Thus, many of the lesser businesses and laborers’ living quarters are found in this poor sabban. Along the northern sabban byways is the barbed metal spear fence that demarcates where the Pesarkhal Wall will grow in the future.

Sabban mark: A small flame surrounding a trio of stacked coins. The mark has been in use for more than 150 years, and yet no one (not even sages of Calimport) can recall the origin or significance of the mark.

Wizard Ward

Central Ward Obviously, the bulk of the city'’s (and the country'’s) magical might rests herein. There are many strange sights in this ward, from the many wizard's’ minarets to the permanent illusions and colored wards over many a villa. Like the Pasha’'s Sabban and Quill Ward, the fields of magic have been in place for some time, though unlike those previous areas, Wizard Ward has no one overarching ward providing benefits for all. The wards about the Etarad, Najja, and Tarshaj Sabbans are all placed by private individuals for their own ends. With more than 1,000 buildings within the ward and more than a third of them the homes of wizards and sages, one can barely presume to guess at the variety of magical effects bound in nearly 400 wards.

Many assume this ward to be among the richest in the city, but to look at it from the byways, it seems half-deserted and less extravagant and magical than expected. In truth, while there are many unique and amazing sights to see here due to the extroverted nature of illusionists and enchanters, most wizards keep to themselves, remain indoors in study and seclusion, and do not seek to impress their neighbors any more than is necessary to ensure their own privacy. The sultan of this ward, however, does exact vows from every wizard living in his sabban - —Guild Arcane membership is mandatory for all who emigrate here, and guild rules are as strictly enforced by the guards on the streets as they are in the guildhall.

The only other distinction about Wizard Ward, which comes as no surprise to most, is the presence of wizards among the amlakkar. Often among the officers, there are at least two wizards to every 10 amlakkar warriors here, and they are armed with rods of absorption and other defensive measures to effectively neutralize rogue wizards swiftly. Given the amount of magic loosed in the city streets each day, this ward is strangely safe from much of the chaos, as magical problems are expected and ended more quickly here.

Ward Ruler
Eli yn Adnan el Beza, as Sultan of Wizard Ward (N hm M19) and Caleph Arcane of Calimport, controls the most powerful guild and the most powerful real estate in all of Calimport (and perhaps all of Calimshan). Long bald by choice, the sultan is tattooed heavily with magical sigils (from trips to Thay) and other tattoos; he has a rather striking red wyvern arcing from above his left brow around his left ear and its tail running down his neck. The tattoos unnerve some, but the affable sultan makes others comfortable easily— - unless you'’ve proven yourself an enemy. His easy smiles becomes brittle and sharp, the light in his eyes dulls to an icy glare, and folk learn both how he came to power in Calimport'’s Guild Arcane and how he gained the old sobriquet of “"Spidermaw".” He has a unique spell that turns a silver piece into a massive spider egg, and they either choke to death on hundreds of spiders or die of virulent poison from their bites.

Etarad Sabban

Other names: Novice Sabban.

An unspoken distinction among the sabbans is their classification by rank of wizards and their experience. Etarad Sabban is the lowest of the Wizard Ward sabbans, as the Novice Sabban or Apprentice’s Sabban. This is the most tame of the sabbans in this ward, as most of the mundane activity and business settled here long ago (after learning that the prestige of living among fabulous wizards did not help repair one’s home after wizards duel atop one’s roof). Still, much of the business herein provides services supported by many a wizard, from the procurement of animals and supplies to the preparation of gem dust, location of specific items, or even basic services such as cooking and cleaning (which all wizards are “too busy” to actually tend to themselves).

Sabban mark: One wand or slash, its tip surrounded by a seven-pointed star.

Najja Sabban

Other names: The Auret Sabban.

Named for one of its greatest practitioners of magic and colloquially acknowledging its greatest landmark, Najja Sabban is the “upper caste” neighborhood within Wizard Ward. Herein are the homes of the archwizards of Calimport, the Headquarters of the Guild Arcane, and buildings of such shapes and sizes and construction that all should be marked as Class A landmarks were they not the norm here. Accurate details on Najja Sabban do not do it justice, for while buildings generally remain in the same places (though not necessarily true in all cases), their external facades and shapes might change with a whim of their magical owners.

Sabban mark: Three wands, their tips surrounded by seven-pointed stars.

Tarshaj Sabban

Other names:'' Magi Sabban.

Like Etarad Sabban above, Tarshaj Sabban seems relatively normal, even dull at points. While seemingly normal and quite similar to areas of Maker’s and Hammer Ward, Tarshaj Sabban is the place where items and artifacts lurk in every shadowed alley. This is also the unofficial Sages' Sabban, as those who cannot afford the slightly more upscale living in western Quill Ward congregate here. Besides, with so many lost items wandering into the city with heroes and caravans alike, a sage who studies such things needs to remain on hand or else pass from life with never having glimpsed the Lambent Glove of St. Pymandyn or the Winged Sandals of Grear the Swift when they changed hands. This is where items are created, enchanted, identified, or even destroyed, and the volatile nature of all those trades explains why there are twice as many amlakkar as normal.

Sabban mark: Two wands, their tips surrounded by seven-pointed stars.

Makers Ward

Central Ward Maker’s Ward contains many of the skilled trade guilds and some of the newest khanduqs in the city. While not a socially prestigious address, Maker’s Ward is home to many tradesmen on the rise, and their close proximity to Caravans Ward aids them in their businesses. Unlike Hammer Ward, though, the variable businesses do not work together to improve their community; rather, they work against each other in near-constant vendettas and street brawls (if not full guild wars) in order for one guild or family to dominate particular trades, costers, or business deals. The other distinguishing factor of Maker’s Ward is its surprising lack of slaves. Nearly all inhabitants are free people (at least in the strictist sense, if not in the eyes of their guilds), and slaves, while a social necessity, are still a luxury for more than half of those found here.
Ward Ruler
Zelmazzar el Fiqra (NG hm dual M3/F7), Sultan of Maker’s Ward, is among the oldest of any government official across all of Calimshan, as he remains loyal not to any one person but to the Caleph'’s Throne. His many sons work in Maker’s Ward or Hammer Ward, though one son— the youngest, Kholof yn Zelmazzar el Fiqra - —went north looking for adventure more than 10 years ago. (Waterdeep has been his home for nearly all that time, where he goes by the name Olophin and is an officer of the watch.) Sultan Zelmazzar has stayed alive and influential simply by knowing his acquaintances’ motivations and desires and catering to them. While many rivals still wish him removed, they recognize that the syl-pasha has respect for the old man and they do not dare act against that for fear of retaliation.

Golnar Sabban

Other names: The Builder’'s Sabban.

In short, this southeastern sabban encompasses much of the dirty, noisy, and thoroughly necessary builder’s trades of carpentry, masonry, and the like. Tucked away against the walls of Caravans Ward, the shipyards of Hook Ward, and Crypt Ward, the Builder'’s Sabban always seems full of work and activity, providing fresh building materials for the city that never seems to run out of demand for them.

Sabban mark: A crossed hammer and chisel.

Jaleh Sabban

Other names: Saamark Sabban.

This trade sabban adopted both the first and surname of an incredibly indulgent and lazy pasha as its namesake, as Saamark II of the House Jaleh spent lavishly with no sense of the use of an item purchased or any care as to the effects of his lifestyle. (Saamark was slain by his own guards, whose pay had been cut to cover debts owed the Rundeen.) The bulk of the businesses trade in luxuries, amenities to soften life, and rare items to indulge anything from a taste for sweets to a passion for antiquities. Not all trades or goods here are trinkets, as many of the softer items that need creators are created here - —rugs, clothing, tapestries, etc

Sabban mark: A lion'’s head.

Sojrab Sabban

Other names: Heart'’s Joy Sabban.

This sabban carries the name of a dynasty of pashas remembered fondly for their support of art and culture (though they are hardly remembered for much else among the general populace). With many artists operating and competing within this sabban, courtyards become impromptu sculpting competitions, walls become inadvertent canvasses of the latest masterpiece (designed only to outdo a rival, less so for art’s sake), and around it all wander the romantics, the poets, and the lovers of Calimport. In the northeastern comer of the ward, Sojrab Sabban benefits from the quiet of Crypt and Quill Wards, and many temperamental artists, creators, and bards flock to this neighborhood looking for and often finding kindred souls and old friends.

Sabban mark: A harp against a triangular field, both tapering to points on the bottom of the mark.

Armada Ward

Port Ward This ward encompasses solely the enclosed docks for the Nallojal'’s ships and the garrisons and armories of the same. In the past 20 years, the Djenispool and Pesarkhal pashas have expanded the docks of Armada Ward such that it now is capable of docking two-thirds of the entire Nallojal fleet. Tavihr Sabban contains 90% of the buildings and businesses of the ward, even though it only comprises 35% of the area, since the Djenispool Sabban dominates the rest of the ward. Of those buildings, more than half of them are official city buildings for the management and coordination of el Nallojal. Civilians can enter Armada Ward, but unless they voluntarily sign up for the Nallojal or have some connections with the upper echelons of power (pasha or above title), wanderers looking for trouble in Armada Ward will find themselves press-ganged into service on one of the Nallojal'’s ships for a three-month-tour of duty.
Ward Ruler
Fahd yn Ralan el Pesarkhal, Sultan of Armada Ward and Sabbalad of Makista Sabban (NE hm F11), is the eldest son of Syl-Pasha Pesarkhal at 39 years old. Many of his 12 surviving brothers would covet his sultan'’s crown, but Fahd'’s ambitions drove him to take control of all the armed forces save the Qysaghanni (who answer only to his father). As the Syl-Sultan of the Nallojal (navy), the Sadimmin (army), and Farisan (elite forces), Syl-Sultan Fahd el Pesarkhal spends much of his time touring Calimshan and reminding the outer pashas and scheming sultans of Almraiven and Memnon (as well as other foreign ports) that the syl-pasha is a force not to be crossed. His own physically threatening presence (and that of his personal bodyguard contingent of 12 minotaurs) ensures that those who meet him understand not to question or cross him either. The few who did so, underestimating his cunning and intelligence due to his hulking stature and gruff manner, died swiftly in manners too distasteful for Calishites to speak of. Few doubt, and many fear, that he is truly his father'’s son.

Tavihr Sabban

Other names: Hammock Sabban.

This sabban, named after one of the more militaristic of the bakkal dynasties of Old Calimshan, is the barracks and armory for the syl-pasha’s naval armada. The garrisons for the Nallojal are far more unique than most military barracks— the bunks are all hammocks strung up two stories high among ceiling beams and pillars, and climbing ropes and rigging replace floors and stairs. Within this sector, one finds nearly any type of maritime support trade or service, and many of them belong to retired Nallojall seamen.

Sabban mark: A black anchor.

Djenispool Sabban

Other names: Wharf Sabban, The Wharf.

The only remnant of the previous dynasty'’s rule, the Djenispool Sabban retains its name in official documents only since Syl-Pasha Rashid Djenispool commissioned much of the work on expanding the docks of Armada Ward. As most sailors and officers understand the political winds of Calimport, they all take great care to refer to this only as Wharf Sabban, or the Wharf. While there are a few buildings for the collection of dock fees and minor businesses or equipment warehouses for the League of Harbormasters, there is really little more to this entire sabban than the docks and the ships lashed to them.

Sabban mark: The Djenispool seal of a genie’s lamp pouring water out of its spout, a black six-pointed star prominent on the lamp.

Dock Ward (Calimport)

Port Ward "“Just ask anybody - —they'’ll tell ya Dock Ward ‘as the most o'’everything!"” Such testimonials are common among the seamen of this ward, as this ward contains many “mosts” for Calimport. As the western half of the central trading and public docks, it does have the most berths for ships, including Armada Ward. It contains the most warehouses for many trade guilds shipping their products by sea, though it does not contain many guildhalls (most preferring to be stationed farther in the city). It also has the notoriety of having the highest concentration of festhalls and taverns for any ward in Calimport. If folk are looking for trouble or just a rowdy time, Dock Ward is their destination. And while all hold numerous taverns, inns, and festhalls, the three sabbans are nicknamed according to which place is most numerous within their walls.
Ward Ruler
Batras yn Faruk el Tuladim, Sultan of Dock Ward (CN hm T5; Str 17, Dex 16) began his rise a dozen years ago as the young 19-year-old druzir of Gamil Drudach. Learning never to draw attention to himself, he played the sniveling sycophant to his sabbalad until he could kill him and divert suspicions elsewhere. While word of enough murders fell onto his shoulders, the vizar and sabbalad Tuladim used his influence with the Harbormasters’ guild and the shipwrights’ guilds to financially ruin those who plotted his downfall. Batras, seeing the political winds shift, aided the upstart Ralan el Pesarkhal by secretly slaying a number of the Djenispool pashas and sultans during the Darkstalker Wars. While he doesn'’t trust Batras, the syl-pasha rewarded him with the sultan’'s crown over Dock Ward. This alone gave Batras far more influence within the maritime guilds that operate in his ward, though he seems content to leave the actual business of the guilds to their present pashas. Batras still goes down to Dock Ward’s taverns and initiates bar brawls that threaten to destroy whole taprooms, and the syl-pasha and many of Batras’ enemies merely wait for this liability of sorts to meet a well-deserved end that they can all then manipulate to frame other enemies. Of all the sultans, Batras has no designated heirs or family, and many line up to be his “friend and vizar” until they can kill him for his crown.

Aktorral Sabban

Other names: Tavern Sabban. Sabban mark: A tavern mug with a curling wave of ale atop the open mug.

Jarûz Sabban

Other names: Festhall Sabban. Sabban mark: A pair of dice (or simply cubes, where the dice are worn smooth by people touching them for luck).

Ylar Sabban

Other names: Inn Sabban. Sabban mark: A trio of small fish.

Since all the sabbans offer relatively the same services and ranges of danger, one description can suffice for Dock Ward’s sabbans. As their aliases above note, this port ward sells itself on its notoriety and high percentage of entertainment businesses. Warehouses are the fourth most common buildings in these sabbans, followed by cheap row houses above the street taverns and rope sellers and sail makers. Rarer but still present are some houses and sites of grandeur and obvious wealth, and these are the villas of the pashas among the maritime guilds.

Hook Ward

Port Ward This ward takes in the remainder of the public docks (the eastern third) and actually contains the shipyards that service the port. Many of the seafarers’ guilds place their guildhalls within its borders. While many of the monied classes make little distinction among the Port Wards, Hook Ward stands out as an area equally balanced between commercial and military influences. It has a far more subdued military presence than Armada Ward, and it is far cleaner and more organized than the rowdy Dock Ward.

One of the factors that also separates this ward from its adjoining Port Wards is the predominance of maritime temples. All of the major and minor gods of the seas have temples or shrines within this ward, though very few stand out as sites of excess as the temples of the upper city can be. With these temples close by, many of the other temples sent proselytes and new acolytes down to the markets and dock areas to drum up attention both for their god and their temples. Hook Ward often becomes a flare point between the faithful of opposing churches as their streetside sermons attempt to draw new arrivals in the city to their houses of worship and more often lead to proselytes tussling in the streets and leading to the maxim often heard that “Hook Ward has a holy war at least twice a day!”

Ward Ruler
Tahyr yn Ralan el Pesarkhal, Sultan of Hook Ward (CC hm F8) also answers to the title of Ralbahr of the Nallojal, the commander of the navy with only his elder brother and father to answer above him. A decent, hardworking seaman and officer, Ralbahr Tahyr controls both his navy and the docks of Hook Ward for three reasons: loyalty to his father; an consuming hatred of Rundeen pirates (ever since the death of two beloved brothers and his young wife at their hands); and despite a distaste for politics and intrigues,Tahyr as the second son did not wish to hand some of his younger brothers the chance to undermine their father’s rule in favor of their own. While Tahyr and the syl-pasha are nearly incapable of being together in one room without disagreeing over politics or methods, the 36-year-old ralbahr (admiral) is one of the syl-pasha'’s best allies against the sedition common among Calishite families.

Ajvent Sabban

Other names: Shipwright's’ Sabban, Sails Sabban.

This sabban exists only as a marked division from the other sabbans of the ward. In truth, it is the entire shipyards of Calimport under the shared control of the sultan and ralbahr Tahyr el Pesarkhal, the sabbalad Saibh el Daafib, and the pasha of shipwrights. Of course, the sultan has the ultimate authority, but he allows his underlings to manage the day-to-day operations with the understanding that his ships and their maintenance or repairs take precedence over all other customers, including visiting allies’ ships.

Sabban mark: A leaping dolphin atop a curling wave.

Eraré Sabban

Main Article: Eraré Sabban Other names: Wyvern Sabban, Wraith Sabban.

Eraré Sabban is the central sabban of the trio that comprises Hook Ward. While Ajvent Sabban encloses the massive shipyards of the city and Osiir Sabban to the west handles the management of the docks and harbor, Eraré Sabban acts as a receiving area for newly arrived dignitaries, an embassy area for many foreign powers, an unofficial meeting place for many adventurers arriving in Calimport, and the least dangerous section of any of the Port Wards. The three drudachs of this sabban divide their defining traits by their services; one provides most of the lodgings, the others, the commerce and the merriment.

While also known as Wyvern Sabban due to its mark (see below), this sabban'’s most common alias is Wraith Sabban. This name comes from a short-lived dynasty of the Eighth Age, roughly 200 years ago. It ties to that dynasty'’s tragic end; the fourth son of the last Eraré pasha was an evil necromancer imprisoned alive within an unmarked tomb in the Muzad. During the Time of Troubles, the magic that sealed the wrathful creature inside his tomb failed and the Eraré Wraith prowled the shadowed streets of Calimport for years. While many believe the wraith was destroyed by Javir yn Zamar el Hosaan in the Year of the Gauntlet (1369 DR), mysterious deaths from time to time are still attributed to the Eraré Wraith.

Sabban mark:The sabban'’s sigil originally was a war hammer with the silhouette of a wyvern in flight behind it; while some walls retain the original seal, most people recognize the rough shape of a wyvern volant and consider that the sabban mark.

Osiir Sabban

Other names: Harbor Sabban.

As this is the sabban wherein the captains of all incoming ships must register their ships and pay docking fees to the city, Osiir Sabban has become Harbor Sabban for many. Even those who docked elsewhere along the port consider this sabban the entrance to the city, as no more than five people can exit any ship until docking fees are cleared with the harbormasters, and thus this sabban controls entry into the city in its own way.

Sabban mark: The silhouette of a single-masted ship with full sails seen from the side.

Caravans Ward

Port/Outer Ward This ward is technically considered both a Port Ward and Outer Ward due to its abutting the shore east of Hook Ward and its location on the eastern outskirts of the city. It contains the majority of the carters, drovers, stables, and caravan services of Calimport. While many arriving by the trade roads grumble about the roundabout trails leading around the city to their staging areas in Caravans Ward, it shows that the bulk of the trade for Calimport arrives and leaves by ship, though this ward easily collects shipped cargo and takes it inland to the northern towns, estates, and other settlements such as slave plantations and mining towns.

Pashas and social climbers that do not work here or have business rarely enter Caravans Ward for two reasons: The entire ward is dusty, dirty, and filled with beasts of burden with little sense of the person’s true station (and might accidentally cause embarrassment). And aside from the sabban walls which are not so maintained to be proper byways, there are no upper walkways for the cultured to be above the unwashed slaves, cattle, and other loathsome creatures. As a result, this is one area of Calimport with wide avenues and large courtyards for gathering caravans and such.

Ward Ruler
Pasha Kemar yn Kadadf el Dasanm, Sultan of Caravans Ward (CE hm F9). This burly bear of a man worked his way through the Mighty Guild of Bouncers, Laborers, and Sellswords and he still sits among them as a senior member and officer. He also rules as the pasha of the Guild of Excellent Drovers, Shepherds, and Animal Handlers, having worked his way through their ranks as well by being the best oxen driver and caravan guard both guilds had ever seen. While still a bit short tempered (and restoring infrequent use of his nickname as "“the Bull"”), Pasha Kemar proved himself and always pushes those he deals with in order to have them justify their own status to him. He only respects strength, force, and volume, as that is how he tends to bluster his way through any resistance. Hardly the smartest of sultans, he knows to leave some of his negotiations and most of his business affairs to his youngest nephew, the vizar Conol yn Agar el Dasanm (LE hm T5; Int 16). The wiry young man of 17 busily works away for his uncle, simultaneously storing away vast sums of money and politically volatile information to later either enhance the pasha’s power base over his enemies or assume the role himself. For now, Vizar Conol’'s busiest role is to oversee the pasha’s controlling interests in four trading costers operating as far afield as Maztica, Cormyr, and Tantras.

Drakhon Sabban

Other names: Stallions Sabban.

By its alias, this sabban is easily identified as the stables area, the markets for the buying and selling of horses (and other more exotic mounts such as the rare displacer beast or Pegasus), and the area where attendant equipment like saddles, bridles, and the like are made and sold. Despite the strong smells from the stables and the tanneries, Drakhon Sabban is the temporary stop of choice for many poorer caravan attendants and guards. Everything they need of Calimport is here—inns, new supplies, and customers to buy the last caravan’s goods and sell you a full wagonload to take back. Tucked against the walls of Hook Ward'’s shipyards, Drakhon Sabban provides a great view of the ocean from many tavern courtyards.

Aside from a night or two in Drakhon Sabban, there are hundreds of caravan drovers who have been to Calimport more than 1,000 times yet never set foot on the docks or see the sights of Nadana Sabban or the Pasha'’s Palace. While even the most jaded of caravan drovers can be impressed by some of Calimport'’s beauty, too many of them cherish their freedom too much to wander where they don’t know the way to the road out (and their suspicions are well-founded, for those who look lost are lost, and most often end up as someone'’s property).

Sabban mark: A horse in silhouette.

Pahlemm Sabban

Other names: Oxen Sabban.

The noise and dust of the cattle drives echoes throughout the artificial canyons of row houses in Pahlemm Sabban. This sabban is home to the cattle yards, some slaughter houses, additional tanneries, manure pits, and other assorted businesses tied to the cattle industries of the northern shanates. In order to disturb the fewest people, the slaughterhouses rest toward the outer reaches of the city against the walls of Crypt Ward, and the cattle yards are farther toward the southern end of the sabban. Given the lesser defenses of the eastern city, the Cattlemen's’ House makes frequent use of mercenaries to protect the penned cattle from wolves and other predators (especially those attracted by the smell of the slaughterhouses).

Sabban mark: A steer'’s head with enormous horns.

Thytos Sabban

Other names: Court Sabban.

Resting against the cliffs of eastern Calimport is Thytos Sabban, the main area for collecting caravans both entering and leaving the city. While it is not as conveniently located near the main markets like so many northern cities (even those in Tethyr), Calimport’'s markets receive any goods through at least three intermediaries-the caravan drovers sell to their guild, which sells it to the Grocers’ and Farmers’ Guild or the appropriate buyers for the products brought in. These sales guilds present the products within the markets and Calishites accept this method and its markups since they have always operated this way.

The mood and social attitudes relax here, for the most part, unless there is unrest or problems within the caravans. This sabban, while well guarded by the amlakkar, also sees many murdered caravan drivers simply because they foolishly either flaunted their wealth after a caravan shipment or did not immediately turn that money around into new goods to load into the wagons and take to the next city. While each looks out for their own, the guilds and the traders all know the score and do not mourn fools who do not know the system or how to act within it. Aside from those upper class merchants who rose from these lowly ranks, few ever would dream of entering this sabban (and thus, many folk on the run from the upper echelons of society either flee and hide here or into the Muzad).

Sabban mark: A black wagon wheel.
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  • Pre-History
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  • Prestidigitation (Spell)
  • Prestige Classes of the Realms
  • Prestige Classes
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  • Priest
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  • Profession
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  • Project W
  • Prone (M&M3)
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  • Propriety
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  • Prying Eyes (Spell)
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  • Pseudonatural Troll (Epic Creature)
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  • Psionic Items: Power Stones (Rules)
  • Puppeteer (Creature)
  • Puppeteer, Flesh Harrower (Creature)
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  • Purple Dragons of Cormyr
  • Purple Worm (Creature)
  • Pwyll Daggerford
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  • Pyarados
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  • Quick Guide to BDH Factions
  • Quickened Donning (Feat) (Midnight)
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  • Races (Earth)
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  • Races of Midnight
  • Races
  • Rafayam
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  • Rage (Spell)
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  • Random Charm Generation (Midnight)
  • Ranger (Class)
  • Ranger Spell List
  • Ranger
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  • Ranneck
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  • Rast (Creature)
  • Rat (Creature)
  • Rat Swarm (Creature)
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  • Raurin Desert
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  • Raven
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  • Raventree Villa
  • Ravid (Creature)
  • Ray of Enfeeblement (Spell)
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  • Raynar Thrul
  • Raynar
  • Read Magic (Spell)
  • Realm of Three Crowns
  • Realm of the Sword and the Wand
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  • Rebel character infobox
  • Red Sails
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  • Reduce Animal (Spell)
  • Reduce Person (Spell)
  • Reduce Person, Mass (Spell)
  • Refuge (Spell)
  • Regenerate (Spell)
  • Regent-King Aleric
  • Reincarnate (Spell)
  • Relkath's Foot
  • Remorhaz (Creature)
  • Remove Blindness_Deafness (Spell)
  • Remove Curse (Spell)
  • Remove Disease (Spell)
  • Remove Fear (Spell)
  • Remove Paralysis (Spell)
  • Renewal Pact (Spell)
  • Repel Metal or Stone (Spell)
  • Repel Vermin (Spell)
  • Repel Wood (Spell)
  • Repulsion (Spell)
  • Resilient Sphere (Spell)
  • Resist Energy (Spell)
  • Resistance (Spell)
  • Restoration (Spell)
  • Restoration, Greater (Spell)
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  • Restrained (M&M3)
  • Restricted
  • Resurrection (Spell)
  • Retriever (Creature)
  • Reverse Gravity (Spell)
  • Revify (Spell)
  • Revised Races of Midnight
  • Revivify (Spell)
  • Rewards: Coming of Twilight, Interlude 1
  • Rewards: Destroyer
  • Rewards: Tyan Voth
  • Rhangaun
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  • Rhauntides
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  • Rhigaerd II
  • Rhingalade’s harp
  • Rhingalade’s harp
  • Rhinoceros (Creature)
  • Rhys Fairchild
  • Riautar’s Weaponry
  • Ride (Skill)
  • Ride
  • Righteous Might (Spell)
  • Rilimbrar Heltharn
  • Rilimbrar
  • Ring of Gray Flames
  • Ring of Three Colors
  • Ring of lore
  • Rise of the Empress
  • Rise of the Thayan Empire
  • Rising Moon Inn
  • Ritual Magic (Feat) (Midnight)
  • Rivalen Tanthul
  • River Delimbiyr
  • River Gate
  • River Gauros
  • River Lapendrar
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  • River Sur
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  • River Umber
  • River of Shadows
  • River of Spears
  • River of Swords
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  • Roads' End
  • Roaringhorn Villa
  • Roaringhorn
  • Robe of many sigils
  • Roc (Creature)
  • Rochefort
  • Rod of Negation
  • Rogue (Class)
  • Rogue (Midnight) (Class)
  • Rogue Stone
  • Rogue
  • Roguerun Alley
  • Rohan Hawkshill
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  • Rokkek Ingerr's Residence
  • Roland Black
  • Roland Drakov
  • Roll of Impilturan Monarchs
  • Roll of Years (Chronological)
  • Roman Banacath
  • Rook Alley
  • Rope Trick (Spell)
  • Roper (Creature)
  • Rosznar Villa
  • Round Again Alley
  • Rowan Silvercrown
  • Royal Signet of the White Queen
  • Rôghiian Stables
  • Ruais
  • Ruby
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  • Ruid's Stroll
  • Ruin Swarm (Epic Creature)
  • Ruldegost Villa
  • Runer's Alley
  • Runik Sorenson of Orin
  • Running Rocks
  • Rust Monster (Creature)
  • Rusting Grasp (Spell)
  • Ruthammar Plateau
  • Rylaun Greyshade
  • Rylauntyrr Zauvirr Veladorn
  • Rylauntyrr'Trinth ne'De'Viir
  • Rysal
  • Rôghiian Stables
  • SLA Treasure
  • SRD
  • SV-4F
  • Sabbalad
  • Sabbaladah Dahaban
  • Sabban
  • Sabbar's Alley
  • Saddlers’ & Harness-Makers’ Hall
  • Sadidah Taorahl
  • Sadidah
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  • Sadidrif
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  • Sage of Shadowdale
  • Sahar Sabban
  • Saharel
  • Sahuagin (Creature)
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  • Sakura
  • Salamander (Creature)
  • Salamander, Average (Creature)
  • Salamander, Flamebrother (Creature)
  • Salamander, Noble (Creature)
  • Salehlon's Carpets
  • Salember "the Rebel Prince"
  • Salember
  • Sallus Keru
  • Salt Mephit (Creature)
  • Salve of minor spell resistance
  • Sam Harrington
  • Samael Arcosian
  • Sambryl Heltharn
  • Sampranasz
  • Sanctuary (Spell)
  • Sandstone Golems
  • Santa Monica summer camp - Making a Positive Memory for the Child
  • Sapphire
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  • Sarcosan Pureblood (Feat) (Midnight)
  • Sarcosans
  • Saref
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  • Sated Satyr
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  • Satyr (Creature)
  • Save Bonus Template Test
  • Scare (Spell)
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  • Scintillating Pattern (Spell)
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  • Scorching Ray (Spell)
  • Scorpion, Colossal Monstrous (Creature)
  • Scorpion, Devastation (Epic Creature)
  • Scorpion, Gargantuan Monstrous (Creature)
  • Scorpion, Huge Monstrous (Creature)
  • Scorpion, Large Monstrous (Creature)
  • Scorpion, Medium Monstrous (Creature)
  • Scorpion, Monstrous (Creature)
  • Scorpion, Small Monstrous (Creature)
  • Scorpion, Tiny Monstrous (Creature)
  • Scrag (Creature)
  • Screen (Spell)
  • Scrying (Spell)
  • Scrying, Greater (Spell)
  • Sculpt Sound (Spell)
  • Sdm
  • Sea Cat (Creature)
  • Sea Hag (Creature)
  • Sea Ward
  • Sea of Dlurg
  • Sea of Fallen Stars
  • Seal of the Raging Titan
  • Sealed Tome
  • Sean Gabriel O'Keeffe
  • Search (Skill)
  • Search
  • Searing Light (Spell)
  • Seawind Alley
  • Sea’s Edge Beach
  • Sebastian Becket
  • Sebastian Lazarus Becket
  • Second Escarpment
  • Secret Chest (Spell)
  • Secret Page (Spell)
  • Secure Shelter (Spell)
  • See Invisibility (Spell)
  • Seeming (Spell)
  • Selamek's Scarlet Cross Trading Coster Warehouse
  • Selcharoon Nrim
  • Selchoun’'s Sundries
  • Selchoun’s Sundries
  • Self-Identifying Magic Items
  • Selune (astrological symbol)
  • Semphar
  • Semphâr
  • Semphâr
  • Sending (Spell)
  • Sense Motive (Skill)
  • Sense Motive
  • Sense Nexus (Feat) (Midnight)
  • Sepia Snake Sigil (Spell)
  • Sequester (Spell)
  • Serafina Horowicz
  • Sergei Gaznayev
  • Sergei Vlacul
  • Serpentil Books & Folios
  • Session 1
  • Session 2
  • Session Five
  • Session Four - Waterdhavian Knights
  • Session Four
  • Session Log
  • Session One - Waterdhavian Knights
  • Session One
  • Session Seven
  • Session Six
  • Session Three - Waterdhavian Knights
  • Session Three
  • Session Two - Waterdhavian Knights
  • Session Two
  • Sessrendale
  • Sethma's Court
  • Setting (Ether)
  • Seven Chalices Trading House
  • Seven Draughts
  • Sevenlamps Cut
  • Shackles Ward
  • Shade
  • Shades (Spell)
  • Shades of Gray
  • Shadow (Creature)
  • Shadow Adept (Prestige Class)
  • Shadow Conjuration (Spell)
  • Shadow Conjuration, Greater (Spell)
  • Shadow Evocation (Spell)
  • Shadow Evocation, Greater (Spell)
  • Shadow Magic
  • Shadow Mastiff (Creature)
  • Shadow Of The Void (Epic Creature)
  • Shadow Techniques
  • Shadow Walk (Spell)
  • Shadow, Greater (Creature)
  • Shadowfell Gloves
  • Shadows Alley
  • Shadows of Calimshan
  • Shadows of the Past, Treasure Awards
  • Shadows of the Past
  • Shadowtop
  • Shalanna Duthmere
  • Shaman (Class)
  • Shaman Totems
  • Shambler (Spell)
  • Shambling Mound (Creature)
  • Shanate
  • Shangalar the Black
  • Shank Alley
  • Shape Of Fire (Epic Creature)
  • Shapechange (Spell)
  • Sharakh
  • Shared Dreamstate
  • Shark (Creature)
  • Shark, Dire (Creature)
  • Shark, Huge (Creature)
  • Shark, Large (Creature)
  • Shark, Medium (Creature)
  • Sharra's Flight
  • Shatter (Spell)
  • Shattercrock Alley
  • Shelamardah
  • Sherry
  • Shevel
  • Shield (Spell)
  • Shield Dwarf
  • Shield Guardian (Creature)
  • Shield Hall
  • Shield Other (Spell)
  • Shield dwarves
  • Shield of Faith (Spell)
  • Shield of Law (Spell)
  • Shield of vigilance
  • Shiinalidajh
  • Shillelagh (Spell)
  • Ship of the Gods
  • Shipmates' Hall
  • Shocker Lizard (Creature)
  • Shocking Grasp (Spell)
  • Sholeh Sabban
  • Shoon VII
  • Shout (Spell)
  • Shout, Greater (Spell)
  • Shrieker (Creature)
  • Shrink Item (Spell)
  • Shyk
  • Shyrrhr’s House
  • Shyvar Pass
  • Sigil of Fire
  • Silavene’s
  • Sildëyuir
  • Sildëyuir
  • Silence (Spell)
  • Silent Image (Spell)
  • Silmerhelve Villa
  • Silver Blood (Spell) (Midnight)
  • Silver Marches Moon
  • Silver Storm (Spell) (Midnight)
  • Silver Wind (Spell) (Midnight)
  • Silver
  • Silverymoon Epilogue
  • Silverymoon
  • Simbul
  • Simulacrum (Spell)
  • Sir Christian of Impiltur
  • Sirrush (Epic Creature)
  • Sisterhood of the Sacred Salvation
  • Sitrep
  • Six Minutes to Midnight (2COT46)
  • Sjûl Sabban
  • Sjûl Sabban
  • Skeleton (Creature)
  • Skeleton, Advanced Megaraptor (Creature)
  • Skeleton, Chimera (Creature)
  • Skeleton, Cloud Giant (Creature)
  • Skeleton, Ettin (Creature)
  • Skeleton, Human Warrior (Creature)
  • Skeleton, Owlbear (Creature)
  • Skeleton, Troll (Creature)
  • Skeleton, Wolf (Creature)
  • Skeleton, Young Adult Red Dragon (Creature)
  • Skill Summary (SRD Rules)
  • Skills (Midnight)
  • Skills
  • Skuld
  • Skullport
  • Skum (Creature)
  • Slarkrethel
  • Slay Living (Spell)
  • Sleep (Spell)
  • Sleet Storm (Spell)
  • Sleight of Hand (Skill)
  • Sleight of Hand
  • Slow (Spell)
  • Sluth
  • Snake (Creature)
  • Snake, Constrictor (Creature)
  • Snake, Giant Constrictor (Creature)
  • Snake, Huge Viper (Creature)
  • Snake, Large Viper (Creature)
  • Snake, Medium Viper (Creature)
  • Snake, Small Viper (Creature)
  • Snake, Tiny Viper (Creature)
  • Snare (Spell)
  • Sniff Alley
  • Snome Villa
  • Soargar's Legacy
  • Soargar
  • Socothbenoth
  • Soften Earth and Stone (Spell)
  • Sojrab Sabban
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